problems whit Zdoom: Heretic in Hexen format

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
User avatar
Pure Hellspawn
Posts: 281
Joined: Sun Apr 24, 2005 6:06 pm
Location: RIT
Contact:

Post by Pure Hellspawn »

Mamao wrote:now there are no problems when i put new textures in my heretic wad (thanks for the tips ) but now here is another one of my problems, my heretic wad is in zdoomheretic in hexen format is it possible that i could use decorate with it?
I believe you can.
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Post by Ryan Cordell »

You can use Decorate with any of those formats actually.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Decorate is independant of the map format. AFAIK, the only things Hexen format allows are TID numbers, arguments on line specials and possibly scripting support (though I think a BEHAVIOR lump would be loaded for a non-Hexen format map anyway).
Last edited by HotWax on Wed Oct 11, 2006 8:43 am, edited 1 time in total.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

HotWax: ZDoom uses the presence BEHAVIOR lump to differentiate between Doom format maps and Hexen format maps. Bolting on a BEHAVIOR lump to a Doom format map would probabally cause the game to crash.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Actually, it just doesn't run the scripts IIRC. I tried it at some point or another, and I don't remember any big crashes. Just a lack of running. Might have crashed when it went to the script, come to think of it.
Mamao
Posts: 13
Joined: Fri Aug 11, 2006 9:19 pm

Post by Mamao »

i have another problem with the heretic in hexen format. does this format support animdef? because i attempted to create a new switch and it didn't works.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

ANIMDEFS is independent of the map format.

Post the appropriate section of the lump and we'll help figure out what's wrong.
Mamao
Posts: 13
Joined: Fri Aug 11, 2006 9:19 pm

Post by Mamao »

excuse me, i saw my error in the animdef and the problem was that i had the pics badly defined, but i have a question dependantly of the format and only related with the animdef. why is the sound in my switch that i made NOT work and only uses in which the Iwad brings? if the sound that i want when you touch the switch is inside the Pwad, why isn't it working? and for the last question, how do you define the sndinfo for the animated doors?
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Post by iSpook »

Graf Zahl wrote:You most likely forgot to set the flags that specify when the things should appear.
Not to but in with the current thread, but i'm having the same problem, I know what I have to do now, but How can this be done? and could the same thing be applied to the GZDoom format? >_>;.
Mamao
Posts: 13
Joined: Fri Aug 11, 2006 9:19 pm

Post by Mamao »

returning to the topic, how do i add my own sounds to my switches in the animdef if they are in the wad? also, how do i define in SNDINFO the sound for the door animated?
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Have a look at the ANIMDEFS lump that comes wiith ZDoom itself. The switch definitions for Hexen and Strife, and animated doors for Strife all include sounds.
User avatar
Enjay
 
 
Posts: 27145
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Locked

Return to “Editing (Archive)”