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

Posted: Mon Jun 02, 2014 10:54 am
by SoloSpaghetti
PermaNoob wrote: You can use SLADE to import an image as a palette, or you'll have to use inkworks, which is... eugh. If using SLADE, the image has to be 16x16 and each pixel represents one palette value.
Ok... It worked... More or less... I tryed to create a Greyscaled Palette with the addition of red for blood, modifying Doom original palette (exported in .png, modified and re-imported)... but now everything look like if I took LSD... what went wrong?

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

Posted: Mon Jun 02, 2014 12:07 pm
by Gez
PermaNoob wrote:If using SLADE, the image has to be 16x16 and each pixel represents one palette value.
Picture needs to be square, but the dimensions can be any multiple of 16. Like 256x256 is possible.

It can also import Photoshop, PaintShop Pro, or Gimp palettes.

Also you can directly edit an existing palette.

http://www.doomworld.com/vb/doom-editin ... -in-slade/

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

Posted: Mon Jun 02, 2014 12:21 pm
by RiboNucleic Asshat
Ah, right, I forgot about that. It's been a while since I've done any modding so I'm kind of rusty.
SoloSpaghetti wrote:Ok... It worked... More or less... I tryed to create a Greyscaled Palette with the addition of red for blood, modifying Doom original palette (exported in .png, modified and re-imported)... but now everything look like if I took LSD... what went wrong?
Are you sure it imported correctly? Check the final palette in the WAD, or just edit it directly like Gez said.

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

Posted: Mon Jun 02, 2014 12:57 pm
by rollingcrow
This is more of a "what if" question since I currently can't test it, but if a monster has a damage factor of 2.0 to a damage type, will the same monster wearing armor with a damage factor of 0.5 to that type take 1.0x or 0.5x the damage?

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

Posted: Mon Jun 02, 2014 1:16 pm
by SoloSpaghetti
I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...
And it doesn't still work...
PLAYPAL.png
PLAYPAL.png (1.87 KiB) Viewed 604 times
I was thinking.. Is it ok if I associate the same grey to different colors?

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

Posted: Mon Jun 02, 2014 2:17 pm
by Blue Shadow
SoloSpaghetti wrote:I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...
I have the same OS as you, SLADE runs fine (you're probably missing the runtime libraries). Although, I'm currently using beta 5 (I haven't updated to beta 6 just yet), and not the development build, which is very old.

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

Posted: Mon Jun 02, 2014 3:00 pm
by phantombeta
Se7eNytes wrote:This is more of a "what if" question since I currently can't test it, but if a monster has a damage factor of 2.0 to a damage type, will the same monster wearing armor with a damage factor of 0.5 to that type take 1.0x or 0.5x the damage?
IIRC it would be Damage * 2.0 / 2, which would be the damage it would take if it didn't have the damage type.

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

Posted: Mon Jun 02, 2014 3:03 pm
by SoloSpaghetti
Blue Shadow wrote:
SoloSpaghetti wrote:I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...
I have the same OS as you, SLADE runs fine (you're probably missing the runtime libraries). Although, I'm currently using beta 5 (I haven't updated to beta 6 just yet), and not the development build, which is very old.
It was a matter of C++ compiler outdated... now it works. And I succesfully created my new palette! Many thanks to all! :)

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

Posted: Wed Jun 04, 2014 7:11 am
by SoloSpaghetti
As far as I descend into the code more and more questions jump up to my mind... for example... How can I make a gun wich randomly choose between two or more custom missile to fire?

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

Posted: Wed Jun 04, 2014 10:41 am
by YukiHerz
SoloSpaghetti wrote:As far as I descend into the code more and more questions jump up to my mind... for example... How can I make a gun wich randomly choose between two or more custom missile to fire?
A mix of A_Jump and other firing states would be one way to achieve it.
Spoiler:
I'm Sure there is a better way.

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

Posted: Wed Jun 04, 2014 12:40 pm
by TheBadHustlex
I have a problem with SNDINFO.
I've created several assignments with the correct lumpnames, but it won't play anything in the game.
Spoiler:
This keeps happening to me randomly. And I seem to be too stupid to find out what I did wrong...

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

Posted: Wed Jun 04, 2014 1:50 pm
by Blue Shadow
The lump name of the sounds is too long. Reduce it to 8 characters or less.

If you're using [wiki=Using_ZIPs_as_WAD_replacement]PK3 instead of WAD[/wiki], you can keep them as they are, and instead use full paths in SNDINFO:

Code: Select all

misc/JQuote1 "sounds/XEVE_QUOTE1.[ext]"
Replace [ext] with the sound file's extension.

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

Posted: Wed Jun 04, 2014 2:42 pm
by The_Funktasm
Hmm... How do I have a projectile damage/hit any target, and ignore the usual behavior of sparing whoever spawned it?

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

Posted: Wed Jun 04, 2014 4:00 pm
by Blue Shadow
The projectile "spares" whoever is in its [wiki=Actor_pointers]target[/wiki] field, which is usually the shooter. You can use [wiki]A_ClearTarget[/wiki] for that. However, there are few side effects to this; the game will not credit the kill to the original shooter or anyone else for that matter, monsters of the same species will be damaged by each others projectiles, and will mess up infighting between monsters of different kinds (they will take damage but won't infight).

If there is a "legitimate" way of doing this, then I don't know about it, I'm afraid.

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

Posted: Wed Jun 04, 2014 4:02 pm
by The_Funktasm
Blue Shadow wrote:The projectile "spares" whoever is in its [wiki=Actor_pointers]target[/wiki] field, which is usually the shooter. You can use [wiki]A_ClearTarget[/wiki] for that. However, there are few side effects to this; the game will not credit the kill to the original shooter or anyone else for that matter, monsters of the same species will be damaged by each others projectiles, and will mess up infighting between monsters of different kinds (they will take damage but won't infight).

If there is a "legitimate" way of doing this, then I don't know about it, I'm afraid.
It's legitimate enough for me at least. Thanks.

Edit: Well crap. I didn't expect this problem. I'm noticing that "+PIERCEARMOR" isn't letting poison damage get through armor. (With MaxFullAbsorb) I don't want to jack it up with damage factor just so it breaks the threshold... Any ideas anyone? Workarounds?

http://pastebin.com/AWPxarHF

Is this a bug or did I mess up something?