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Super Shotgun doesnt work


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Hi

I need some help AGAIN 

i wanted to put the super shotgun from DOOM 2 in The Ultimate DOOM (dont ask why)

i copied the code from DOOM 2, then i added sounds and sprites and everything is alright BUT...

when i run out of shells, the super shotgun dissapears and even if i find some ammo, i cant get it back. 

When i press 3, nothing happens. The weird thing, is that this "BUG" appears only on PrBoom, it works perfectly fine with Zandronum and GZDOOM

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Because of how Dehacked works, you can't switch back to the SSG when it's out of ammo. It's a hardcoded thing, no fix for it. It's not really a bug, more like a failsafe should anyone somehow get the ssg into anything other than Doom 2. Better enjoy it while it lasts!

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8 hours ago, Synuś Vader said:

Hi

I need some help AGAIN 

i wanted to put the super shotgun from DOOM 2 in The Ultimate DOOM (dont ask why)

i copied the code from DOOM 2, then i added sounds and sprites and everything is alright BUT...

when i run out of shells, the super shotgun dissapears and even if i find some ammo, i cant get it back. 

When i press 3, nothing happens. The weird thing, is that this "BUG" appears only on PrBoom, it works perfectly fine with Zandronum and GZDOOM

 

Easiest way to put the SSG in UDoom is to extract both the graphics & sound files from Doom II & put them in a resource wad via Slade(screenshots shown below as an example from the resource wad file of my WIP limit removing UDoom episode project). Grant it I've only test this with Crispy Doom & Zdoom so not sure why prboom is exhibiting this unusual behavior.

 

Spoiler

Screenshot_220.png.eaf236cb0bbb132eec347087d3214fdd.pngScreenshot_221.png.c34a7beac4e41128104f0e1520cbd144.png

 

8 hours ago, Athel said:

Because of how Dehacked works, you can't switch back to the SSG when it's out of ammo. It's a hardcoded thing, no fix for it. It's not really a bug, more like a failsafe should anyone somehow get the ssg into anything other than Doom 2. Better enjoy it while it lasts!

 

You don't need to use Dehacked to add the SSG into UDoom ;)

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32 minutes ago, Philnemba said:

 

Easiest way to put the SSG in UDoom is to extract both the graphics & sound files from Doom II & put them in a resource wad via Slade(screenshots shown below as an example from the resource wad file of my WIP limit removing UDoom episode project). Grant it I've only test this with Crispy Doom & Zdoom so not sure why prboom is exhibiting this unusual behavior.

 

 

 

You don't need to use Dehacked to add the SSG into UDoom ;)

 

I literally have no idea how that would even work without a DeHacked. Just because the resources are there does not mean they magically appear in the game. You need directions to pointers to replace or add those resources, and a simple resource wad does not even do that for stuff; that is outside of renaming the files. But even then you only get the base file space for said replacements, and the SSG has the most moving animations out of all the guns. 

 

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20 minutes ago, kalensar said:

 

I literally have no idea how that would even work without a DeHacked. Just because the resources are there does not mean they magically appear in the game. You need directions to pointers to replace or add those resources, and a simple resource wad does not even do that for stuff; that is outside of renaming the files. But even then you only get the base file space for said replacements, and the SSG has the most moving animations out of all the guns. 

 

 

Simple: UDoom & Doom 2 shares the same code from version 1.9 & for some reason its just possible to use SSG in UDoom because of how hard coded it is however for some reason you can not do the the same with other Doom 2 stuff like the D2 monsters and the Megasphere.  

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Note that Crispy Doom, while pretty close to vanilla, can handle certain doing things that wouldn't work in Vanilla. For example, Boom-type sky transfers will display properly in Crispy Doom, despite not actually being present in Vanilla doom. It's possible Crispy Doom is just making it work.

 

(The same applies to GZDoom as well, but that's more well known.)

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4 hours ago, Philnemba said:

 

 

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You don't need to use Dehacked to add the SSG into UDoom ;)

 

Yeah you do, in vanilla at least -- vanilla UDoom won't load any objects that belong to Doom 2 (with the exception of burning barrels) unless you change the thing ID. PrBoom is simply carrying this behavior for compatibility with vanilla

Edited by Athel

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