esselfortium Posted March 28, 2017 20 minutes ago, rdwpa said: Question: if I have a wad open in GZDB (say btsx_e1a.wad), which needs a resource wad specified in Map Options to view textures and stuff (say btsx_e2a.wad), it seems like I have to specify the resource wad again when I change levels. Is there a way to get GZDB to keep the resource wad active for every level after I specify it once? (I use a 2015 build of GZDB, if you are wondering, just in case newer GZDBs can do this.) There's an option in the File menu to open another map from the same wad, which if I'm remembering correctly works that way. (If it doesn't, it ought to!) 0 Quote Share this post Link to post
Kappes Buur Posted March 28, 2017 (edited) 1 hour ago, rdwpa said: (I use a 2015 build of GZDB, if you are wondering, just in case newer GZDBs can do this.) Open Map in current WAD is the File option you are looking for, which was added in 2013 and has undergone several bugfixes since, but mainly in 2016. So your GZDB version of 2015 definitely has it but may be buggy. As you may know, GZDB is no longer maintained. Use GZDB-Bugfix instead. Edited March 28, 2017 by Kappes Buur 0 Quote Share this post Link to post
baja blast rd. Posted March 28, 2017 Yeah that functionality doesn't seem to transfer 'Map Options' in the version I'm using, but I guess it's not a big deal. (I'm not planning on updating past this 2015 build because I haven't been able to get past the changes in more recent versions.) 0 Quote Share this post Link to post
Dragonfly Posted March 28, 2017 (edited) Anyone know an easy way to merge two different TEXTURE1.LMP files together? I'm merging resource packs into a single PK3, if that's of any relevance to the question. Thanks in advance! :) EDIT: Question two: Is there a quick way to update multiple PNG's to a specific palette? I know how to do it, but, one image at a time. I got over 1k to convert here, so doing this one at a time simply isn't an option! Edited March 28, 2017 by Dragonfly 0 Quote Share this post Link to post
Not Jabba Posted March 28, 2017 (edited) 17 minutes ago, Dragonfly said: EDIT: Question two: Is there a quick way to update multiple PNG's to a specific palette? I know how to do it, but, one image at a time. I got over 1k to convert here, so doing this one at a time simply isn't an option! Slade can do this. Use Shift-click or CTRL-click to highlight every PNG you want to change, and then you can convert them all at once using the same method you would for a single image. Edited March 28, 2017 by Not Jabba 1 Quote Share this post Link to post
Dragonfly Posted March 28, 2017 (edited) Thank you. I think I've got that one covered now. So it's just a case of merging the PNAMES / TEXTURE1 lumps. Anyone got any methods / ideas on how to do this quickly? Cheers! :) EDIT: I think I could simply call it texture2.lmp instead of texture1.lmp, but that doesn't bypass needing to update pnames.lmp. It seems Slade's copy / paste / add / delete rows functions in pnames doesn't work? :/ Edited March 28, 2017 by Dragonfly 0 Quote Share this post Link to post
Gez Posted March 28, 2017 Open both files in SLADE. Open the texture editors for both. Select all the textures* from one, and paste them in the other. * Except for those you don't want to copy or that would be redundant, like the unmodified Doom II textures. 1 Quote Share this post Link to post
Dragonfly Posted March 28, 2017 It worked for the textures, but not for the pnames? Thanks again for your help. 0 Quote Share this post Link to post
Gez Posted March 28, 2017 PNAMES is built from the patches used in the textures, so copying texture SHEEP made of patch BAAA should automagically add BAAA to PNAMES. 1 Quote Share this post Link to post
Dragonfly Posted March 29, 2017 Well, I should have just tested it when I copied it, shouldn't I? Thank you again Gez for all of your help, I really appreciate it! 0 Quote Share this post Link to post
doopnoop Posted March 29, 2017 End the level when a monster is killed in gzdoom builder? 0 Quote Share this post Link to post
Kappes Buur Posted March 29, 2017 (edited) 57 minutes ago, doopnoop said: End the level when a monster is killed in gzdoom builder? one way to do this if you are using ZDOOM or GZDOOM (Doom in Hexen format or UDMF) Spoiler another would be via a script using https://zdoom.org/wiki/ThingCount Edited March 29, 2017 by Kappes Buur added ThingCount 0 Quote Share this post Link to post
