ZDoom Wiki Thread

We sure do have a lot of rules and guidelines threads - find them all here, and please make sure you've read them! Also, community-wide announcements (that aren't major ZDoom News) go here as well.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom Wiki Thread

Post by NeuralStunner »

DavidPH wrote:EDIT: As a side note, if the requested state can't be found, then no teleport is attempted (first it will look for Teleport, though). In retrospect, I'm not entirely sure if that's a good or bad thing.
I say that sounds like a good thing. It means you need to check your code: Throwing a "State not found" (or however it goes for A_Jump* functions) error to the console is the best way to go.
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA
Contact:

Re: ZDoom Wiki Thread

Post by Demolisher »

ZDoom crashes, there is no "State not found", unless that changed recently, so a default backup to prevent a crash sounds good.
User avatar
DavidPH
Posts: 382
Joined: Fri Aug 28, 2009 1:46 pm

Re: ZDoom Wiki Thread

Post by DavidPH »

A_Teleport doesn't crash if it can't find a state to jump to, it just returns. Basically, it's a silent failure.

Now that I've thought about it, though, I think the only real option for not jumping would be a TF_NOJUMP flag, since technically "" is the default.
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Re: ZDoom Wiki Thread

Post by Shadelight »

Could a tutorial be added to the wiki on how to compile a certain branch?
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: ZDoom Wiki Thread

Post by Gez »

1. Read the Subversion repository article
2. Follow the instructions to download it, but substitute /trunk with /branches/whateverbranchyouwant in the URL for the checkout.
3. Read the "Compile ZDoom on <Insert Your OS Here>" article.
4. Profit!


Out of curiosity, what branch interests you?
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Re: ZDoom Wiki Thread

Post by Shadelight »

The Doom 64 branch.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: ZDoom Wiki Thread

Post by Graf Zahl »

I'm wondering: Is it really necessary to note what's most likely a bug on several pages instead of waiting until it's fixed or or confirmed as not doable?

I don't really think that not being able to play XMI with Timidity is intentional so waiting for Randy seems to be smarter than writing 'cannot be played' on several pages. Such information tends to stick around even though it may be false.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom Wiki Thread

Post by NeuralStunner »

I added a note in the [wiki=Sprite#Frames]Sprite article[/wiki] on how to put \ sprite frames in a PK3, as it seemed liek an important note to place there. I didn't know how to do it myself until I was pointed to the [wiki=Using_ZIPs_as_WAD_replacement#Tips]zip archives[/wiki] page.

Anyhow, I would appreciate someone making sure the wording is clear and concise enough.
dennisjj4
Posts: 23
Joined: Sun Aug 22, 2010 4:36 pm

Re: ZDoom Wiki Thread

Post by dennisjj4 »

How about the cast call? How is a custom cast call done?
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Re: ZDoom Wiki Thread

Post by Shadelight »

User avatar
Enjay
 
 
Posts: 26955
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: ZDoom Wiki Thread

Post by Enjay »

Thank you.

Question:
Defines which sound to play at which moment of which attack. Label must be either "Melee" or "Missile", offset must be a positive or null value, and sound must be a logical sound name as defined in SNDINFO.
What does the offset actually do? My guess is that it defines how many frames into the particular sequence you have to be before the sound is played?
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom Wiki Thread

Post by NeuralStunner »

Enjay wrote:What does the offset actually do? My guess is that it defines how many frames into the particular sequence you have to be before the sound is played?
Looks like it to me. You can also use multiple statements to add more than one sound to a state.
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: ZDoom Wiki Thread

Post by Gez »

Missile, 1, "fireball/throw" means to play the fireball/throw sound when the cast reaches the Missile+1 state.
User avatar
Enjay
 
 
Posts: 26955
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: ZDoom Wiki Thread

Post by Enjay »

Thank you. :)
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA
Contact:

Re: ZDoom Wiki Thread

Post by Demolisher »

wiki wrote:note: If a weapon offset is specified with the offset keyword, the state defined cannot have a duration longer than 254 tics. This is a limitation.
Is this still accurate?
Post Reply

Return to “Rules and Forum Announcements”