[name_withheld] Posted April 13, 2023 (edited) I have run into an issue where a duke quick-kick that was previously working won't now at all. It just refuses to function whatsoever. It previously worked with use of the "Q" key. I have no idea what caused this, nor am I versed in a lot of decorate or coding language in general. Any help with figuring out why this won't work would be VERY appreciated. I will provide links to the files below. Thank you in advance for any help that can be provided.https://drive.google.com/file/d/19qbNcl5EhopQeedoOoHa2oinoWumzKXa/view?usp=sharinghttps://drive.google.com/file/d/1qziY1DA3lgaggreghMJENAGWyFz5ekOv/view?usp=sharinghttps://drive.google.com/file/d/1ugn_dhOmbjwgybFqm_ZAhGNAy7kUSg8q/view?usp=sharing Edited April 13, 2023 by [name_withheld] 0 Quote Share this post Link to post
[name_withheld] Posted April 13, 2023 As a quick background for what I'm doing between these 3 wads: I'm using the rifle wad to set the player's class to holding only the fists at start (confusing, but I plan on implementing these wads into a singular map or maps,) the fist redux wad for general melee attacks, and the brutal kick wad for my quick kick attack. Up until this morning, the quick-kick worked completely functionally. However, now, if it works it does so once then not at all again. It won't even allow switching to other weapons after activation. 0 Quote Share this post Link to post
[name_withheld] Posted April 13, 2023 Even more confusing is that I did no editing to any of the wads between the last time everything worked and now. ☠️ 0 Quote Share this post Link to post
[name_withheld] Posted April 14, 2023 And now a new issue: GZDoom seems to be completely and totally broken, even after a fresh reinstall. Even without loading any of the files I was using, I can still use the configured key to run the script. It gives me an error message, but where is it pulling the script from in the first place since all the files are new and none of the offending files are loaded? 0 Quote Share this post Link to post
Redneckerz Posted April 14, 2023 Usually it is someone who just registered who makes these, but now its a 20 year+ veteran. Huh. You can edit your own post instead of making new ones. Then: 21 hours ago, [name_withheld] said: Up until this morning, the quick-kick worked completely functionally. However, now, if it works it does so once then not at all again. It won't even allow switching to other weapons after activation. Things do not just break without a change. So what did you change? And along that note: What editor are you using? 50 minutes ago, [name_withheld] said: And now a new issue: GZDoom seems to be completely and totally broken, even after a fresh reinstall. That seems very dramatic for what i percieve is actually a minor issue. You say reinstall, what do you mean with this? Because GZDoom works differently in terms of installing than most programs would. Have you deleted all .ini files? Because GZDoom changed the place where these are stored. 50 minutes ago, [name_withheld] said: It gives me an error message, but where is it pulling the script from in the first place since all the files are new and none of the offending files are loaded? It beats me, because we don't know where you are loading them from, if you are loading something additional with it, if you are using a launcher or not, and so on and so forth. 0 Quote Share this post Link to post
Kappes Buur Posted April 14, 2023 7 hours ago, [name_withheld] said: And now a new issue: GZDoom seems to be completely and totally broken, even after a fresh reinstall. Humm, interesting. GZDoom has been installed, in various versions, thousands (perhaps more) of times. The best place to install it is in a dedicated folder, not in Program Files. In 99.5% of the cases any problems can be traced back to the user. Reinstaling GZDoom means to uninstall/delete all files in the folder and also the ini file. Before GZDoom 4.10 the ini file was in the GZDoom folder, with 4.10 and after the ini file was in the Users folder. Type whereisini at the consol to see the correct location. Concerning the kicking action, non of the 3 files linked in your first post work out of the box. It would be helpful if could give more details as to what you had done when the kicking worked. 0 Quote Share this post Link to post