mgr_inz_rafal Posted March 29, 2017 Hello, Can I change the "Unpegged" flag in runtime via ACS? 0 Quote Share this post Link to post
scifista42 Posted March 29, 2017 (edited) Apparently not, but if the line in question is 1-sided, you can fake it by adding a 0-height dummy sector on the line's back side, and moving this dummy sector in sync with the floor or ceiling (depending on which unpegging you currently want to apply) of the sector on the line's front side. Alternatively, it might be possible to make the line's texture scroll up while the sector's ceiling moves down to simulate lower unpegging on a line that's actually not lower unpegged. Edited March 29, 2017 by scifista42 0 Quote Share this post Link to post
BigDickBzzrak Posted March 29, 2017 1 hour ago, mgr_inz_rafal said: Hello, Can I change the "Unpegged" flag in runtime via ACS? This probably sounds stupid, but IIRC FraggleScript can do something like that. And ZDoom has FS support. 0 Quote Share this post Link to post
Misty Posted March 30, 2017 One more question about renaming textures - should I do this first in PNAMES lump and later update TEXTURE definions if I miss something? I'm just not sure,I understand that concept already,but I don't want screw my copies of my map. Or maybe someone could tell how they do this?It would more helpful. 0 Quote Share this post Link to post
Gez Posted March 30, 2017 I think the first question you should ask yourself if why you want to rename the textures in the first place. Now: PNAMES contains patch names. It's what PNAMES means in the first place: Patch NAMES. Importantly, it has zero impact on texture names. If you want to rename textures, you don't touch PNAMES. Textures are made out of patches, so if you change the names in PNAMES, you will have to update the texture definitions too. But again, doing that doesn't mean you're changing the texture's name; renaming the texture is just a different thing you can also do. Finally, if you do change the texture names, you will have to update your maps. For Doom/Hexen formats you can update them quickly with a search-and-replace for all maps. 0 Quote Share this post Link to post
Misty Posted March 30, 2017 5 minutes ago, Gez said: I think the first question you should ask yourself if why you want to rename the textures in the first place. Now: PNAMES contains patch names. It's what PNAMES means in the first place: Patch NAMES. Importantly, it has zero impact on texture names. If you want to rename textures, you don't touch PNAMES. Textures are made out of patches, so if you change the names in PNAMES, you will have to update the texture definitions too. But again, doing that doesn't mean you're changing the texture's name; renaming the texture is just a different thing you can also do. Finally, if you do change the texture names, you will have to update your maps. For Doom/Hexen formats you can update them quickly with a search-and-replace for all maps. I want include my map in DMP2017 and textures must have prefix of three letters of forum nickname. I already have map,texture choices. I solved other problems,but this renaming problem triggers me the most. I think,I'll remove custom textures from wad,create copy of texture pack and do renaming inside the pack and later re-add that pack in map and solve this problem. And redo texturing. 0 Quote Share this post Link to post
Jaska Posted April 2, 2017 I put barrel below a crusher. Another barrel next to a teleporter. Then I start the crusher. In GZDoom exploding barrel explodes other barrel too and it'll teleport. In Boom that won't happen. So is it possible to teleport exploding barrels in boom? 0 Quote Share this post Link to post
Xyzzу Posted April 3, 2017 When I try to load my map in prBoom, it boms out with this message: R_TextureNumForName: SKY3 not found When I created a texture named SKY3, it then bombs out saying SKY1 is not found. Don't tell me I need to replace every texture in Doom 2 with something! What do I do? 0 Quote Share this post Link to post
