First, I want to say thanks for everyone's help here, it has been really great. I am trying to replace the fist/punch weapon/action with a different sprite. I have made a pk3 for it, it gives no errors when loaded. It seems to be fine in its resting state, but when I go to punch it reverts back to the old sprite. Since it gives no errors, I am not sure where I have messed up at. I have attached my pk3. I am running GZDoom 4.1.2.
Screenshots of what is happening...
Spoiler
Spoiler
Decorate file (I did change it to decorate.txt, which is shown in the attached pk3)
Question
Immorpher
First, I want to say thanks for everyone's help here, it has been really great. I am trying to replace the fist/punch weapon/action with a different sprite. I have made a pk3 for it, it gives no errors when loaded. It seems to be fine in its resting state, but when I go to punch it reverts back to the old sprite. Since it gives no errors, I am not sure where I have messed up at. I have attached my pk3. I am running GZDoom 4.1.2.
Screenshots of what is happening...
Decorate file (I did change it to decorate.txt, which is shown in the attached pk3)
The sprites
GZDoom Load
Log started: 2019-06-04 18:46:18
I_Init: Setting up machine state.
CPU speed: 2592 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz
Family 6, Model 94, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Conexant SmartAudio HD)
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 206.43 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch Alienated 0.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 960M/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 425.25 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions 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Max. texture size: 16384
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
----------------------------------------
MAP04 - Flower Cave
Captured D:/Installers/Gaming/Doom/GZDoom 4/Screenshot_Doom_20190604_184627.png
Captured D:/Installers/Gaming/Doom/GZDoom 4/Screenshot_Doom_20190604_184630.png
Again thank you for your help!
DarkGlove.pk3.zip
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