The "How do I..." Thread
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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.
Re: The "How do I..." Thread
Logical names can be as long and weird as you want, but lump names are limited to eight characters.
So you can have something like this:
BFG9000_is_now_fully_charged BFGCHRGD
BFGG A 0 A_PlaySound("BFG9000_is_now_fully_charged", 0)
So you can have something like this:
BFG9000_is_now_fully_charged BFGCHRGD
BFGG A 0 A_PlaySound("BFG9000_is_now_fully_charged", 0)
Re: The "How do I..." Thread
Is that even the case when using a PK3? I know some lump names can be longer (e.g. model related stuff) but I think most stuff needs to be <9 characters. Pretty sure textures must be <9 characters anyway (perhaps because of the map format not supporting >8 characters on a sidedef?).Gez wrote:Logical names can be as long and weird as you want, but lump names are limited to eight characters.
- Marrub
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Re: The "How do I..." Thread
I've run into the filename problem far too many times. Sounds need to be 8 characters max.
Even in a pk3/pk7. It's a dumb limitation, and I'm not even sure why it's still there.
Even in a pk3/pk7. It's a dumb limitation, and I'm not even sure why it's still there.
Re: The "How do I..." Thread
I know music names can be longer than 8 characters if you include the full path to them. E.g., "changemus music/some_long_music_name.mp3" will work. This also lets you place music outside of the music folder by the way.
Maybe it's the same with sounds. I haven't tried.
Maybe it's the same with sounds. I haven't tried.
Re: The "How do I..." Thread
Because that's how the resource management is designed, and nobody is yet to achieve 95548245 unique filenames in 1 WAD yet, so nobody is in a hurry to change it.Marrub wrote:It's a dumb limitation, and I'm not even sure why it's still there.
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Re: The "How do I..." Thread
edward850 wrote:95548245 unique filenames in 1 WAD
Spoiler:
Re: The "How do I..." Thread
I made a miscalculation. It's 118,030,184 (A-Z, 0-9, [ ] - _ \ and nulls). Or if we include lower case letters, 7,392,009,767, which is greater than the number of lumps a single WAD can actually address.
Re: The "How do I..." Thread
We don't because the archive code is case-insensitive. (Unless you use the SRB2 engine I guess.)edward850 wrote:if we include lower case letters
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Re: The "How do I..." Thread
Once more i need your help guys.
Is there any ways to use the crosshair to identify monsters/actors ? Like if an Imp is under the crosshair a HUD message could say "Imp - 150HP" or something like that. The best example of what i mean is Doom 3 crosshair showing the name of NPC's
Here what i mean
Is there any ways to use the crosshair to identify monsters/actors ? Like if an Imp is under the crosshair a HUD message could say "Imp - 150HP" or something like that. The best example of what i mean is Doom 3 crosshair showing the name of NPC's
Here what i mean
Spoiler:Is it possible to done something similar in zdoom?
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Re: The "How do I..." Thread
It's possible, though I have no idea how it's all set up.
Kyle873's Doom RPG mod has that feature. You may want to ask him how he's done it.

Kyle873's Doom RPG mod has that feature. You may want to ask him how he's done it.
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Re: The "How do I..." Thread
Thanks for the link, i've played his mod a bit ... this guy is a genius to say the least, really fun mod to play. i'll browse a bit through the files to see if i could find a clue about how to do what i mentioned in my previous post.
I'll send him a pm if don't figure it out. Which is a high probability i'd say
Thanks again
I'll send him a pm if don't figure it out. Which is a high probability i'd say

Thanks again

Re: The "How do I..." Thread
Anyone know why the obituary comes up as "Player killed himself." when using the following ACS? I've tried a number of different standard damage types, to no avail. If it's any use, the script is called from the player's pain state and is a global ACS script with no parameters.
Code: Select all
if (HP_Head <= 0) {
HP_Head = 0;
Thing_Damage2(0, 100, "Fire");
}
Re: The "How do I..." Thread
Because only the physical act of being damaged has a source and inflictor, ACS isn't designed for damage ownership, and Thing_Damage2 uses the TID as the source regardless. Here's a rundown of what's happening:
- Mobj A is hit by Source B from Inflictor C.
- Health is detracted from Mobj A.
- Mobj A is still alive.
- Mobj A is put into its pain state.
- At this point, Source B and Inflictor C have nothing to do with Mobj A anymore.
- ZDoom cycles through tics.
- Mobj A executes a script from its pain state.
- Script D is run, with Mobj A as its activator.
- Script D runs Thing_Damage2, with Mobj A as its source. This would happen regardless of who ran the script, and the TID itself the source (0 being the script activator).
- Mobj A dies, itself as the source. This is of course a suicide.
Re: The "How do I..." Thread
Damn, that's what I figured was happening. That's a shame. I'll have to try some other solutions. Many thanks.
Re: The "How do I..." Thread
Real easy one:
Brutal doom has a bunch of extra guns, like the rail gun and the bfg10k. How do I add those as weapon pickups to a map that I make? Using eureka for my map editor. In the same vein, how do I add monsters downloaded from realm667 to the maps that I make? (Not using brutal doom with extra monsters because I'm fairly certain that brutal doom won't work in that case.)
Thanks!
Brutal doom has a bunch of extra guns, like the rail gun and the bfg10k. How do I add those as weapon pickups to a map that I make? Using eureka for my map editor. In the same vein, how do I add monsters downloaded from realm667 to the maps that I make? (Not using brutal doom with extra monsters because I'm fairly certain that brutal doom won't work in that case.)
Thanks!