Albertoni Posted April 3, 2017 1 hour ago, Xyzzy01 said: When I created a texture named SKY3, it then bombs out saying SKY1 is not found. Don't tell me I need to replace every texture in Doom 2 with something! What do I do? Upload your WAD somewhere and post the link here, please. There's like a dozen possible causes and it's faster for someone with experience to look at it, than it is to tell you every single one. Most are so arcane you'd forget them in a week anyway. 0 Quote Share this post Link to post
Xyzzу Posted April 3, 2017 It's meant to run with prBoom, since vanilla won't takes just some sprites replaced. tpfd.zip 0 Quote Share this post Link to post
scifista42 Posted April 3, 2017 16 hours ago, Jaska said: I put barrel below a crusher. Another barrel next to a teleporter. Then I start the crusher. In GZDoom exploding barrel explodes other barrel too and it'll teleport. In Boom that won't happen. So is it possible to teleport exploding barrels in boom? Teleporting barrels should work the same, but crushing barrels may work differently. If the crusher moves fast enough, it can crush the barrel into a pool of gibs before it manages to explode, and I remember that it's possible that barrels will get crushed into pools of gibs sooner in some ports than with other ones, but I resolved it by using the slowest crusher type possible. 5 hours ago, Xyzzy01 said: When I try to load my map in prBoom, it boms out with this message: R_TextureNumForName: SKY3 not found When I created a texture named SKY3, it then bombs out saying SKY1 is not found. Don't tell me I need to replace every texture in Doom 2 with something! What do I do? Classic ports (as opposed to ZDoom based and other modern ones) don't support cumulative TEXTURE1 and PNAMES, therefore if a PWAD contains TEXTURE1 and PNAMES, they completely override the IWAD ones and so all definition entries of IWAD textures and patches are lost. To work around this, TEXTURE1 and PNAMES in PWADs should contain entries for all* IWAD textures and patches (just the definition entries, not necessarily any graphics). Delete your TEXTURE1 and PNAMES, open your IWAD, copy its TEXTURE1 and PNAMES (and also TEXTURE2 in case of Ultimate Doom) into your PWAD, then add your custom textures into this TEXTURE1. *In fact, it is sufficient to contain entries for all sky textures, switch textures, and those textures used in maps in the wad. But including all textures whatsoever guarantees that you will be able to use any IWAD texture in maps in the wad. 3 Quote Share this post Link to post
Gez Posted April 3, 2017 For Doom II, a much simpler trick is to create a TEXTURE2 lump, since Doom II doesn't have one. Having an empty TEXTURE2 to use as a base to add new textures is fine (the engine will still load it, regardless of whether it's in Ult Doom mode, Doom II mode, or Final Doom mode) and this way you don't need to bother with a ton of IWAD textures. Plus the first texture will not be ignored. 2 Quote Share this post Link to post
Xyzzу Posted April 3, 2017 Alright, I tried both of your suggestions, but now there is a new problem that resulted from both: I_SignalHandler: Exiting on signal: signal 11 I have a felling that this may not be a problem with my wad specifically, though. 0 Quote Share this post Link to post
Gez Posted April 3, 2017 Signal 11 is a segmentation fault so something really wrong is happening and you should send your wad to the port maintainer to help them fix their bugs. 1 Quote Share this post Link to post
Xyzzу Posted April 3, 2017 So something screwy is going on with the port? Thanks, Gez. How do I go about sending my wad to the port maintainer then? 0 Quote Share this post Link to post
Gez Posted April 3, 2017 If it's plain old PrBoom, send a PM to RjY. If it's newfangled PrBoom+, send it to entryway. 0 Quote Share this post Link to post
Nine Inch Heels Posted April 4, 2017 -Desperately looking for a 'place where'/'method how' I can have a look at monster scripts, so I can familiarize myself a bit with tweaking things for a start. -I might also need advice on what program to use in case I want to design a sprite from scratch. 0 Quote Share this post Link to post
scifista42 Posted April 4, 2017 Here are ZDoom's DECORATE definitions of Doom monsters, detailed DECORATE reference can be found on the zdoom wiki as well. If you're looking for a vanilla or Boom compatible way of editing monster behavior, you will need to learn DEHACKED and preferably edit it using WhackEd 4. 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.