Hard to tell without seeing the full definition of the actor concerned.Overacheiver wrote:Is that a bug or am I doing this wrong?
The "How do I..." Thread
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Re: The "How do I..." Thread
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Re: The "How do I..." Thread
Something simple like this:
A quick way to test this for me was to fire a pistol in MAP01, go into notarget, and listen to the three zombies in the hallway. One of them is just silent.
Spoiler:And changing the channel or sound doesn't have much effect on the problem.
A quick way to test this for me was to fire a pistol in MAP01, go into notarget, and listen to the three zombies in the hallway. One of them is just silent.
Re: The "How do I..." Thread
It would still be better (file size wise) to just include the soundfont and fluidsynth DLLs and give instructions (like I did in my own TC) on how to set it up. There's only one thing people have to do and that's add DOOMSND.SF2 to the end of fluid_patchset and they are already done.Mav3r1ck wrote:Hmm, I guess I can't do that then, oh well. Thanks for the info guys.Gez wrote:There's no way of including a sound font in a PK3. You can specify in [wiki=https://zdoom.org/wiki/SNDINFO#mididevice]SNDINFO[/wiki] that the mididevice should be fluidsynth doomsnd.sf2 but that's all.
Another question. Would I be able to convert them to OGG format?
If you chose to include OGGs of the music that would be 72 MB extra just for music (more than twice the size of my mod by itself!) versus only about 7 MB for the soundfont and required DLLs (I included both 32 and 64-bit since it will vary who is on what).
Re: The "How do I..." Thread
So it's either one or the other with the file size difference. Ok, that's fine. I was trying to find a way to get them all running in the PK3 instead of having to include separate wads and what not.Nevander wrote:It would still be better (file size wise) to just include the soundfont and fluidsynth DLLs and give instructions (like I did in my own TC) on how to set it up. There's only one thing people have to do and that's add DOOMSND.SF2 to the end of fluid_patchset and they are already done.Mav3r1ck wrote:Hmm, I guess I can't do that then, oh well. Thanks for the info guys.Gez wrote:There's no way of including a sound font in a PK3. You can specify in [wiki=https://zdoom.org/wiki/SNDINFO#mididevice]SNDINFO[/wiki] that the mididevice should be fluidsynth doomsnd.sf2 but that's all.
Another question. Would I be able to convert them to OGG format?
If you chose to include OGGs of the music that would be 72 MB extra just for music (more than twice the size of my mod by itself!) versus only about 7 MB for the soundfont and required DLLs (I included both 32 and 64-bit since it will vary who is on what).

On a side note. Why does Doom 64 Ex's music sound so different than the original Doom 64's music? Are they actually remixes or what?
- wildweasel
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Re: The "How do I..." Thread
It shouldn't be any different; the way it has to play back the music, though, might have some minor differences due to a lack of available source code. If there's an inconsistency, you may want to bring that up with Kaiser so it can be fixed in the actual playback engine.Mav3r1ck wrote:On a side note. Why does Doom 64 Ex's music sound so different than the original Doom 64's music? Are they actually remixes or what?
Re: The "How do I..." Thread
How do you project a 3D floor infinitely via line horizon? I have a skybox which has a 3D floor projected inside of it with less opacity so that it's like translucent clouds and I want it to extend into infinity just like the skybox does with line horizon. The 3D floor inside stops at the edges of the actual size of the skybox instead of being projected infinitely like the rest of the skybox.
Re: The "How do I..." Thread
I think you're just going to have to fake it with portals - I don't think there's any option available to extend 3D floors to the horizon like that.Nevander wrote:How do you project a 3D floor infinitely via line horizon? I have a skybox which has a 3D floor projected inside of it with less opacity so that it's like translucent clouds and I want it to extend into infinity just like the skybox does with line horizon. The 3D floor inside stops at the edges of the actual size of the skybox instead of being projected infinitely like the rest of the skybox.
- isaacpop23
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Re: The "How do I..." Thread
(Really hope this isn't a thing where people quote the wiki after I look there and can't find it)
Two questions:
1) How would you remove a quality from the inherited actor? So if the inherited class has "Player.StartItem "X"" how would you drop that without copying the entire Actor code?
2) When editing existing weapons, how do you make it so when someone uses the "give all" command they don't get the new weapon and the old one? Again, without copying entire codebases just with whatever changes.
Two questions:
1) How would you remove a quality from the inherited actor? So if the inherited class has "Player.StartItem "X"" how would you drop that without copying the entire Actor code?
2) When editing existing weapons, how do you make it so when someone uses the "give all" command they don't get the new weapon and the old one? Again, without copying entire codebases just with whatever changes.
- DoomKrakken
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Re: The "How do I..." Thread
1) When you put a Player.StartItem property into a child actor, it drops ALL of the parent actor's Player.StartItem items. So you will need to copy over whatever items you want the child actor to have, if the child actor has at least one more/less item than the parent actor.
2)
2)
Code: Select all
ACTOR NewActor: OldActor Replaces OldActor
{
...
}
Re: The "How do I..." Thread
Actually, I think the music from the Doom 64 Ex's version sounds a bit more horrific and it goes so well.wildweasel wrote:It shouldn't be any different; the way it has to play back the music, though, might have some minor differences due to a lack of available source code. If there's an inconsistency, you may want to bring that up with Kaiser so it can be fixed in the actual playback engine.Mav3r1ck wrote:On a side note. Why does Doom 64 Ex's music sound so different than the original Doom 64's music? Are they actually remixes or what?

