The "How do I..." Thread

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Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Try "patches" directory.
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Blue Shadow wrote:Try "patches" directory.
I'll do that. Thanks for your help!
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Xtyfe
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Re: The "How do I..." Thread

Post by Xtyfe »

Is there a way to check if a projectile or puff hits an actor or a wall/floor? I've been using the melee and crash states for this but its hit or miss. My fist puff works with both states, my chainsaw puff only uses it's crash state and my bullet puff uses neither.
Мichаеlis
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Re: The "How do I..." Thread

Post by Мichаеlis »

If it hits the floor, then (most probably) its absolute height is equal to the floor height. Which you can evaluate with A_JumpIf(z == floorz, ...).

If it for some reason is near the floor but not exactly on it, there is another version: A_JumpIf((z - floorz)^2 < 5^2, ...).
(Five used for instance. Square used for absolute value.)
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TerminusEst13
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Re: The "How do I..." Thread

Post by TerminusEst13 »

Blue Shadow wrote:
TerminusEst13 wrote:Is it possible to make a custom HUD that only pops up on Fullscreen, and leaves the Normal status bar alone? Previously, whenever I try to make a Fullscreen HUD, the Normal suddenly vanishes completely.
It's a little late but there is something you can do; put this at the top of your SBARINFO lump.

Code: Select all

base Doom;
With that command, the default status bar definitions that you aren't replacing/overriding will still be used in-game.
Interesting. That makes things so much easier. Thanks, I'll give it a shot later today.
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Xtyfe
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Re: The "How do I..." Thread

Post by Xtyfe »

Мichаеlis wrote:If it hits the floor, then (most probably) its absolute height is equal to the floor height. Which you can evaluate with A_JumpIf(z == floorz, ...).

If it for some reason is near the floor but not exactly on it, there is another version: A_JumpIf((z - floorz)^2 < 5^2, ...).
(Five used for instance. Square used for absolute value.)
Well, more specifically, i'm trying to get the fist, chainsaw ad bullets to make different sounds whether they hit an actor or a wall. I was able to get the fist to work, i got bullets to work having them done as projectiles. but I can not get the chainsaw to make a sound while hitting an actor, just a wall
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Take a look at the chainsaw of the mod Legacy of Suffering. It does what you want. ;)

I didnt see how it is done there, but I believe its made by a puff actor with different sounds. That knife ont he R667 armorary does it as well.
fiendohell
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Re: The "How do I..." Thread

Post by fiendohell »

I have a question. Is there a way to exclude certain lumps in a wad from being loaded. For instance, if all i wanted from the HERETIC.WAD were a couple of sprites, how would I go including it in my my doom 2 project without also loading all the other lumps. Otherwise, the heretic wad will just overwrite a bunch of things in the doom IWAD.

The only solution to this problem that I can think of is using separate resources WAD.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

I believe the only way is to create a pwad with the lumps you want to use.
fiendohell
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Re: The "How do I..." Thread

Post by fiendohell »

Ravick wrote:I believe the only way is to create a pwad with the lumps you want to use.
I feared this was the case.

So how would one go about mass distributing a project that utilizes resources from a bunch of IWADs? I'm not 100% sure on this, but it probably illegal. Also, I think it would put potential player's off if they had to put in extra work making their own resource PWADS, not to mention the dling time and file size. If there was just some method of doing it...
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

fiendohell wrote:So how would one go about mass distributing a project that utilizes resources from a bunch of IWADs?
Basically how you would have to do it is make & distribute a program along with your mod that takes a non-shareware IWAD and extracts the necessary resources to create your resources wad. Thus, you are giving the player the means to make the resource wad from a copy of the IWAD that they (hopefully) legally own.
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

So. We have RandomSpawner to randomly spawn actors, but what if you want to randomly spawn a texture or other graphic in place of another?

Basically, I want to have animated version of the "face on wood" textures seen in this post that fades in and out, and randomly replaces the standard wood wall texture for an extra creepy effect for the eagle-eyed player :)
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

I've made a blood actor that uses A_CheckFloor to 'know' when it falls. But, in water, it remains floating forever :? How could I fix it?

Also, enemies are floating to hight in water. How can I make them submerge without changing their mass?
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Re: The "How do I..." Thread

Post by NeuralStunner »

fiendohell wrote:For instance, if all i wanted from the HERETIC.WAD were a couple of sprites, how would I go including it in my my doom 2 project without also loading all the other lumps.
You can pull in Heretic.wad then pull in DooM2.wad back over the top. Anything "overwritten" (what little there actually is in conflict) will be restored. I've noticed no memory spikes from loading an IWad twice.
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Sgt Dopey
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Re: The "How do I..." Thread

Post by Sgt Dopey »

How do i make a sound play for example every 2 minutes?
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