The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
Locked
User avatar
phlum
Posts: 41
Joined: Mon Feb 15, 2010 6:58 am
Contact:

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

Post by phlum »

Enjay wrote:Nope, it's been in Zdoom for years.
Alright, this may be a simple answer but how do I use it?

And Ceeb, thank you for enlightening me.
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

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

Post by Sonnyboy »

combatxtreme wrote:
Ceeb wrote:
combatxtreme wrote:Anyone know what I can use to make 16 bit midis
like doom's?
What the hell are you talking about?
I mean a program for making midis that sound similar to doom's
http://www.anvilstudio.com/mstudioZ.exe
User avatar
Enjay
 
 
Posts: 26986
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

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

Post by Enjay »

phlum wrote:how do I use it?
type

r_deathcamera 1

at the console. Die.

If you don't like it, type

r_deathcamera 0

to go back to normal.
User avatar
phlum
Posts: 41
Joined: Mon Feb 15, 2010 6:58 am
Contact:

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

Post by phlum »

Fair enough. Any thoughts on my other predicament?
User avatar
Salad Viking
Posts: 752
Joined: Tue Apr 20, 2010 8:58 pm
Location: In high orbit

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

Post by Salad Viking »

Not exactly help editing, but I still can't get FluidSynth working. It's really pissing me off! I have FluidSynth installed, fluidsynth.dll, and I have a soundfont to use, but I have no clue what to do now!
User avatar
Enjay
 
 
Posts: 26986
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

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

Post by Enjay »

Have a quick look at my last post in this thread:

http://forum.drdteam.org/viewtopic.php?f=23&t=5227
User avatar
Salad Viking
Posts: 752
Joined: Tue Apr 20, 2010 8:58 pm
Location: In high orbit

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

Post by Salad Viking »

Thank you! I never would've guessed. This needs to be pointed out, perhaps on the wiki?
Jakizakiflaki
Posts: 19
Joined: Sun Sep 05, 2010 12:26 pm

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

Post by Jakizakiflaki »

hello to all
anyone can help me with my idea, the nashgore mod has 1 flying bloodtrail per hit
if u make healt 10 for example it has 10 per hit
i want try to make many different bloodtrails + bloodspots per hit since u can play with the scale of these things
but i have no clue how to do it :D
for example make 4 different bloodtrails per hit, with sizes like 100%/80%/60%/40% so i have different sizes of bloodtrails and spots :D
i just need some structure coz i have no clue how to change it in the wad
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

Not really possible, unless you want to hack and break several other things.
User avatar
Pandut
Posts: 231
Joined: Tue Mar 23, 2010 4:47 pm
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support
Location: existential dread

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

Post by Pandut »

What does it mean when you get a R_InstallSpriteLump: Bad Frame Characters in lump [insert frames here]?

Seeing as my other help thread is being ignore I'd figured I would just ask here. I'm making a custom weapon, and I keep getting an error like this whenever I go to test it out.

I'm preeetty sure my frames are labeled correctly, and wrote correctly in DECORATE. They're png, which I doubt is the problem and I really have no idea why it's doing this >>.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

Pandut wrote:What does it mean when you get a R_InstallSpriteLump: Bad Frame Characters in lump [insert frames here]?
It means something is inside the Sprites space (\Sprites subfolder for PK3, S_Start/S_END markers for wad) that shouldn't be.

XXXXA0
XXXX = Four characters that are the sprite name. These should typically be only letters (A-Z), digits (0-9), and underscores (_).
A = A frame index, from A-Z, [, \, or ]. (\ becomes ^ if you're using PK3.)
0 = Frame angle. 0 for a frame that covers all angles. (That's the number zero, not the letter O. Double check for that typo.) 1-8 for each of the 8 primary angles. 9 and A-G for an additional 8 angles (fopr a total of 16)
A second "A0" on the end is acceptable, which is the frame this graphic becomes when mirrored.
User avatar
Pandut
Posts: 231
Joined: Tue Mar 23, 2010 4:47 pm
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support
Location: existential dread

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

Post by Pandut »

NeuralStunner wrote:
Pandut wrote:What does it mean when you get a R_InstallSpriteLump: Bad Frame Characters in lump [insert frames here]?
It means something is inside the Sprites space (\Sprites subfolder for PK3, S_Start/S_END markers for wad) that shouldn't be.

XXXXA0
XXXX = Four characters that are the sprite name. These should typically be only letters (A-Z), digits (0-9), and underscores (_).
A = A frame index, from A-Z, [, \, or ]. (\ becomes ^ if you're using PK3.)
0 = Frame angle. 0 for a frame that covers all angles. (That's the number zero, not the letter O. Double check for that typo.) 1-8 for each of the 8 primary angles. 9 and A-G for an additional 8 angles (fopr a total of 16)
A second "A0" on the end is acceptable, which is the frame this graphic becomes when mirrored.
Ah, well that narrowed down a lot of things for me. Thank you :).
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

I have this lick of code in a custom rocket actor.

Code: Select all

TNT1 A 0 A_SpawnItemEx("RocketSmokeTrail",0,0,0,random(-5,5),-3,random(-5,5))
Note the fifth argument,random(-5,5), which is for the x-velocity. For some reason, it seems my smoke only spawns to the left, shouldn't going from a range of negative to positive 5 make it truly random?
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

Ceeb wrote:Note the fifth argument,random(-5,5), which is for the x-velocity. For some reason, it seems my smoke only spawns to the left, shouldn't going from a range of negative to positive 5 make it truly random?
Try taking out the -3 Y velocity. Mixing X and Y is usually pointless for this sort of use.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

Derp... Thanks NS.
Locked

Return to “Editing (Archive)”