Jump to content

The Official DoomTools Thread


MTrop

Recommended Posts

New Release for DoomTools: https://github.com/MTrop/DoomTools/releases/tag/2023.05.04-RELEASE

DECOHack
--------

### Changed for 0.30.3

* `Fixed` If DroppedItem was the only change to a Thing, it would not be saved in the patch. (Issue #91)

WTexScan
--------

### Changed for 1.2.1

* `Fixed` WTexScan will silently error out (print a message) instead of NPE if a map does not contain SIDEDEFS or SECTORS, due to faulty map detection from DoomStruct. (Issue #92).

 

Share this post


Link to post
  • 2 weeks later...

Is it possible to reference a specific frame of another thing without it having a state marker? I assume I could use a number in goto but my life would be a bit easier if I could use something like goto MT_BARREL->Death+1

(Seems +1 isn't really a thing used in Decohack)

 

Also I think I saw info on how to goto to another thing's state but now I can't find it.

 

Edited by ViolentBeetle

Share this post


Link to post
On 5/16/2023 at 5:08 AM, ViolentBeetle said:

Is it possible to reference a specific frame of another thing without it having a state marker? I assume I could use a number in goto but my life would be a bit easier if I could use something like goto MT_BARREL->Death+1

(Seems +1 isn't really a thing used in Decohack)

 

Also I think I saw info on how to goto to another thing's state but now I can't find it.

 

Currently, no. It must be attached to a state marker. This was due to me feeling like offsets would still be unclear. What's your use case?

Share this post


Link to post
6 hours ago, MTrop said:

Currently, no. It must be attached to a state marker. This was due to me feeling like offsets would still be unclear. What's your use case?

As I described, going to barrel's explosion. I think the first frame of barrel explosion is still barrel.

Sure, it's not going to be a problem to just write a few lines, just thought I could shorten it more easily.

Share this post


Link to post
  • 2 weeks later...
  • 3 weeks later...

Hello there :)

 

How does one use Texport on texture packs without PNames? Is that possible? I get an error message when I attempt it; yelling bloody murder about missing PNames. ;(

Share this post


Link to post
1 hour ago, Wo0p said:

How does one use Texport on texture packs without PNames? Is that possible? I get an error message when I attempt it; yelling bloody murder about missing PNames. ;(

 

Texport only works on texture packs that are Doom/Boom format, with one or more TEXTUREx lumps and a PNAMES lump. It does not work on texture packs with a ZDoom-style TEXTURES or ANIMDEFS lump.

Share this post


Link to post
1 hour ago, MTrop said:

 

Texport only works on texture packs that are Doom/Boom format, with one or more TEXTUREx lumps and a PNAMES lump. It does not work on texture packs with a ZDoom-style TEXTURES or ANIMDEFS lump.

 

Why must you crush my hopes and dreams like this? Are you perhaps planning to make that a thing? :> :> :> :>

Share this post


Link to post
1 hour ago, Wo0p said:

Are you perhaps planning to make that a thing?

Maybe one day in the future, but at the moment, it is not planned. Sorry.

Share this post


Link to post
7 hours ago, MTrop said:

Maybe one day in the future, but at the moment, it is not planned. Sorry.

 

No worries :) it would be amazing to have but I can manage without. I'm just lazy.

Share this post


Link to post

New Release for DoomTools: https://github.com/MTrop/DoomTools/releases/tag/2023.06.20-RELEASE

DoomMake
--------

### Changed for 0.22.0

* `Fixed` [GUI] DoomMake did not output `TODO.md` in new projects.
* `Fixed` [GUI] "Do Nothing" option after project creation did not close the dialog (it *literally* did nothing).
* `Added` DoomMake now outputs property usage into the project with documentation. (Enhancement #94)

WadMerge
--------

### Changed for 1.10.0

* `Added` New command: CREATEBUFFER (Enhancement #93).

 

Share this post


Link to post
  • 4 weeks later...
  • 3 weeks later...

