MTrop Posted May 4, 2023 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). 1 Quote Share this post Link to post
ViolentBeetle Posted May 16, 2023 (edited) 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 May 16, 2023 by ViolentBeetle 0 Quote Share this post Link to post
MTrop Posted May 18, 2023 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? 0 Quote Share this post Link to post
ViolentBeetle Posted May 18, 2023 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. 0 Quote Share this post Link to post
CrazyDoomguy Posted May 27, 2023 where did you get library? Spoiler 0 Quote Share this post Link to post
MTrop Posted May 28, 2023 4 hours ago, CrazyDoomguy said: where did you get library? For the editor stuff and syntax highlighting? Here: https://github.com/bobbylight/RSyntaxTextArea 0 Quote Share this post Link to post
Wo0p Posted June 16, 2023 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. ;( 0 Quote Share this post Link to post
MTrop Posted June 16, 2023 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. 0 Quote Share this post Link to post
Wo0p Posted June 16, 2023 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? :> :> :> :> 0 Quote Share this post Link to post
MTrop Posted June 16, 2023 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. 0 Quote Share this post Link to post
Wo0p Posted June 17, 2023 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. 0 Quote Share this post Link to post
MTrop Posted June 20, 2023 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). 3 Quote Share this post Link to post
CrazyDoomguy Posted July 15, 2023 Is possible create new megasphere with 1000 HP and defense? 0 Quote Share this post Link to post
Alaux Posted July 31, 2023 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. 0 Quote Share this post Link to post
MTrop Posted August 2, 2023 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). 0 Quote Share this post Link to post
Alaux Posted August 2, 2023 (edited) 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 August 2, 2023 by Alaux 0 Quote Share this post Link to post
MTrop Posted August 2, 2023 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 1 Quote Share this post Link to post
MTrop Posted August 2, 2023 New Release: https://github.com/MTrop/DoomTools/releases/tag/2023.08.02-RELEASE DECOHack -------- ### Changed for 0.30.4 * `Fixed` `Fast` and other MBF21 flags were not being respected in state bodies. (Issue #95) WTEXport -------- ### Changed for 1.5.1 * `Fixed` Textures can also be entry names. (Issue #96) 2 Quote Share this post Link to post
Napsalm Posted September 17, 2023 (edited) 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 September 17, 2023 by Napsalm added a question 0 Quote Share this post Link to post
MTrop Posted September 18, 2023 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. 0 Quote Share this post Link to post
Doomy__Doom Posted September 18, 2023 (edited) 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 September 18, 2023 by Doomy__Doom 0 Quote Share this post Link to post
Napsalm Posted September 18, 2023 (edited) 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 September 18, 2023 by Napsalm 0 Quote Share this post Link to post
MTrop Posted November 14, 2023 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) 1 Quote Share this post Link to post
MTrop Posted November 20, 2023 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) 0 Quote Share this post Link to post
Giomancer Posted November 22, 2023 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. 0 Quote Share this post Link to post
MTrop Posted November 22, 2023 (edited) 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 November 22, 2023 by MTrop 1 Quote Share this post Link to post
tewgytaylor Posted November 27, 2023 (edited) 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 November 27, 2023 by tewgytaylor Grammar and readability 0 Quote Share this post Link to post
MTrop Posted November 27, 2023 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. 0 Quote Share this post Link to post
MTrop Posted November 28, 2023 New Release: https://github.com/MTrop/DoomTools/releases/tag/20203.11.28-RELEASE DoomMake -------- ### Changed for 0.23.1 * `Fixed` Corrected an IOError message for reopening a zip file. * `Fixed` Potential NPE in ZIPDIR function if the source directory did not exist. * `Fixed` Problems when appending to an existing Zip in ZIPFILES/ZIPDIR. 0 Quote Share this post Link to post
Doomy__Doom Posted November 28, 2023 (edited) 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 November 28, 2023 by Doomy__Doom 0 Quote Share this post Link to post
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