[beginner] Weapon from Realm667 not appearing in UDB
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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[beginner] Weapon from Realm667 not appearing in UDB
Thanks for reading!
Using GZDoom: UDMF, Slade, and Ultimate Doom Builder.
I'm new to using custom weapons, so I apologize if I'm missing something obvious. I read up on the zdoom wiki and various other sites about creating custom weapons in ZDoom but I seem to be missing something.
I downloaded the grenade launcher from Realm667.
I copied the files from the GrenadeLauncher.wad file into the wad I'm using for editing. However, when I open up my wad in Ultimate Doom Builder, go into things mode the grenade launcher is not there.
Plot twist!
When I rename the OLDCODE file to DECORATE and add an DoomEd Number, the weapon appears. It's great, I've been playing around with it for 10 minutes.
However, I have come to understand that DECORATE is deprecated and I'd like to learn zscripting. Before I can do that, though, I need to figure out what I am missing. I seem to be missing something that the tutorial writers are assuming I already know.
I'd really appreciate the help.
Using GZDoom: UDMF, Slade, and Ultimate Doom Builder.
I'm new to using custom weapons, so I apologize if I'm missing something obvious. I read up on the zdoom wiki and various other sites about creating custom weapons in ZDoom but I seem to be missing something.
I downloaded the grenade launcher from Realm667.
I copied the files from the GrenadeLauncher.wad file into the wad I'm using for editing. However, when I open up my wad in Ultimate Doom Builder, go into things mode the grenade launcher is not there.
Plot twist!
When I rename the OLDCODE file to DECORATE and add an DoomEd Number, the weapon appears. It's great, I've been playing around with it for 10 minutes.
However, I have come to understand that DECORATE is deprecated and I'd like to learn zscripting. Before I can do that, though, I need to figure out what I am missing. I seem to be missing something that the tutorial writers are assuming I already know.
I'd really appreciate the help.
Last edited by jadedrakerider on Fri Dec 03, 2021 10:03 am, edited 1 time in total.
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Update: MAPINFO file
So I have been reading around, and it looks like I might be missing a MAPINFO file. So I created one but then when I tried to open my wad in Ultimate Doom Builder, I got an error.
Here is my MAPINFO code:
I get the same error.
So I think I need to define maps in my MAPINFO file. So I found this wiki article and tried to define my map in the file.Unable to find maps using any game configuration. Does this wad contain any maps at all?..
Here is my MAPINFO code:
Code: Select all
map E1M1 "Chemicals"
{
levelnum = 1
}
DoomEdNums
{
20000 = STGrenadeLauncher
20001 = STGrenade
}
- Player701
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Re: [beginner] Weapon from Realm667 not appearing in UDB
The correct sequence of actions is the following:
- Create a map in UDB, save the WAD file.
- Open the WAD file with SLADE and copy the lumps from GrenadeLauncher.wad to your new WAD.
- Add a MAPINFO lump with a DoomEdNums section to your WAD via SLADE. You do not actually need to define any maps there.
- Open your WAD with UDB again. Now you should see the new weapon in the things list.
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Re: [beginner] Weapon from Realm667 not appearing in UDB
Hey Player701! Thank you so much for taking the time to help. I've followed your steps but I still seem to be doing something wrong. I created a video so that you can see what I have been doing. Here is the video.Player701 wrote:The correct sequence of actions is the following:
- Create a map in UDB, save the WAD file.
- Open the WAD file with SLADE and copy the lumps from GrenadeLauncher.wad to your new WAD.
- Add a MAPINFO lump with a DoomEdNums section to your WAD via SLADE. You do not actually need to define any maps there.
- Open your WAD with UDB again. Now you should see the new weapon in the things list.
- Player701
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Re: [beginner] Weapon from Realm667 not appearing in UDB
The editor numbers should work now even if you can't see them in UDB. It looks as if you may need to add gzdoom.pk3 as a resource to fix the latter issue. Before opening your map, click on "Add resource", select "From PK3/PK7", click on the folder icon, navigate to where your GZDoom directory is, choose gzdoom.pk3. If it still doesn't work, try asking in the UDB thread.
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Re: [beginner] Weapon from Realm667 not appearing in UDB
That worked! Thank you so much. I knew I must have been missing something small! Pardon my ignorance, but what did I just do and why do we do it? Is it because zscripts are specific to GZDoom and we need GZ doom to tell the map to looks for the resource?Player701 wrote:Before opening your map, click on "Add resource", select "From PK3/PK7", click on the folder icon, navigate to where your GZDoom directory is, choose gzdoom.pk3.
Re: [beginner] Weapon from Realm667 not appearing in UDB
Also, make sure to check the 'Exclude this resource from testing parameters' otherwise you'll get an error from zdoom when you try to launch the map.click on "Add resource", select "From PK3/PK7", click on the folder icon, navigate to where your GZDoom directory is, choose gzdoom.pk3
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Re: [beginner] Weapon from Realm667 not appearing in UDB
You rock my socks! I was running into exactly this problem. Thank you!necros wrote:Also, make sure to check the 'Exclude this resource from testing parameters' otherwise you'll get an error from zdoom when you try to launch the map.
Re: [beginner] Weapon from Realm667 not appearing in UDB
gzdoom.pk3 contains the base classes (like the Actor clas) that all other actors are based on, and UDB needs that to resolve the inheritance.jadedrakerider wrote:That worked! Thank you so much. I knew I must have been missing something small! Pardon my ignorance, but what did I just do and why do we do it? Is it because zscripts are specific to GZDoom and we need GZ doom to tell the map to looks for the resource?Player701 wrote:Before opening your map, click on "Add resource", select "From PK3/PK7", click on the folder icon, navigate to where your GZDoom directory is, choose gzdoom.pk3.
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Re: [beginner] Weapon from Realm667 not appearing in UDB
Gotcha. So it's like importing a library that contains all the classes you need. Thanks boris!boris wrote: gzdoom.pk3 contains the base classes (like the Actor clas) that all other actors are based on, and UDB needs that to resolve the inheritance.