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About DASniperIC
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No, the secretnext has already changed to e7m1. e1m9 also transitions to secret e7m1.
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No, it hasn't worked, E1M9 still redirects to E2M9 when I activate the secret level.
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map wve1m9 { next = "wve2m9" skytexture = "sky3" music = "WVBOSS" levelname = "E1M9" secretnext = "wve7m1" } map wve7m1 { levelname = "uhhhh" skytexture = "sky3" music = "TOSSEM" next = "wve2m9" } SECRETNEXT does not work as intended and choosing either "Exit Level" or "Exit Level (goes to secret level)" in a map editor has the same result, going to the next normal level. Am I doing something wrong here or is this a bug?
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ACTOR Blinky 10018 { Health 10000000 Radius 20 Height 56 Speed 12 PainChance 0 Mass 10000000 Monster +FLOORCLIP +BOSS +LOOKALLAROUND +CANUSEWALLS Obituary "%o was eaten by a Pac-Man Ghost." States { Spawn: PAC1 AB 10 A_Look Loop See: PAC1 AB 5 A_Chase Loop Missile: PAC1 AB 1 A_SargAttack Goto See } } When I spawn Pac-Man ghost in-game, it appears invisible (its sprites do not render) It works fine otherwise, but why is it invisible?
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Okay, I finally figured it out, apparently it was because the Sound folder was meant to be Sounds and not Sound. Just saying this so future forum browsers can see this solution, lest they are as dumb as me.
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DECORATE ACTOR Guard replaces ZombieMan { Health 25 Radius 20 Height 56 Speed 8 PainChance 200 Monster +FLOORCLIP SeeSound "grunt/sight" AttackSound "grunt/attack" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" Obituary "%o was killed by a Guard." DropItem "Clip" States { Spawn: POSS A 10 A_Look Loop See: POSS BBCCDDEE 3 A_Chase Loop Missile: POSS FG 9 A_FaceTarget POSS H 10 A_SPosAttack Goto See Pain: POSS I 2 POSS I 2 A_Pain Goto See Death: POSS J 8 A_Scream POSS K 8 A_NoBlocking POSS LM 8 POSS N -1 Stop } } Each sound is a WAV file, runs at 7042hz and is taken straight from VSWAP.WL6 and converted to WAV using SLADE. Another enemy in other of my PK3 uses these sound format too and it has working sound in-game. This is ticking me off because there should not be any problems, and when I load up GZDoom to test my PK3, the actor still uses the Zombieman sounds, which is stupid because apparently there's 500 trillion unwritten rules on how you should make your sound and crap like this so it works correctly. Is there something I did wrong in this process?
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All of the sound files I'm using are in WAV format at 7042hz, and their lump names perfectly match the names in SNDINFO. I'm currently making another PK3 that features Waffen-SS as a secret enemy and his sounds work fine. I've tried to mirror the directions I used to create the Waffen-SS actor for the Guard actor, both with the Decorate, sound lumps and SNDINFO, but the game simply gives me two middle fingers and refuses to play the Guard's sounds, no matter what I do to try and fix that. A_SPosAttackUseAtkSound is used in the Decorate definition for the Shotgunner on ZDoom Wiki and is a valid function in Decorate, SLADE3. Although it might make more sense to just replace DSSHOTGN with the Wolfenstein 3D gun fire sound
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DECORATE ACTOR Guard replaces ZombieMan { Health 25 Radius 20 Height 56 Speed 8 PainChance 200 Monster +FLOORCLIP SeeSound "Wolf3Dguard/sight" AttackSound "Wolf3Dguard/attack" PainSound "empty/empty" DeathSound "Wolf3Dguard/death" ActiveSound "empty/empty" Obituary "%o was killed by a Guard." DropItem "Clip" States { Spawn: POSS A 10 A_Look Loop See: POSS BBCCDDEE 3 A_Chase Loop Missile: POSS F 10 A_FaceTarget POSS G 10 A_FaceTarget POSS H 10 A_SPosAttackUseAtkSound Goto See Pain: POSS I 2 POSS I 2 A_Pain Goto See Death: POSS J 8 A_Scream POSS K 8 A_NoBlocking POSS L 8 POSS M 8 POSS N -1 Stop } } SNDINFO empty/empty EMPTY Wolf3Dweapons/pistol WVPISTOL Wolf3Dweapons/smg WVSMG Wolf3Dweapons/chaingun WVCHNGUN $random Wolf3Dguard/death { Wolf3Dguard_death1 Wolf3Dguard_death2 Wolf3Dguard_death3 Wolf3Dguard_death4 Wolf3Dguard_death5 Wolf3Dguard_death6 Wolf3Dguard_death7 Wolf3Dguard_death8 } Wolf3Dguard/sight WVGUASIT Wolf3Dguard/attack WVLUGER Wolf3Dguard/death1 WVGUDTH1 Wolf3Dguard/death2 WVGUDTH2 Wolf3Dguard/death3 WVGUDTH3 Wolf3Dguard/death4 WVGUDTH4 Wolf3Dguard/death5 WVGUDTH5 Wolf3Dguard/death6 WVGUDTH6 Wolf3Dguard/death7 WVGUDTH7 Wolf3Dguard/death8 WVGUDTH8 Wolf3Dss/sight WVSSSIT Wolf3Dss/attack WVSSATK Wolf3Dss/death WVSSDETH Wolf3Dofficer/sight WVOFFSIT Wolf3Dofficer/attack WVLUGER Wolf3Dofficer/death WVOFFDTH Wolf3Dboss/chaingun WVMINIGN the guard says nothing and his gun says nothing why
