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Sprite errors across 2 source ports


Milkeno

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Okay crazy doom hax I discovered:
you can just take PISFA0 and just change the A to B and use sprite rotations and then use that in WhackED without having to use -merge instead of -file, not sure if this technique is new or not.
image.png.2bfd331437a6861c0b368a78ae34558c.png

Edited by Milkeno

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X2A8, X2A7, and X2A6 should be A2A8, A3A7, and A4A6, respectively.

 

Each letter and number pair represents an animation frame (the letter) and rotation angle (the number), e.g. PLAYA1 is the player sprite for frame A, rotation 1. If you have two number+letter pairs in a lump name (e.g. A2A8), that means the same sprite is mirrored for two different angles, but the same naming convention still applies; A2A8 means frame A angle 2 and frame A angle 8, etc. The way you've named your lumps, you have a sprite for X1, three sprites for X2, and one for X5, so Nugget Doom is telling you that it's missing rotations 3, 4, 6, 7, and 8 for frame X. I think Chocolate Doom is complaining that both the PLAYX2A8 lump in your WAD and the PLAYA2A8 lump from the IWAD map to A8. I'm guessing you actually mean for these to be rotations 1-8 of frame A, so they should be numbered and lettered as such.

 

Reference: https://doomwiki.org/wiki/Sprite (also just look at how things are named in the IWAD)

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1 hour ago, Shepardus said:

I think Chocolate Doom is complaining that both the PLAYX2A8 lump in your WAD and the PLAYA2A8 lump from the IWAD map to A8. I'm guessing you actually mean for these to be rotations 1-8 of frame A, so they should be numbered and lettered as such.

 

Reference: https://doomwiki.org/wiki/Sprite (also just look at how things are named in the IWAD)

I changed the naming scheme to both a's and chocolate doom is still giving errors, What should I name this to if I want to use this to replace some decoration object in vanilla with whacked but still have rotations?

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With Chocolate Doom you may need to use -merge instead of -file.

 

Naming works the same way whether it's a decoration or some other thing; for each frame you need either rotations 1-8, or 0 (which is for no rotations).

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4 minutes ago, Shepardus said:

With Chocolate Doom you may need to use -merge instead of -file.

 

Naming works the same way whether it's a decoration or some other thing; for each frame you need either rotations 1-8, or 0 (which is for no rotations).

ok thanks

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