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hi newbie here


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hello guys soo i wanted to make a custom wad that take place in wolfenstein soo i wanted to have the weapons from wf3D but the jaguar version soo that i could have replaced the plasma gun with the flametrower problem tho... it is my first try on makin a weapon pack of sorts and i started with something simple replacing the Fist with the Knife soo i follow a tutorial on youtube on how to do it but even when i fallow every step still couldnt get the knife i port to get to work soo if some one can have some advice or some little snipwith on the big code knoladge i would love to hear also even when i puted the replace sound it didn't work idk why bc in my other wad called UAC MINING FACILITY i putted some DOOM 64 sounds and went just fine but when i putted here it didn't work :,) 1485594676_Screenshot(58).png.9e34eb85580bd7f74caab496e993fab0.png

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The end marker should be named S_END and you need to move the text files outside the markers. For more advice you'll need to give us more info, like what's the error and some code.

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2 hours ago, Rifleman said:

The end marker should be named S_END and you need to move the text files outside the markers. For more advice you'll need to give us more info, like what's the error and some code.

oh thx also the error is that even after i putted the code like the video says the custom weapon doesn't appear or the sound that is a slash doesnt activate also here the rest of the code soo i fallow the tutorial but still doesn't appear even custom sounds something that wasn't an issiue in the other custom map since this is just the weapon pack

Screenshot (58).png

Screenshot 2024-02-03 112149.png

Screenshot 2024-02-03 112245.png

Edited by monkeymaster69

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I can already see a lot of problems with your WAD setup.

- Sprites are not properly formatted. They should be in the XXXXYZ format, with XXXX being a 4-letter sprite name, Y being the frame (going from A-Z), and Z being a specific direction. POSSA1 would be used for the Zombieman's first frame of animation while directly facing the player, TROOB5 would be used for the Imp's second frame of animation while facing away from the player, and PISGA0 would be the pistol's first frame of animation, used for all angles (since weapon sprites don't have directional variants like enemies and some projectiles do).

Your sprites use a 3 letter sprite name with the frame number duplicated for whatever reason, and they're marked as directional sprites when they shouldn't be.

- Sprites should be between S_START and S_END markers. The sprite markers at the top don't actually cover anything, and the END marker right above DSPUNCH isn't used for anything whatsoever.

- Your DECORATE definition for the knife is also broken. The Ready state (when your weapon is bobbing around and whatnot) doesn't have a LOOP, WAIT, STOP, or GOTO, so it always goes to the Fire state, which then goes to the Slash state, and back to the Ready state. The A_PlaySound function call in the Slash state also tries playing "weapon/Knife sound.mp3", a sound that does not exist and cannot exist because WADs cannot have directories like a PK3 does. A_PlaySound also expects a sound definition from SNDINFO, and "weapon/Knife sound.mp3" is not a valid sound definition since it contains spaces.

This is how the WAD should look:

image.png.c725d3c960fd7119cc45fc4f0fcbeec4.png

 

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21 minutes ago, realjohnmadden said:

I can already see a lot of problems with your WAD setup.

- Sprites are not properly formatted. They should be in the XXXXYZ format, with XXXX being a 4-letter sprite name, Y being the frame (going from A-Z), and Z being a specific direction. POSSA1 would be used for the Zombieman's first frame of animation while directly facing the player, TROOB5 would be used for the Imp's second frame of animation while facing away from the player, and PISGA0 would be the pistol's first frame of animation, used for all angles (since weapon sprites don't have directional variants like enemies and some projectiles do).

Your sprites use a 3 letter sprite name with the frame number duplicated for whatever reason, and they're marked as directional sprites when they shouldn't be.

- Sprites should be between S_START and S_END markers. The sprite markers at the top don't actually cover anything, and the END marker right above DSPUNCH isn't used for anything whatsoever.

- Your DECORATE definition for the knife is also broken. The Ready state (when your weapon is bobbing around and whatnot) doesn't have a LOOP, WAIT, STOP, or GOTO, so it always goes to the Fire state, which then goes to the Slash state, and back to the Ready state. The A_PlaySound function call in the Slash state also tries playing "weapon/Knife sound.mp3", a sound that does not exist and cannot exist because WADs cannot have directories like a PK3 does. A_PlaySound also expects a sound definition from SNDINFO, and "weapon/Knife sound.mp3" is not a valid sound definition since it contains spaces.

This is how the WAD should look:

image.png.c725d3c960fd7119cc45fc4f0fcbeec4.png

 

your my hero man thanks

question how do i move stuff up and down bc it doesnt do it also how do i exsport sounds and imeges into doom format?

Edited by monkeymaster69

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Select what you want to move and press CTRL + U to move it up and CTRL + D for down. You can convert graphics by selecting it > right-click > Graphics... > Convert to... 

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29 minutes ago, monkeymaster69 said:

your my hero man thanks

question how do i move stuff up and down bc it doesnt do it also how do i exsport sounds and imeges into doom format?

You can move lumps (files) around with CTRL+U and CTRL+D. You also don't need to use Doom format for sounds and graphics in GZDoom, it's best to leave them as is - I just used stuff from the original Doom 2 IWAD and renamed them in order to show how the WAD should look in terms of lump order, but if you do want to convert sprites to Doom format, you can right click a sprite (or select multiple sprites by holding Shift and clicking on one sprite, then holding Shift and clicking on another sprite to select every sprite in that range), selecting "Graphics", then "Convert to...", and selecting "Doom format". Do NOT use "Doom Flat", use "Doom format" instead.

As for sounds, if it's a WAV or OGG, you should be able to right click it and select "Audio", then "Convert to Doom Format". MP3s in specific aren't recommended, as OGG and WAV work much better for sounds.

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1 hour ago, Rifleman said:

Select what you want to move and press CTRL + U to move it up and CTRL + D for down. You can convert graphics by selecting it > right-click > Graphics... > Convert to... 

Uh it doesnt let me move up or down for some reason edit i fallow everything that the youtube tutorial said aside from adding projectiles since this is a fist replacement also fallow what john said and now it doesn't even start well at least im learning :,)

Screenshot 2024-02-03 151702.png

Screenshot 2024-02-03 152052.png

Edited by monkeymaster69

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You need an IWAD along with your PWAD.

 

The way Doom works is that it will read all the data from an IWAD first, and then the PWADs are loaded after it. Since your PWAD does not contain a PLAYPAL (nor should it really need to unless you're changing the game's palette), Doom balks.

 

If you have the games installed from GOG or Steam, GZDoom should find them automatically. If not, you will need to point GZDoom to your IWADs (doom2.wad, etc.), either by placing them in the same folder as GZDoom.exe, or by putting them in a folder somewhere and editing your INI and putting the path where they are located for the DOOMWADDIR variable.

Edited by Dark Pulse

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On 2/4/2024 at 2:00 AM, monkeymaster69 said:

 

Uh it doesnt let me move up or down for some reason edit i fallow everything that the youtube tutorial said aside from adding projectiles since this is a fist replacement also fallow what john said and now it doesn't even start well at least im learning :,)

You are editing a zip file. Those don't use lump orders or file markers, they use directories. You need to make a WAD to use markers and lump orders.

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