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WHAT DO YOU MEAN "SPRITE NAMES MUST BE EXACTLY 4 CHARACTERS"
DASniperIC replied to DASniperIC's question in Editing Questions
I did this and also got off my gluteus maximus and actually added the DOOM explosion sprites to my PK3 and now the code works. Thank you both -
WHAT DO YOU MEAN "SPRITE NAMES MUST BE EXACTLY 4 CHARACTERS"
DASniperIC posted a question in Editing Questions
Decorate (SLADE v3.2.4) ACTOR ShortExplosion replaces DeadLostSoul { States { Spawn: MISL B 1 loop See: MISL B 5 A_PlaySound "weapons/rocklx" MISL CD 5 MISL E -1 stop } } GZDoom prompt Execution could not continue. Script error, "The Zombieman.pk3:actors/splode.txt" line 9: Sprite names must be exactly 4 characters Ultimate Doom Builder error prompt Unable to find sprite lump "MISLB" used by actor "Dead lost soul":23. Forgot to include required resources? Why is my code not working!!? Is this some sort of gimmick Decorate is pulling on me? Before you ask; I do not have a foreign keyboard, nor do I have the accented typing setting enabled, nor did I copypaste any stupid variant of the space key -
Are you kidding?? I've used .deh files in the same folder with no problem I reinstalled WhackEd4 and it seems to be doing fine
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I can still use WhackEd4 as I please, but whenever I Save or Save as anything it hits me with this src\whacked4\ui\windows.py:233: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:235: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:237: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:239: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:241: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:243: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:245: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:247: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:249: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:2273: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:3522: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:3524: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:3936: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. src\whacked4\ui\windows.py:3938: wxPyDeprecationWarning: Call to deprecated item. Use :meth:`AddTool` instead. Traceback (most recent call last): File "src\whacked4\ui\mainwindow.py", line 768, in file_save_as File "src\whacked4\ui\mainwindow.py", line 388, in save_file_dialog File "src\whacked4\ui\mainwindow.py", line 402, in save_file File "C:\python38\lib\shutil.py", line 259, in copyfile PermissionError: [Errno 13] Permission denied: 'C:\\DOOM\\gzdoom-4-11-1-Windows-64bit\\Wolf3d.deh.bak' and I can't save jack. What is this? Do I need to get the latest version of WhackEd4?
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I'm making a WAD that features ZDoom's stealth monsters, but their properties can't be edited with WhackEd4. Shame, since I'll be having SS soldiers in my WAD that yell "ACHTUNG" instead of "Schutzstaffel!" and Officers will be dropping shotguns instead of pistols, because for some reason the stealth monsters are not identical to their uncloaked counterparts. Is there an actual way to modify these goobers? I know that SLADE3's DEHACKED uses Idx numbers like Thing 2 (Zombieman) and Thing 3 (Shotgun Guy), so are there stealth monster Idx numbers anywhere? Source port intended for WAD: GZDoom
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I made all of the textures in my map have zero X-axis texture alignment in order to stop finding goofy texture misalignments the more I test my WAD. What I didn't know was that all of my doors needed slight texture alignment adjustments and now they're broken! I did see a forum on Google that answered this but that was for GZDoom Builder and Doom Builder 2 and apparently doesn't work in my map building software What I want to do is auto-align all of the sidedefs that have a single texture (specifically WOODMET1). Not bent on manually aligning all of those textures. Is this possible? Map-building Software: Ultimate Doom Builder Intended source port for WAD: GZDoom Wood room image with Guard: Intended result Blue brick room image: Unaligned textures
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I've already clarified this early in the forum. This WAD is designed primarily for GZDoom.