The "How do I..." Thread

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

Post by Combine_Kegan »

How do I give a projectile the ability to trigger switches? My mod has no hitscan weapons so I need to give my projectiles the ability to flick switches, I found this out the hard way on the Plutonia Experiment.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Hmm, normally (if you give your projectile actor the [wiki=Actor_properties#Projectile]Projectile[/wiki] combo flag) projectiles can activate shootable switches. The flag that allows this is [wiki=Actor_flags#ACTIVATEIMPACT]ACTIVATEIMPACT[/wiki].
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Combine_Kegan
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Re: The "How do I..." Thread

Post by Combine_Kegan »

I just tested my unaltered projectiles out on a wall you have to shoot to open, it works. Turns out I was just being [censored word] with the plutonia map itself. Thank you though
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

I was wondering why after all these years the Doom HUD is still in err.... 320x200 Pixels???

Is there any way to make the hud scale bigger so real taken photos (e.g. from a 5 megapixels smartphone) have not to be scaled from HD to e.g. 40x40 pixels? The quality gets enormously lost and the sprites are ready for being a bunch of shitty crap when downscaled.

The only thing that helped is to take photos in 640x480 pixels, the lower the original quality, the better the sprite quality.
But sooner or later there will be no camera to take photos in low quality....
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Marrub
 
 
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Re: The "How do I..." Thread

Post by Marrub »

Because the original screensize was 320x200 and there hasn't been reason or motivation to make it bigger.
You can use TEXTURES to scale graphics.
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

sry i don´t get an idea of what you mean..how can I scale weapon sprites using TEXTURES?

Maybe I did not explain correctly what I mean....

I take photos of weapons in first person to create new weapons for mods and I need to keep the quality of new weapon sprites as well as possible
Last edited by WARCHILD_89 on Fri Feb 07, 2014 1:59 pm, edited 1 time in total.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Just use SLADE 3 and its texture editor. Use ZDoom TEXTURES format, not Doom or Strife TEXTUREx format.
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

So Slade scales down hires graphics better than Photoshop? hahaha

NICE! Should give it a try....
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Re: The "How do I..." Thread

Post by Gez »

SLADE doesn't scale down hires graphics directly, that's the point.


The HUD works in virtual 320x200 mode, but the resolution is much larger. That means the picture is blown up. So if you have high-res weapons and you downscale them, then they'll end up being scaled up again but after losing quality and resolution.

With SLADE you can easily define a texture to be high-res, so then ZDoom will give it correct dimensions (it will not blow them up like if it were meant for 320x200 resolution like the original) and you will not lose resolution.
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

NICE!

Thanks for the info ;)
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torridgristle
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Re: The "How do I..." Thread

Post by torridgristle »

How do I either get A_Jump to use an expression as the number of frames to jump or do something similar to that? I've got A_Jump(256,CallACS("GetAmmoCount",1)) and that's not going to work because it is limited to a numeric constant or string.

I really don't want to do 400 lines of A_JumpIfInventory
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Rowsol
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Re: The "How do I..." Thread

Post by Rowsol »

What setting determines how far the enemy will melee from? I am trying to get the demon to get as close to me as possible before biting.
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Re: The "How do I..." Thread

Post by Blue Shadow »

Rowsol wrote:What setting determines how far the enemy will melee from? I am trying to get the demon to get as close to me as possible before biting.
[wiki=Actor_properties#MeleeRange]MeleeRange[/wiki]?


Edit: Make sure that the range is greater than the monster's [wiki=Actor_properties#Radius]radius[/wiki] by 6 or 8 units. Lower values are not recommended, as the monster will sometimes fail to engage in melee if the range is that low.
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Rowsol
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Re: The "How do I..." Thread

Post by Rowsol »

The solution was almost too simple. Thanks, I'll check it out.
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Scripten
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Re: The "How do I..." Thread

Post by Scripten »

Okay, so here's a conundrum. Working on making sprites for a player class and a morph class. The problem I keep running into is that the morph class will not use its own sprites, only working correctly when the normal player class has those same sprites. (Otherwise, it just uses untranslated sprites from the player class that don't match.) Problem is, I'd like them to be different. I must be missing something, but it beats me.

Here's the states for the player class:

Code: Select all

  States
  {
  Spawn:
    PLAY A -1
    Stop
  See:
    PLAY A 1
    Loop
  Death:
    TNT1 A 0 A_PlayerScream
    TNT1 AAAAAAAAAA 5 A_SpawnDebris("Chunk")
    TNT1 A 0 A_NoBlocking
    TNT1 A -1
    Stop
  XDeath:
    TNT1 A 0 A_PlayerScream
    TNT1 AAAAAAAAAA 5 A_SpawnDebris("Chunk")
    TNT1 A 0 A_NoBlocking
    TNT1 A -1
    Stop
  }

And for the morph class:

Code: Select all

  States
  {
  Spawn:
    MARU A -1
    Stop
  See:
    MARU BBCDDEFFA 2
    Loop
  Death:
    TNT1 A 1 A_SpawnDebris("Chunk")
    TNT1 A 1 A_PlayerScream
    TNT1 A 1 A_NoBlocking
    TNT1 A -1
    Stop
  XDeath:
    TNT1 A 1 A_SpawnDebris("Chunk")
    TNT1 A 1 A_PlayerScream
    TNT1 A 1 A_NoBlocking
    TNT1 A -1
    Stop
  }
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