I think the Fast frame flag in DECOHack isn't working; the frames in the generated DEH don't have the corresponding MBF21 Bits = SKILL5FAST line.

Share this post


Link to post
On 7/31/2023 at 6:10 PM, Alaux said:

I think the Fast frame flag in DECOHack isn't working; the frames in the generated DEH don't have the corresponding MBF21 Bits = SKILL5FAST line.

 

DECOHack should write MBF21 Bits = 1 for a "Fast" state. I tried some of my own code and it looks like it's working.

 

Do you have any sample code? I want to rule out that you may be setting states that already have it set (e.g. Pinky Demon states).

Share this post


Link to post
9 minutes ago, MTrop said:

DECOHack should write MBF21 Bits = 1 for a "Fast" state. I tried some of my own code and it looks like it's working.

 

Do you have any sample code? I want to rule out that you may be setting states that already have it set (e.g. Pinky Demon states).

I'm working with DSDHacked states (that is, states 4000 onward). Here's a sample (well, the whole DECOHack source plus the generated DEH). Look for the Demon's definition.

Edited by Alaux

Share this post


Link to post
45 minutes ago, Alaux said:

I'm working with DSDHacked states (that is, states 4000 onward). Here's a sample (well, the whole DECOHack source plus the generated DEH). Look for the Demon's definition.

Hmmm... you're right! It isn't getting set. Maybe some kind of default is to blame, somewhere?

 

Made an issue to track: https://github.com/MTrop/DoomTools/issues/95

Share this post


Link to post
  • 1 month later...

Came across an odd interaction:

 

Having "thing BaronofHell { projectilegroup 1 } thing HellKnight { projectilegroup 1 }" doesn't seem to write anything into the dehacked. Changing the number to anything else works completely fine.

 

(I have other monsters in my dehacked that I wanted to share projectile group with the baron and knight, I'm not just trying to redundantly do this, haha)

 

Also, while I'm here,... what would I have to write in Decohack to put the following into the dehacked? (I've been just pasting this into my dehacked after finagling with deco...)

 

"Thing 64 (Shells)

 

Thing 65 (Box of Shells)

 

Thing 70 (Ammo Clip)

 

Thing 71 (Box of Ammo)"

Edited by Napsalm
added a question

Share this post


Link to post

DECOHack only writes things to the resultant DeHackEd file if any defaults change. Projectilegroup 1 are defaults on BaronOfHell and HellKnight.

 

It won't write those thing headers unless something is modified on those things, as well.

Share this post


Link to post
5 hours ago, MTrop said:

Projectilegroup 1 are defaults on BaronOfHell and HellKnight. 

A test with just this in dehacked:

Thing 12 (Imp)
Projectile group = 1

results in imp happily infighting baron though (on dsda-doom). It only works if explicitly written out in deh file for both.

 

Which makes sense to me personally in general, I wouldn't expect all ports to rely on mbf21 groups implementation as default method of defining things but rather use them if present.

Edited by Doomy__Doom

Share this post


Link to post
5 hours ago, Doomy__Doom said:

... results in imp happily infighting baron though (on dsda-doom). It only works if explicitly written out in deh file for both. ...

 

Yeah this was my interaction too. I had my own monster (with group 1) and a hell knight together and saw they were infighting and was like "oh, hmm", have since changed all of them over (including baron and knight) to projectile group 2 to compensate which is more than fine for purpose.

 

10 hours ago, MTrop said:

... It won't write those thing headers unless something is modified on those things, as well.


I'm assuming that changing the thing name isn't enough in this case? (! I'll just add them to projectile group 9 just so something changes, haha)

Edited by Napsalm

Share this post


Link to post
  • 1 month later...

New Release: https://github.com/MTrop/DoomTools/releases/tag/2023.11.14-RELEASE

DECOHack
--------

### Changed for 0.31.0

* `Fixed` [GUI] Editor would error out on workspace load with no files open.
* `Added` A warning for when a user makes a Thing that is `SHOOTABLE` with 0 mass. (Enhancement #103)
* `Changed` Slightly improved some error messages.

