The "How do I..." Thread

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

Post by renaldones »

Thanks ChronoSeth! Smileyface!

How do I get http://realm667.com/index.php?option=co ... Itemid=205 <-- THAT thing to show up in-game?

As in, it shows up in doom builder, but not the actual game. Which is weird, because every thread/wiki thing I've seen so far by searching is for the exact opposite problem, where it doesn't show up in doom builder but once it does works in game just fine. Which is of no help to me.

Is there something wrong with that particular wad file, or is there something else I need to do to make it show up?

EDIT: @ ShadowTiger, I had the same thing happen (side textures move even when unpegged) happen to me. I had a door nested between two walls that were made of a raised floor and lowered ceiling with a middle texture of that metal grating stuff. Never could figure out what caused it.
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ChronoSeth
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Re: The "How do I..." Thread

Post by ChronoSeth »

ShadowTiger wrote:Though it's still an interesting question, and I can't help but wonder if it has an answer; to chain several actions at once on different tagged sectors without ACS using only a single switch
ACS was designed for level control, so it's the "right" way of doing this.

The only way I know of doing this without ACS is hacking around with voodoo dolls, but that's hardly necessary considering how easily it can be done with ACS instead.
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Kappes Buur
 
 
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Re: The "How do I..." Thread

Post by Kappes Buur »

renaldones wrote:.....How do I get http://realm667.com/index.php?option=co ... Itemid=205 <-- THAT thing to show up in-game?
Problems like this always occur when bits and pieces are merged without basic understanding of the underlying basics. It would be advisable to learn more about DECORATE. The ZDoom WIKI will help with that.

But, to answers your question.
DoomEd number 14122 is reserved for Music Changer 22. If you change it to a number not already used, for example 15000,
the Berserk Sphere will work properly.
renaldones
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Re: The "How do I..." Thread

Post by renaldones »

Success! 15000 works!

It seems kind of bonkers to me that it would use an id that zdoom already uses and yet it got approved in a heart beat. Actually, it didn't take much digging to find this: http://zdoom.org/wiki/Standard_editor_numbers <-- so, now I feel kinda dumb now. I was just checking to see if the other wads I was using conflicted with it, not zdoom itself.
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ShadowTiger
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Re: The "How do I..." Thread

Post by ShadowTiger »

I've seen people include "//$Category Powerups" or whatever category it is in the beginning of the DECORATE entry for the item and have it categorized. I've done it before with success, oddly enough, though it took some unremembered tweaking. I just tried it with the Berserk sphere, and it didn't show up. But as long as there is a method to get it in there, that's great, though I'm not sure how it just knows which category to pop it into. Don't want to see a Berserk Sphere in the music changer's category. :P
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

If you don't specify a category, it'll be listed under "Decorate" in Doom Builder. Of course, you need a DoomEd number, as well. Otherwise, it won't show up at all.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

I've made new armor types that replaces the original Doom ones in game. But when player get a megasphere, or uses the "give all" console command, he still gets a blue armor. How do I fix it?

___
@BlueShadow: Thanks.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

The [wiki=Classes:Megasphere]megasphere[/wiki] gives a [wiki=Classes:BlueArmorForMegasphere]subclass of the blue armor[/wiki] (dehacked purposes). You can redefine the megasphere to give you what you want, or replace said subclass with your own.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Hum... is this [wiki]BlueArmorForMegasphere[/wiki] also given with the "give all" cheat? I also got a blue armor instead of my replace for it.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

It's neither the blue armor nor the one given by the megasphere. I'm not sure what the cheat does, actually, but it seems to merely set your armor amount to 200 and the absorbtion rate to 50, just like you've picked up a blue armor.

I used [wiki=GetArmorType]this[/wiki] to see if the "armor" I'm currently wearing, after using the cheat, is blue armor or the one given by the megasphere, and the result was that I was wearing neither.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Thats sounds weird o_O

But this gives me ideas on how to workaround on this problem, thanks!
gerolf
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Re: The "How do I..." Thread

Post by gerolf »

How exactly would I give the lost soul its own alert sound and pain sound? Also, how would I make a certain pick up (the rocket launcher) play a different item pickup sound?
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jpalomo
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Re: The "How do I..." Thread

Post by jpalomo »

For the first part of your question, you will need to redefine the sound entries for the Lost Soul's pain and active sounds. You don't even need to redefine the actor in decorate.
In SNDINFO:

Code: Select all

skull/pain <sound lump name>
skull/active <sound lump name>
As for the second part, after you have defined the pickup sound in SNDINFO, you need to use the Inventory.PickupSound property in the weapon's decorate definition.
renaldones
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Re: The "How do I..." Thread

Post by renaldones »

ShadowTiger wrote:I've seen people include "//$Category Powerups" or whatever category it is in the beginning of the DECORATE entry for the item and have it categorized. I've done it before with success, oddly enough, though it took some unremembered tweaking. I just tried it with the Berserk sphere, and it didn't show up. But as long as there is a method to get it in there, that's great, though I'm not sure how it just knows which category to pop it into. Don't want to see a Berserk Sphere in the music changer's category. :P
I've actually gotten in the habit of writing my own configuration files for doom builder so it loads all the decorate things I'm using in the proper categories. I've also gotten into the habit of double checking items and weapons from 667 to make sure they even have numbers at all. Most of the time they don't. That seems sort of silly to me, but whatever.

So how do I get the PALVERS lump to work? The example on the wiki doesn't make any sense to me, but I assumed I just write the name of the texture/flat/sky and nothing else, but that crashed zdoom. Then I saw a thread on some other forum that gave an example that had two texture names, one ending in a "P," then I did that, and it crashed even worse. Then I saw this... uh... well, a website, with the same text from the wiki except "one name is the paletted texture, the other is the one if the lump is ignored." So, I just loaded another copy of the same thing and named it "RSKY1P" like it already was in the lump. It didn't crash, but the sky is still using the doom palette.

If I had to guess, I'd say I'm writing the lump wrong. For reference, it's:

RSKY1 RSKY1P

^just like that, with a tab between then.
gerolf
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Re: The "How do I..." Thread

Post by gerolf »

jpalomo wrote:Information
Thanks!

Now, how do I make the Imp no longer have a projectile attack, but still he'll have his claw attack?

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