The "How do I..." Thread

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Toberone
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Re: The "How do I..." Thread

Post by Toberone »

I Appreciate the help Ghost, thanks.

Solution:
Spoiler:
Edit: Oh, and I had to make two more pickup Items for both the assault shotgun and the quad shotgun, I feel like I'm taking the long way around with this method but oh well.
Stardust
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Re: The "How do I..." Thread

Post by Stardust »

I'm not sure if this is related to engine limits, or if it's a bug, but sometimes online, some HUDs or bars are glitchy. When I play online, some ammo bars are still filled when I consume it by firing... on the same basis, sometimes the weapon's HUD stays the same. Like, the HUD of the ready state keeps being the same when I'm firing.
I haven't this trouble with ALL the weapons, actually only a few have this glitch. When I play offline, each single HUD is displayed correctly, this ONLY occurs online. Gameplay-wise it doesn't affect anything, but on the graphic scale, it skips some HUD frames or something.
Is there a way to fix this, or is it due to lags and can't be fixed? :/
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Stardust wrote:I'm not sure if this is related to engine limits, or if it's a bug, but sometimes online, some HUDs or bars are glitchy.
Stardust wrote:When I play offline, each single HUD is displayed correctly, this ONLY occurs online.
Why do I have an odd feeling this has nothing to do with ZDoom at all? "Only happens online" is a common Zandronum related symptom, and thus, doesn't have much of a point being posted here. Especially when it sounds like ammo counts are becoming mismatched (packet-loss or absence of client related handling), which in ZDoom this can't logically happen online or off.
I mean, you can only speculate when you haven't been given anything as an example to actually test. :P
Stardust
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Re: The "How do I..." Thread

Post by Stardust »

Oh ja sorry. I must have considered zandronum, zdoom and pretty much everything about or related to decorate/acs to have similar links. But I'm reassured if it doesn't happen on ZDoom. Or even more if it's only me, as I live far away from 'murica, and so, I might have a glitchy game. I wanted to post something, but I'd have to post the whole mod because when I try the bit of glitchy code only, without the rest of the mod, it works fine. I'll go with this flaw for the moment as it's a Zandro symptom. Thanks for the help, you know your stuff :)
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doony
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Re: The "How do I..." Thread

Post by doony »

how do I use this weapon reload from zdoom configuration menu?

DECORATE:

Code: Select all

  Reload: //when press R go reload
    SHT2 D 7 A_OpenShotgun2
    SHT2 E 7
    SHT2 F 7 A_LoadShotgun2
    SHT2 G 6
    SHT2 H 6 A_CloseShotgun2
    SHT2 A 5 A_ReFire
    Goto Ready
KEYCONF

Code: Select all

//addkeysection "Doom new reload system" ThisDoomModKeys
//addmenukey "Custom Reload" customreloader
alias customreloader "+Reload"
defaultbind e "customreloader"
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Forget entirely about using KEYCONF, and instead use [wiki]A_WeaponReady[/wiki] with the WRF_ALLOWRELOAD flag in the weapon's ready state.
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doony
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Re: The "How do I..." Thread

Post by doony »

Gez wrote:Forget entirely about using KEYCONF, and instead use [wiki]A_WeaponReady[/wiki] with the WRF_ALLOWRELOAD flag in the weapon's ready state.
ok gez, thankyou very much, it works! :P
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rollingcrow
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Re: The "How do I..." Thread

Post by rollingcrow »

How can I use exponents in Decorate expressions? I tried giving a projectile damage with an exponent but it seemed to never do the damage specified:

Code: Select all

Actor TestScalingBullet : FastProjectile
{	
	Damage (25^2) // (25^1) (25^0)
	Speed 50
	Height 1
	Radius 1
	MissileHeight 8
	Projectile
	States
	{
	Spawn:
		TNT1 A 1 bright
		Loop
	Crash:
	Death:
	XDeath:
		TNT1 A 1
		Stop
	}
}
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SPLCHRLCRNG
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Re: The "How do I..." Thread

Post by SPLCHRLCRNG »

I've recently been playing Strife on-and-off and thought that the window with the weapons/stamina upgrades/ammo and the other window with objectives would work with my main Hexen mod really well. What's a good way to replicate them on UDMF? Or can anyone just link me to a tutorial or article for it? Thanks.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

SPLCHRLCRNG wrote:I've recently been playing Strife on-and-off and thought that the window with the weapons/stamina upgrades/ammo and the other window with objectives would work with my main Hexen mod really well. What's a good way to replicate them on UDMF? Or can anyone just link me to a tutorial or article for it? Thanks.
These popups can be creataed through [wiki]SBARINFO[/wiki]. The log, keys and status are a kind of a [wiki=StatusBar]statusbar[/wiki]. The [wiki]CreatePopup[/wiki] command controls how these popups appear on the HUD.

The only example I can think of where the popups were used in a custom mod, is ZDoom Community Map Project 2, from which the following snippet of code was taken:

Code: Select all

// Objective/Log/Info stuff.