I encountered this very problem when I first started out. Though, others probably discovered this long before I ever made my attempt.Rachael wrote:I think you're just going to have to fake it with portals - I don't think there's any option available to extend 3D floors to the horizon like that.Nevander wrote:How do you project a 3D floor infinitely via line horizon? I have a skybox which has a 3D floor projected inside of it with less opacity so that it's like translucent clouds and I want it to extend into infinity just like the skybox does with line horizon. The 3D floor inside stops at the edges of the actual size of the skybox instead of being projected infinitely like the rest of the skybox.
Make the skybox like you usually do. With a top layer of clouds and a bottom layer of clouds using a translucent 3D floor, I used a translucency of 72. What I did was I adjusted the skybox room until it was a square around 3200 bits big. This is to make sure that the player or players don't see the edge of the line horizon. And because the bottom layer is translucent, it makes it even more difficult to see. By doing this, you won't be able to see the edge at all unless you use no clip and go to the skybox room.

Re: The "How do I..." Thread
Sorry, I didn't see your reply. I've tried your code and the test you suggest and I get the same results (one zombie not making the sounds). I wonder if it might be something to do with $limit in SNDINFO? If that was the case though, I'd have thought that once the other zombies that made the noise were killed (and thereby stopped making their noise) the silent one might start being noisy. That doesn't seem to happen. However, I don't know what is going on "under the hood" as far as the sound code is concerned so that may be expected behaviour.Overacheiver wrote:A quick way to test this for me was to fire a pistol in MAP01, go into notarget, and listen to the three zombies in the hallway. One of them is just silent.
Re: The "How do I..." Thread
Is there any possible way to achieve latest GZDoom graphic features on my old nVidia 7600 GS? I need a bit of brightmaps + glow for my idea how can I turn 'em on?
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Re: The "How do I..." Thread
Looking through some other mods, changing $limit was how they handled it too. Thanks!Enjay wrote: I wonder if it might be something to do with $limit in SNDINFO?
Re: The "How do I..." Thread
Actually this is what I did, except my room is 1024x1024 (double the size of my cloud texture). You can still see the edge and it's even more noticeable if I use a different color cloud texture for top or bottom. I guess I'm going to have to modify my map so there isn't an angle where you can see the cutoff.Mav3r1ck wrote:Make the skybox like you usually do. With a top layer of clouds and a bottom layer of clouds using a translucent 3D floor, I used a translucency of 72. What I did was I adjusted the skybox room until it was a square around 3200 bits big. This is to make sure that the player or players don't see the edge of the line horizon. And because the bottom layer is translucent, it makes it even more difficult to see. By doing this, you won't be able to see the edge at all unless you use no clip and go to the skybox room.
Re: The "How do I..." Thread
How do I make a monster be frightened for a limited time?
A_ChangeFlag("FRIGHTENED", TRUE)
...
A_ChangeFlag("FRIGHTENED", FALSE)
What do I put between these two?
A_ChangeFlag("FRIGHTENED", TRUE)
...
A_ChangeFlag("FRIGHTENED", FALSE)
What do I put between these two?