7558
{
title = "Larva Spot";
sprite = "LRVAA1";
arg0
{
title = "Start Spawn Number";
}
arg1
{
title = "Spawn Delay";
}
arg2
{
title = "Round Spawn Delay";
}
arg3
{
title = "First Appear Wave";
}
arg4
{
title = "Max Spawn";
}
}
Spoiler: problem solved
In doombuilder 2 the thing sprite shows up as a ' ? '.Same deal for all of my monster spawns.
EDIT - not quite, it only gives me the ' ? ' for monster spawners that I'm inheriting from the IWAD. For brand new monster classes (new to my pwad) they show up with the A0 sprite just fine. Is that normal?
Is it only because the sprite LRVAA0 isn't in the PWAD? (it's in the IWAD)
However, when I look at the "Monsters" section, Doombuilder manages to find LRVAA0 and show it.
The arguments of this thing show as "Argument 1", "Argument 2", ... instead of "Start Spawn Number", etc. when you hover over it in DB2. Is there a way to get the titles to show in that too?
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 11:12 am
by Mikk-
Why are you directly editing the config? That isn't necessary.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 11:20 am
by cq75
I know I could make a mod without editing the config, but at this point it would be harder not to.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 11:34 am
by Ceeb
You can write a supplemental config, I believe. Instead of editing the stock ones.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 11:56 am
by cq75
Ceeb wrote:You can write a supplemental config, I believe. Instead of editing the stock ones.
what I'm doing still sounds easier to me, I'd rather just have one config than have a config that depends on another. Especially since there's a lot of stuff in the Skulltag: Doom in Hexen config that I don't need and don't have replacements for.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 12:03 pm
by Ceeb
So you do something you're not really supposed to do and wonder why it doesn't work correctly?
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 12:16 pm
by cq75
Ceeb wrote:So you do something you're not really supposed to do and wonder why it doesn't work correctly?
If you don't care about making configs or figuring out how they work, that's fine, but I'd like to know how to make them, and you're not going to talk me out of it.
So far, what I'm doing works great except for two appearance related things, so I really have no reason to suspect that this is a such a bad idea.
Honestly, this is one of the easier things I've done in doom modding. It's really not that difficult or complicated. If you looked at my code, you'll see that it's really quite easy to make new Thing entries in Doombuilder. If all else fails, I'll just ignore what I can't get working. I can live with not having sprites telling me visually what the monster is. Using this config is still way more convenient than not using it.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 12:30 pm
by NeuralStunner
Make a new Mod_Things.cfg and add that to the includes for the target game & map format.
Re: Thing sprites not showing up in my doombuilder custom co
Posted: Tue Jul 13, 2010 12:44 pm
by cq75
NeuralStunner wrote:Make a new Mod_Things.cfg and add that to the includes for the target game & map format.
I could, but what's wrong with just copying the Skulltag - Doom in Hexen Config and changing/deleting what I don't want? My mod doesn't even use any doom actors, they're just taking up space.
This is all off topic anyway. I doubt what I want to fix has anything to do with the fact that my .cfg can stand on its own.
I figured out the sprite problem. Just a typo in the sprite name.
As for the argument titles not showing up, not even the standard Skulltag - Doom in Hexen Things' argument titles show up.
In the config, both the linedef action and Thing use