ZDoom Wiki Thread

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Re: ZDoom Wiki Thread

Postby NeuralStunner » Thu Sep 09, 2010 2:44 pm

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.
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Re: ZDoom Wiki Thread

Postby Demolisher » Thu Sep 09, 2010 10:56 pm

ZDoom crashes, there is no "State not found", unless that changed recently, so a default backup to prevent a crash sounds good.
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Re: ZDoom Wiki Thread

Postby DavidPH » Fri Sep 10, 2010 9:31 am

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.
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Re: ZDoom Wiki Thread

Postby Shadelight » Mon Sep 13, 2010 3:36 pm

Could a tutorial be added to the wiki on how to compile a certain branch?
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Re: ZDoom Wiki Thread

Postby Gez » Mon Sep 13, 2010 3:46 pm

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?
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Re: ZDoom Wiki Thread

Postby Shadelight » Mon Sep 13, 2010 3:48 pm

The Doom 64 branch.
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Re: ZDoom Wiki Thread

Postby Graf Zahl » Tue Sep 28, 2010 5:01 pm

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.
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Re: ZDoom Wiki Thread

Postby NeuralStunner » Fri Oct 15, 2010 12:30 pm

I added a note in the Sprite article 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 zip archives page.

Anyhow, I would appreciate someone making sure the wording is clear and concise enough.
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Re: ZDoom Wiki Thread

Postby dennisjj4 » Fri Oct 15, 2010 6:19 pm

How about the cast call? How is a custom cast call done?
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Re: ZDoom Wiki Thread

Postby Shadelight » Sat Oct 16, 2010 10:24 pm

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Re: ZDoom Wiki Thread

Postby Enjay » Sun Oct 17, 2010 6:01 am

BlazingPhoenix wrote:http://zdoom.org/wiki/MAPINFO/Intermission_definition


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?
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Re: ZDoom Wiki Thread

Postby NeuralStunner » Sun Oct 17, 2010 11:42 am

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.
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Re: ZDoom Wiki Thread

Postby Gez » Sun Oct 17, 2010 1:20 pm

Missile, 1, "fireball/throw" means to play the fireball/throw sound when the cast reaches the Missile+1 state.
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Re: ZDoom Wiki Thread

Postby Enjay » Sun Oct 17, 2010 1:33 pm

Thank you. :)
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Re: ZDoom Wiki Thread

Postby Demolisher » Thu Oct 21, 2010 5:50 pm

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?
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