CreatePopup Status, 320, 200, None;
StatusBar PopupStatus
{
	drawimage "STOBJ", 0, 0;
	drawstring "LogFont", gold,      globalvar 1, 55,26, 0, alignment(left);
	drawstring "LogFont", lightblue, globalvar 2, 55,38, 0, alignment(left);
	drawstring "LogFont", white,     globalvar 3, 10,62, 0, alignment(left), linebreaks(300);
}

CreatePopup Log, 320, 200, None;
StatusBar PopupLog
{
	drawimage "STLOG", 0, 0;
	drawstring "LogFont", darkgreen, globalarray 5, 10,25, 0, alignment(left), linebreaks(300);
	drawstring "LogFont", green,     globalarray 6, 10,62, 0, alignment(left), linebreaks(300);
}
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SPLCHRLCRNG
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Re: The "How do I..." Thread

Post by SPLCHRLCRNG »

Cool, I can learn it from this. Cheers.
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cortlong50
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Re: The "How do I..." Thread

Post by cortlong50 »

I have a few questions. If you know what's up lemme know.

Okay first. How if any way do you limit weapons per difficulty? Like on realism how could you limit it to a three weapon carrying capacity? Would it be done in mapinfo or ACS?

Second how do you make a reverb effect in certain parts of maps on doom builder? (I know. This is the wrong place...but I thought id ask.)
I was playing enjays bgpa (KILLER tc by the way. Enjays is easily my favorite doomer. He is respectful, organized and makes good shit.) and there was a section that had a reverb. I sifted through his code and couldn't for the life of me figure it out.

Third if I have a bunch of unknown class name errors come up. How do I fix that?
Olroda
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Re: The "How do I..." Thread

Post by Olroda »

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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

cortlong50 wrote:Second how do you make a reverb effect in certain parts of maps on doom builder? (I know. This is the wrong place...but I thought id ask.)
I was playing enjays bgpa (KILLER tc by the way. Enjays is easily my favorite doomer. He is respectful, organized and makes good shit.) and there was a section that had a reverb. I sifted through his code and couldn't for the life of me figure it out.
:shock:

Aside from your terrible taste in map authors ( thanks BTW ;) ) reverbs are the way to go as Olroda said. Please, please use some. They are a great feature and possibly one of the most under used mapping features despite the fact that they can add massively to the atmosphere of a map and are very easy to use. Just place a reverb thing in a map, set its arguments to specify which reverb effect you want to use than then make sure that the reverb effect is "trapped" in the area you want using zoneboundary or Line_SetIdentification as indicated in the article that Olroda linked to. The reverb effect cannot travel across 1 sided lines but it can travel across split sectors and 2 sided lines. Everywhere your reverb area meets a 2 sided line to an area where you don't want the effect to go, you have to mark the line appropriately (zoneboundary or Line_SetIdentification) and make sure that the line is between two sectors (not a split sector).

Because the effect travels across 2S lines, a single reverb thing can affect a large area so there is no need to place loads of them. It is, however, easy to miss a line where the effect can travel across. Also, if the effects you pick are quite subtle, and you have been listening to them for a long time, it becomes quite hard to work out if you have "sealed" the area. What I do is put a reverb thing into the map and give it a very obvious reverb effect. Then I wander around firing my gun or something to check that the effect can't be heard where I don't want it to be. Once I'm happy, I set the reverb thing arguments to actually use the reverb that I want. Usually if you are adding a reverb to a map as you make it, it's easy but if you are "retrofitting" them to an existing map, it can be harder to track down the leaks.

Generally, reverbs are a completely mapping based feature (placing a reverb object in a map and setting the boundary lines are all done in the map editor). There is usually no need for scripting. However, you might want to change the reverb characteristics of an area. For example, in my BGPA mod, on the rail track map there is an area where you can walk over-ground along the track or go into a tunnel below the track. However, these two areas are actually made from the same sectors and separated by 3D floors. As a result, I had to activate an echoey reverb when the player goes underground and then return the sound to normal when the player comes back up above ground. It's relatively easy to do. You just need to use [wiki]Thing_Activate[/wiki]. Whichever reverb thing was activated last is the one that the game uses in that area. So that's why you might find a little bit of scripting relating to reverbs in the BGPA maps.

You might find this little demo that I put together years ago useful:
http://www.aspectsweb.co.uk/enjay/reverb.zip

[edit]
and Randy's demo
http://www.zdoom.org/files/examples/eax.zip
[/edit]

As an aside, I'm aware of a whole bunch of errors that have cropped up with the BGPA mod since its release. Also, I have made quite a few changes to the maps and the actors on my own private copy. Unfortunately, I don't have time to do much about getting a releasable version fixed up and out. However, Ed the Bat has very kindly offered to do that for me. All I have to do is get the files to him. Unfortunately, that's not a quick job either and I haven't been able to get enough time to sort things out for Ed. So, unfortunately, I'm the bottleneck on that. :?
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cortlong50
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Re: The "How do I..." Thread

Post by cortlong50 »

To be completely honest you covered every single thing that I was wondering to a freakin tee hahaha.
I was hoping it was a thing that was placed and not script and I was hoping it was a built in feature (they always work better).
There's not much I can say. You two rock. Thank you for the input. You shall be credited with helping the lower zdoomers figure out the simple stuff.
Thank you a thousand times.
And don't beat yourself up. You're probably talking about things you would notice but absolutely nobody else would (the exact reason I haven't made a map pack yet. ).
Thanks again. Not to be brief but you really made every thing clear hahaha
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