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.
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
Specific items? No, you're getting a wee bit too complex there.
You can make all items (sans flagged) show with a powerup, though.
You can make all items (sans flagged) show with a powerup, though.
- SyntherAugustus
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Re: The "How do I..." Thread
Oh well. Thanks anyway.
Re: The "How do I..." Thread
Is anyone familiar with .imf music files? ZDoom does support playing them, but for instance, Commander Keen ones play at about 150% normal speed, and Duke Nukem II ones play at over triple their normal speed, maybe even more. I've got no idea how to deal with this.
- wildweasel
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Re: The "How do I..." Thread
For some reason, IMF was never designed with a way to set the tempo of individual songs. Most Apogee games play their songs at the same tempo, except for Wolfenstein and Blake Stone, which were set to a faster tempo. Some IMF players recognize this change in tempo by playing .IMF files at the slower speed by default, and the faster Wolfenstein ones are recognized if they are renamed to .WMF.
I am unsure if, or how, ZDoom handles this.
I am unsure if, or how, ZDoom handles this.
Re: The "How do I..." Thread
The tempo used to playback IMFs was hard coded into their engines, as wildweasel pointed out, thus ZDoom is currently forced to assume they all playback at 700Hz (Wolf3D). There is currently no method of changing this.
Re: The "How do I..." Thread
The devbuilds of SLADE 3 deal with this by having a list of known tempos and a CVAR to set the default value when the IMF song is not recognized.
Re: The "How do I..." Thread
Well, I guess filesize city, here I come. That's a shame. Thanks for the responses.
Re: The "How do I..." Thread
Slade uses CRC-32 to identify them, not filesize.
- DoomKrakken
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Re: The "How do I..." Thread
Would anyone know how to create a CVAR that can toggle weapon recoil on or off? Mods I have in mind to use this for would be Guncaster, Trailblazer, and Project MSX.
Also, if at all possible, is there a way to create a universal mod that turns weapon recoil off?
Also, if at all possible, is there a way to create a universal mod that turns weapon recoil off?
- Caligari87
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Re: The "How do I..." Thread
Not universally, and probably not for any specific mod unless you edit the mod itself. Recoil is usually just a script creatively adjusting the player's view angle, and there's not really any universal way to counteract a running script unless you know exactly what it's doing. You can't just block angle changes, because then the player gets frozen and unable to look around.DoomKrakken wrote:Would anyone know how to create a CVAR that can toggle weapon recoil on or off? Mods I have in mind to use this for would be Guncaster, Trailblazer, and Project MSX.
Also, if at all possible, is there a way to create a universal mod that turns weapon recoil off?
More likely you should create a personal patch for those projects that overrides the script lumps, DECORATE or the relevant LOADACS lines, but you'll need to dig into each project and see how the author is handling recoil.
- DoomKrakken
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Re: The "How do I..." Thread
That's what I was going for... editing the mod itself to include said CVAR.
Thank you.
BRB.
Thank you.
BRB.
- cambertian
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Re: The "How do I..." Thread
I'm trying to construct some maps for a school project, but I was wondering about UDMF.
From what I've been reading, UDMF should support scripting and slopes and whatnot, but every time I load up the map in GZDoom with a Doom 2 WAD, the slopes never appear, and for a while the scripting wasn't working either. I'm assuming it has to do with Doom 2's WAD being present.
Is there any way to use Doom 2's assets while also using those extra features? I would prefer not to use Doom-in-Hexen format if possible.
From what I've been reading, UDMF should support scripting and slopes and whatnot, but every time I load up the map in GZDoom with a Doom 2 WAD, the slopes never appear, and for a while the scripting wasn't working either. I'm assuming it has to do with Doom 2's WAD being present.
Is there any way to use Doom 2's assets while also using those extra features? I would prefer not to use Doom-in-Hexen format if possible.
- phantombeta
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Re: The "How do I..." Thread
Uh. Not at all.I'm assuming it has to do with Doom 2's WAD being present.
Make sure you're using the latest version of GZDoom.
And the latest version of GZDoom Builder (Doom Builder 2's successor), too.
Re: The "How do I..." Thread
Do you create levels with builder in school?for a school project
Why not? It's more flexible than doom/boom format.I would prefer not to use Doom-in-Hexen format if possible.
- cambertian
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Re: The "How do I..." Thread
It's for a college level design class. I'm taking a game programming major, but there's bits and pieces of game design included.cocka wrote:Do you create levels with builder in school?
Textures/flats seem fairly rigid - I can't seem to scale or move textures, so lights have to be in specific places and sizes. Not aiming for authenticity so much as flexibility.cocka wrote:Why not? It's more flexible than doom/boom format.
I can work with it if need-be.
I did manage to get slopes working eventually, but they're the action-special variety. I don't know if there's going to be any future repercussions if I stick with them.
I'll try updating GZDoom and the Builder - I don't remember ever updating the ones I've got in my "Doom Modding" folder.
