Jump to content
  • 0

[UDMF] A problem with Cast Roll Call scales.


Cacodoomonic

Question

Monsters in my mod have custom scaling in the DECORATE code. For example:

 

Actor NewZombieman : ZombieMan Replaces ZombieMan
{
	Xscale 0.8
	Yscale 1.0
}

This is not the problem, the problem is the ending cast rollcall. The monster appears at the wrong scale, making them look too "thin" due to this. They scale on the cast screen at default sprite scale, not the scale I set in DECORATE. How can I fix this? The X and Y scale doesn't seem to be an option for the cast rollcall.

 

This is my cast example:

//CAST ROLLCALL
Intermission Doom2Cast
{
	Cast
	{
		CastClass = "NewZombieman"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}

How can I make this scale at the same X and Y scaling I set in the monsters DECORATE code?

Share this post


Link to post

4 answers to this question

Recommended Posts

  • 0

I think the easiest way around it would be to create copies of every actor with the correct scales and then use those

 

Example:

Actor CastNewZombieman : NewZombieman
{
	Xscale 1.0
	Yscale 1.0
}
//CAST ROLLCALL
Intermission Doom2Cast
{
	Cast
	{
		CastClass = "CastNewZombieman"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}

 

Share this post


Link to post
  • 0
12 hours ago, rouge_means_red said:

I think the easiest way around it would be to create copies of every actor with the correct scales and then use those

 

Exactly. We had to do this in Doom Returns because monsters that had increased scale were appearing way larger than they should have, so I created actors just for the cast call using a scale that would appear correctly.

 

Andarch

The DANDY Company

Share this post


Link to post
  • 0

Thanks for the advice. I was able to fix it a different way: By doing this.

 

//CAST ROLLCALL
Intermission Doom2Cast
{
	Cast
	{
		CastClass = "NewZombieman", 182, true
		CastName = "$CC_ZOMBIE", 208
		CastSetResolution = 256, 240
		CastSetFont = "BIGFONT"
		CastTextDraw = "Cast Of Characters", 28, 20
		AttackSound = "Missile", 1, "grunt/attack"
	}

However, I feel this may not work for every version of GZDOOM. I will take on board the methods you used instead for future projects.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...