DImgConv
--------

### Changed for 1.3.0

* `Fixed` The recursive option now creates recursive directories properly. (Issue #100)
* `Fixed` [GUI] Some blank fields would NPE on workspace export.

DMXConv
-------

### Changed for 1.2.0

* `Added` Support for directories and recursion. (Enhancement #101)
* `Fixed` [GUI] Workspace would not save if Output Folder was blank.

DoomMake
--------

### Changed for 0.23.0

* `Changed` [GUI-Studio] Auto-build output now appears in the main log. (Enhancement #102)

WadMerge
--------

### Changed for 1.10.1

* `Fixed` [GUI] Editor would error out on workspace load with no files open.

WadScript
---------

### Changed for 1.6.2

* `Fixed` [GUI] Editor would error out on workspace load with no files open.

WadTex
------

### Changed for 1.3.1

* `Fixed` [GUI] Editor would error out on workspace load with no files open.

WSwAnTbl
--------

### Changed for 1.1.1

* `Fixed` [GUI] Editor would error out on workspace load with no files open.

WTEXport
--------

### Changed for 1.5.2

* `Fixed` [GUI] Texture list was not set properly from workspace state. (Issue #104)

 

Share this post


Link to post

New Release: https://github.com/MTrop/DoomTools/releases/tag/2023.11.20-RELEASE

 

You may need to update to this version manually, as this fixes a bug in the updater.

Changes
-------

- **2023-11-19** Editors will now load file contents from disk on workspace load if the file contents are newer than what's in the buffer. (Correction #108)
- **2023-11-19** Workspaces now remember the last directory used for saving. (Issue #107)

- **2023-11-18** The "About" dialog now has a button to copy all version numbers to the clipboard. (Enhancement #105)
- **2023-11-18** Applications will now ask the user to close to avoid accidental close. (Enhancement #106)

 

Share this post


Link to post

Not sure if this is an ACC bug or a WadScript one, but here goes:

 

When I call ACC using execresult(exec)) and my args use the [-i]nclude option, ACC will fail (printing the usage help) unless I either have the [-d]ebug option or "null". Running ACC from the command line, however, is normal.

Examples:

args = [acsFile];                            // works; outputs object file.
args = ["-i" + includeDir, acsFile];         // fails; prints help text
args = ["-i" + includeDir, null , acsFile];  // works; outputs object file.

 

I am using the latest releases of both, using bash on Win10.

Not the worst thing ever as it was simple enough to work around, but I thought I'd mention it.

Share this post


Link to post

I think there has to be an argument after "-i", which is the directory. Line 3 works because the "null" adds an argument after "-i", as expected. Your specified directory may not be included, after all.

Edited by MTrop

Share this post


Link to post

Would there be a chance of adding a -complevel switch when you run the project from DoomTools for testing purposes? Being able to run my project straight from DoomTools is great but there doesn't seem any way to set compatibility from DoomTools itself as of yet which I feel would get annoying easily in the case of having multiple projects at different complevels.

Edited by tewgytaylor
Grammar and readability

Share this post


Link to post

A small oversight I had when running your project from DoomTools was that the first argument after doommake run was going to be a specific port name to use when fetching the correct properties from doommake.properties. After that first argument, though, you can pass as many arguments to the executable as you want.

 

For example, the command line:

doommake run prboom -complevel 9

...would get the executable path from the property doommake.run.exe.prboom and then pass -complevel 9 to it after the rest of the arguments to run the project. You'll just have to set up an additional set of properties to make it work.

Share this post


Link to post

Is there a way to enforce BEX mnemonics for flags/mbf21 flags in the output file? Better yet, maybe it's worth making that default behavior for non-vanilla compats? It's a good deal more annoying trying to peruse wads made with decohack than it is with Whacked/hand editing (e.g. Crusader vs Eviternity). Ditto making a quick edit by hand when testing own stuff.

Edited by Doomy__Doom

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...