Stupid Bunny Posted January 17, 2021 @Doomdude89 The [ ] keys also make the grid bigger or smaller by factors of 2, which is useful if you want to shrink down to do some detailing or up if you don’t need the finer grid for something. Generally speaking 8x8 is the grid I default to, I’m not sure what other folks’ standard practice. 0 Quote Share this post Link to post
Snark Posted January 18, 2021 This has probably already been answered somewhere but my searches were fruitless, I'm wondering if, and how, you can "fuse" a dehacked file with a wad so you don't have to load them both 0 Quote Share this post Link to post
Edward850 Posted January 18, 2021 You just put the dehacked file in the wad, call the lump DEHACKED. This will only work for ports that expect to find it there, so Boom and related, generally. Vanilla can't read it like that, though inversely the current Doom Classic port must read it like that (it can't read dehacked externally). 1 Quote Share this post Link to post
Snark Posted January 18, 2021 3 minutes ago, Edward850 said: You just put the dehacked file in the wad, call the lump DEHACKED. This will only work for ports that expect to find it there, so Boom and related, generally. Vanilla can't read it like that, though inversely the current Doom Classic port must read it like that (it can't read dehacked externally). That was almost disappointingly easy. Thanks a bunch! 0 Quote Share this post Link to post
SilverMiner Posted January 19, 2021 Doom 2 textures for Ultimate Doom? Is there a pack? 0 Quote Share this post Link to post
URROVA Posted January 19, 2021 (edited) this pack from r667: https://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=200&Itemid= uh sorry i misunderstanded :( Edited January 19, 2021 by URROVA 0 Quote Share this post Link to post
ViolentBeetle Posted January 19, 2021 Has anyone ever made wads that change all text-related sprites in doom to different colours? Or something to this effect? Perhaps there's easy way to repaint them into arbitrary color? 0 Quote Share this post Link to post
Mr.Rocket Posted January 19, 2021 (edited) 20 minutes ago, ViolentBeetle said: Has anyone ever made wads that change all text-related sprites in doom to different colours? Or something to this effect? Perhaps there's easy way to repaint them into arbitrary color? There are, but they usually come in the form of a hi-res HUD of some sort. I've seen them in random Mods or conversions in the past though. Can't remember if they're in one of the hi-res sprite projects for Zdoom. Text is more so considered a graphic than a sprite though. Edited January 19, 2021 by Mr.Rocket 0 Quote Share this post Link to post
ViolentBeetle Posted January 20, 2021 Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical. 0 Quote Share this post Link to post
Kappes Buur Posted January 21, 2021 (edited) 6 hours ago, ViolentBeetle said: Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical. Isn't that where Slade3 comes in? For DOOM/BOOM stick them in between P_ markers, convert to DOOM format if not already, and create new TEXTURE1 or TEXTURE2 and PNAMES lumps. PrBoom+ and Crispy may support png, I'm not sure. For G/ZDOOM stick them in between TX_ markers and you're done. Edited January 21, 2021 by Kappes Buur 1 Quote Share this post Link to post
Dweller Dark Posted January 21, 2021 My question is kind-of random, but is it possible to have projectiles (IE, fireballs and such) interact with player-fired projectiles? I have an idea that involves "interceptive projectiles", enemy projectiles which can intercept player-fired projectiles and prematurely detonate them, but I have no clue if it's even possible. An alternative idea might be to have Lost Souls work that way, sacrificing themselves to destroy a projectile (which may damage the player if too close). 0 Quote Share this post Link to post
dististik Posted January 21, 2021 Apologies if this has been asked before but I'm curious, how would I go about making vanilla compatible sound effects/converting WAV sound files into DMX PCM? I know Slade can convert graphics to the proper format but I can't seem to find an option for sound files (if one exists). I've tried converting the file to an 8-bit WAV PCM but then when I launch the WAD in PrBoom-plus it sounds like the game is reading the file as static. 0 Quote Share this post Link to post
Edward850 Posted January 21, 2021 Slade3 has an option to convert to doom format sounds but the audio needs to be in exactly the right format first for it to show. What you need is a single channel 8bit (unsigned) WAV. Typically 11khz or 22khz but any frequency is fine. Once you have the right format, right clicking the sound in slade will present an option to convert to Doom format. 1 Quote Share this post Link to post
Gez Posted January 21, 2021 12 hours ago, ViolentBeetle said: Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical. SLADE will copy the needed patches from one archive to another when you copy a texture from archive A's texture editor tab to archive B's texture editor tab. 0 Quote Share this post Link to post
ViolentBeetle Posted January 21, 2021 6 hours ago, Gez said: SLADE will copy the needed patches from one archive to another when you copy a texture from archive A's texture editor tab to archive B's texture editor tab. Oh, I didn't think it would be that simple so I didn't even try. 0 Quote Share this post Link to post
Stupid Bunny Posted January 21, 2021 (edited) So like, does anyone else have problems with WhackEd 4 throwing verbose errors when opening/saving/closing files? I want to do some dehacking but not if I think the program is going to blow up my work every time I do anything. I already have had a couple .deh files become apparently useless for reasons I can't explain and I can't help but wonder if WhackEd has cocked them up somehow. Should I try and fix it or just revert to using an older version of WhackEd? Edited January 21, 2021 by StupidBunny 0 Quote Share this post Link to post
ViolentBeetle Posted January 26, 2021 Can dehacked change what flats are used in text screens? The name should be referenced somewhere, right? 0 Quote Share this post Link to post
