DΞLTΛ Posted December 6, 2022 So I've been experimenting with decorate and textures and seeing if they appear in gzdoom builder, but it appears that only WADs can pick up the decorate files and textures no problemo, but when I slap them into a pk3 with multiple directories, the stuff doesn't appear in gzdoom builder, but when I open some maps up in slade, as well as the mod all actors with a number and textures that are in the mod appear like there is no issue. Does ultimate doom builder have the same issue as gzdoom builder, or is it like slade? 0 Quote Share this post Link to post
ramon.dexter Posted December 6, 2022 Are you #including these multiple files into main decorate file in the root directory? I bet not. Never had an issue like this with pk3, so you're not doing things right. 0 Quote Share this post Link to post
DΞLTΛ Posted January 9, 2023 On 12/6/2022 at 4:53 PM, ramon.dexter said: #including these multiple files into main decorate file in the root directory? Yeah I have actually. My theory is that it's so cluttered with other stuff, that the actors don't spawn or show up in gzdb or udb, but slade however, can pick them up just fine. I might have to research this just in case. 0 Quote Share this post Link to post
Kappes Buur Posted January 11, 2023 (edited) UDB or GZDB have no problems with pk3 files if done properly. Maps in a pk3 file must be unzipped first before they can be loaded into UDB. Then add the pk3 file as a resource for DECORATE, textures, etc. However, if the actors do not have a DoomEd number attached to them, then they will not show up in UDB. Thus give the actor a unique DoomEDnum and find them in Things Mode under User Defined ..., or if you also use the //$Category Monsters under Monsters : Quote ACTOR FlyingFatso : Fatso 3397 { //$Category Monsters //$Sprite FFATA1 //$Title "Volacubus" Radius 44 Height 76 Mass 600 Speed 16 ...... } Edited January 11, 2023 by Kappes Buur 2 Quote Share this post Link to post
Tango Posted January 16, 2023 would you be willing to post your pk3? someone ought to be able to track down the issue if you do 0 Quote Share this post Link to post
DΞLTΛ Posted January 16, 2023 3 hours ago, Tango said: would you be willing to post your pk3? someone ought to be able to track down the issue if you do Here it is. 0 Quote Share this post Link to post
boris Posted January 16, 2023 You have files in there with a .wad extension that aren't WADs but ZIPs. 0 Quote Share this post Link to post
DΞLTΛ Posted January 16, 2023 4 minutes ago, boris said: You have files in there with a .wad extension that aren't WADs but ZIPs. Is that what's causing it? 0 Quote Share this post Link to post
ramon.dexter Posted January 16, 2023 .wad file is a special file format. It is not renamed zip as pk3. 0 Quote Share this post Link to post
DΞLTΛ Posted February 20, 2023 Excuse the bump, but I swapped some things around in the mod, and I got the ZSCRIPT actors to work, added their own categories and everything! however, the DECORATE actors straight-up REFUSE to be read by UDB... Anyone know how to make the DECORATE actors appear like the ZSCRIPT ones OR, since I just started learning ZSCRIPT, convert them into ZSCRIPT?* *Given the amount of DECORATE "malabadookies" that are in the mod, it would be an ABSOLUTE pain to convert them all and make dedicated functions for said actors... The significant majority of said "malabadookies" include weapons 0 Quote Share this post Link to post
kalensar Posted February 28, 2023 Okay so this answer is really late incoming, but I have the original uploaded file from this post opened right in front of me. And frankly what I'm seeing is a giant misunderstanding of what is supposed to show up in a map editor versus what is supposed to show up in a gz Doom game. Anidef textures from Rachel's code for the fluids are not going to show up in the map editor itself until testing on the actual engine because they affect vanilla textures. The Terminator boss needs a reference number if he is to be planted without replacing a monster. I know of a map that uses this monster that was placed with zero problems. It also has a couple of custom weapons that were added that were not replacers either. Slade 3 is as far as I know the most up-to-date Doom editing software available. I cannot speak for UDB, and I know Gz Doom builder is out of date for years now. RENAMING PK3S AS WADS is called nesting, and is actually an exploitation of the gz Doom engine and it was never designed to do that. It basically causes computing problems that require way more resources than are necessary to operate properly. The most up-to-date version of gzd 4.10 can handle this far better than every other gzd out there because it was specifically addressed in the update. But that does not mean I recommend doing nesting at all. The only things that can be safely nested are wad files and even then it can still cause resource hogging that is completely unintentional. 0 Quote Share this post Link to post
boris Posted February 28, 2023 8 minutes ago, kalensar said: Slade 3 is as far as I know the most up-to-date Doom editing software available. I cannot speak for UDB, and I know Gz Doom builder is out of date for years now. For GZDoom editing UDB is the best around (and it is up to date). 0 Quote Share this post Link to post
kalensar Posted February 28, 2023 (edited) 15 minutes ago, boris said: For GZDoom editing UDB is the best around (and it is up to date). Yeah it's an area that I've never looked into first hand as far as Doom resources. I predominantly 100% work with freaking Slade because it's the most useful tool for what I do. I've also used Slade for map editing and fixing. But yeah that's definitely great to know that UDB handles gzd mapping. ❤️ @Delta The reason your stuff isn't spawning is because you're using random spawners. Map editors are not designed to use a random spawner replacer because that is solely the use of the gzd engine itself. AKA your map editor is working fine by trying to spawn random spawners. Edited February 28, 2023 by kalensar Added info 0 Quote Share this post Link to post
DΞLTΛ Posted March 1, 2023 On 2/20/2023 at 4:12 PM, DELTA256 said: I got the ZSCRIPT actors to work, added their own categories and everything! however, the DECORATE actors straight-up REFUSE to be read by UDB... 7 hours ago, kalensar said: Anidef textures from Rachel's code for the fluids are not going to show up in the map editor itself until testing on the actual engine because they affect vanilla textures. The Terminator boss needs a reference number if he is to be planted without replacing a monster. I know of a map that uses this monster that was placed with zero problems. It also has a couple of custom weapons that were added that were not replacers either. Slade 3 is as far as I know the most up-to-date Doom editing software available. I cannot speak for UDB, and I know Gz Doom builder is out of date for years now. RENAMING PK3S AS WADS is called nesting, and is actually an exploitation of the gz Doom engine and it was never designed to do that. It basically causes computing problems that require way more resources than are necessary to operate properly. The most up-to-date version of gzd 4.10 can handle this far better than every other gzd out there because it was specifically addressed in the update. But that does not mean I recommend doing nesting at all. The only things that can be safely nested are wad files and even then it can still cause resource hogging that is completely unintentional. I have since then swapped a few thingies around so that the so-called "nesting" thing is no longer an issue. As I said, zscript actors have no issue with being read in the editor, but decorate actors can't be spawned. These decorate actors mostly consist of weapons at this very moment... Here's a zscript-based workaround for weapons that I cooked up. Class CycloneDrop : Actor { bool ticked; default { radius 32; height 32; distancecheck "utilityrenderdistance"; +nointeraction -solid //$Category "TAOD WEAPONS" //$Title "RK67" //$NotAngled //$Color 19 } override void tick(void) { if(!ticked)// == false) { super.tick(); A_Spawnitemex("Cyclone",0,0,0,0,0,0,0); ticked = true; } } states { spawn: TNT1 A -1; Stop; } } It is based on @Nash's tutorial on youtube on how to optimise actors for better performance, slightly tweaked so that it spawns a weapon wherever the thing was placed in the map when the game starts... If you want me to elaborate further @kalensar, I can post the updated PK3 here as well. Not sure about textures though... 0 Quote Share this post Link to post
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