[name_withheld] Posted April 15, 2023 (edited) 15 hours ago, Redneckerz said: Usually it is someone who just registered who makes these, but now its a 20 year+ veteran. Huh. You can edit your own post instead of making new ones. Then: Things do not just break without a change. So what did you change? And along that note: What editor are you using? That seems very dramatic for what i percieve is actually a minor issue. You say reinstall, what do you mean with this? Because GZDoom works differently in terms of installing than most programs would. Have you deleted all .ini files? Because GZDoom changed the place where these are stored. It beats me, because we don't know where you are loading them from, if you are loading something additional with it, if you are using a launcher or not, and so on and so forth. The last time I edited anything for any amount of time other than to more or less doodle out map ideas was 10+ years ago, and all I did was map editing, no scripting. So I'm relatively new to that aspect. I also haven't really been here in about as long. As far as what changed, I have no idea. I literally closed out all of my programs after testing the wad, shut off my PC, turned it back on in the morning and nothing worked. 🤷 The bugfix version of DoomBuilder. Completely deleted all of the files in the folder I had it installed in, redownloaded and installed it to a different folder, reinstalled the Doom2 wad from the disc, and still got an error that a script wasn't working in a wad I hadn't loaded. As for the .ini file, I have no idea where it's stored. I ended up solving the issue by loading a different wad that had scripting. Doing an edit of the KEYCONF managed to complete correct the issue. All it took was changing "use kickweapon" to "pukename kick." The odd thing about that is up until I changed it, I had never used "pukename kick" in the scripting, so I'm at quite a bit of a loss as to how it was functioning correctly before it stopped working. EDIT: The last 2 paragraphs are intended to be responses to Kappes Buur. Edited April 15, 2023 by [name_withheld] 0 Quote Share this post Link to post
[name_withheld] Posted April 15, 2023 (edited) Nothing to see here. 😒 Edited April 15, 2023 by [name_withheld] Not interested in arguing with people over the internet about what I perceive as an attitude directed at me asking questions and refamiliarizing myself with using the forums. 0 Quote Share this post Link to post
Redneckerz Posted April 15, 2023 7 hours ago, [name_withheld] said: As far as what changed, I have no idea. I literally closed out all of my programs after testing the wad, shut off my PC, turned it back on in the morning and nothing worked. 🤷 That sounds like a more general PC issue than anything specific. I can't tell how well or not you maintian your PC. 7 hours ago, [name_withheld] said: The bugfix version of DoomBuilder. As in, GZDoomBuilder-Bugfix? Try Ultimate Doom Builder instead, this is supported. 7 hours ago, [name_withheld] said: Completely deleted all of the files in the folder I had it installed in, redownloaded and installed it to a different folder, reinstalled the Doom2 wad from the disc, and still got an error that a script wasn't working in a wad I hadn't loaded. You aren't reinstalling a Doom2.wad. You can just move the WAD file to the GZDoom folder directly. Then, when that's done, grab a wad of your choice, put it in the same folder as where GZDoom and Doom2.wad is and drag that wad file over the GZDoom executable. GZDoom will then launch with Doom2.wad and the wad of your picking. 7 hours ago, [name_withheld] said: As for the .ini file, I have no idea where it's stored. Well, which version are you using? Depending on the version, Kappes's answer has you covered. 7 hours ago, [name_withheld] said: I ended up solving the issue by loading a different wad that had scripting. This makes zero sense to me. You get a script error with random_wad 1 and then you solve your issue with random_wad 2 that has scripting? 7 hours ago, [name_withheld] said: Doing an edit of the KEYCONF managed to complete correct the issue. All it took was changing "use kickweapon" to "pukename kick." The odd thing about that is up until I changed it, I had never used "pukename kick" in the scripting, so I'm at quite a bit of a loss as to how it was functioning correctly before it stopped working. EDIT: The last 2 paragraphs are intended to be responses to Kappes Buur. So this part would be @Kappes Buur. 6 hours ago, [name_withheld] said: Nothing to see here. 😒 Does this mean you want to close the thread? 0 Quote Share this post Link to post
[name_withheld] Posted April 15, 2023 Considering that I ended up getting my issue solved elsewhere and keep getting an attitude and insinuations that I'm an idiot when I ask questions, yeah, I'd appreciate the thread being closed. 0 Quote Share this post Link to post
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