Stupid Bunny Posted January 26, 2021 11 hours ago, ViolentBeetle said: Can dehacked change what flats are used in text screens? The name should be referenced somewhere, right? It sure can. These are the entries per WhackEd. Note that BGFLAT06 is the only one I've changed. In the actual .deh it's under the [STRINGS] heading as BGFLAT06 = BLACK1 0 Quote Share this post Link to post
Snark Posted January 27, 2021 Yo I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format? 0 Quote Share this post Link to post
Stupid Bunny Posted January 27, 2021 14 minutes ago, Snark said: Yo I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format? Yeah, vanilla doesn't support vertical scrolling. You could try making your map in Boom format if you want more flexibility without deviating too much from the vanilla experience. 1 Quote Share this post Link to post
Stupid Bunny Posted January 27, 2021 (edited) What controls for the raising/lowering speed of donut floors? I built this kind of complicated nested donut thing using dummy sectors and such and it had been working fine, but suddenly the two lower floors on two different donuts are moving at different speeds, even though they start and end at the same floor height. Their respective pillars start at different heights, sure, but again, that hadn't been causing any complications until just now. Am I missing something? It's making me nuts because, again, the whole thing worked fine until recently and I can't figure out why to save my life. EDIT: I just solved the problem, lol. One of the donuts I built actually had multiple pillars in the middle of it, all starting at the same height. They had originally all been the same merged sector, too, but somehow all my merged sectors got unmerged (RIP all my careful dummy sectoring) and instead the donut had three separate pillar sectors inside it. Apparently, for reasons someone more familiar with the code might understand, when the sectors are all merged like this it causes the floor of the donut to rise faster and, if I'm not mistaken, the pillars to fall more slowly. Now that I know this I might just try and exploit it actually... Edited January 27, 2021 by StupidBunny 0 Quote Share this post Link to post
Pegleg Posted January 28, 2021 7 hours ago, Snark said: Yo I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format? Yo Snark. Are you talking about the animated FALL textures (slimefalls, bloodfalls, waterfalls, etc.)? In that case, those textures appear to be scrolling vertically (down) because they are coded to go through a particular animation loop (for example, SFALL1 -> SFALL2 -> SFALL3 -> SFALL4). If you're talking about something like DBRAIN that is scrolling vertically, then you're out of luck with vanilla and limit-removing. StupidBunny is correct, vanilla and limit-removing can only handle scrolling left.* You would have to use Boom, which can scroll textures up, down, left, right, and at an angle. You can also scroll different textures at different speeds. * You're out of luck with scrolling up or down, but there is a rather hacky way to make textures scroll right in vanilla, but it may not be possible to set up in most (if any) modern editors, and the ZDoom family of ports may completely ignore it anyway. From what I understand, Plutonia has some of these right-scrolling textures. I've never tried it personally, but from the way it's been described in an older post, the textures are made to scroll right by making several linedefs that all have linedef type 48 (scroll left), and manually setting all of those linedefs to reference the same sidedef. The more times you do, the more you'll increase the scrolling speed, until you have enough such linedefs and the texture actually starts scrolling to the right. Apparently, this happens at 63 scrolling linedefs and vanilla can only handle 64 scrolling textures before crashing. 2 Quote Share this post Link to post
SilverMiner Posted January 29, 2021 (edited) Does anyone here have this font as .BMP for Bitmap Font Writer? EDIT: No longer need it, I've made it myself Edited January 31, 2021 by SilverMiner 0 Quote Share this post Link to post
Doomdude89 Posted February 1, 2021 (edited) If i have 2 made custom wads how do i combine them in 1 wad? Im talking about for example E1M1 and E1M2 so that if i end E1M1 the next one E1M2 is also my custom level. You cant do it in doom builder i need some other program? Edited February 1, 2021 by Doomdude89 0 Quote Share this post Link to post
Alper002 Posted February 1, 2021 4 minutes ago, Doomdude89 said: If i have 2 made custom wads how do i combine them in 1 wad? Im talking about for example E1M1 and E1M2 so that if i end E1M1 the next one E1M2 is also my custom level. You cant do it in doom builder i need some other program? If you go to file>save map into... you can save a map into another wad file, though I'd recommend also having separate files on standby just in case something happens to the file with both maps. That said, having SLADE could be handy if you wanted to do anything more beyond having more than one map in a wad. 0 Quote Share this post Link to post
Doomdude89 Posted February 1, 2021 Any video showing how i add maps to slade? Cant find any videos. 0 Quote Share this post Link to post
ViolentBeetle Posted February 1, 2021 Just now, Doomdude89 said: Any video showing how i add maps to slade? Cant find any videos. It's as easy as copying and pasting the block starting with map's declaration (i. e. MAP01) and to the final block (In Doom2 format it will be BLOCKMAP, if I remember correctly) 0 Quote Share this post Link to post
Doomdude89 Posted February 1, 2021 So i imported both wads what now? 0 Quote Share this post Link to post
Edward850 Posted February 1, 2021 (edited) No, that's not how that's done. Take a look at other mapsets and notice they have the lumps of all maps contained in the single wad. You can't have wads in wads (unless it's Doom64). Like so: Edited February 1, 2021 by Edward850 0 Quote Share this post Link to post
Kappes Buur Posted February 1, 2021 (edited) 1 hour ago, Doomdude89 said: Any video showing how i add maps to slade? Cant find any videos. Load the individual pwads into Slade3. Copy/paste subsequent pwads into MAP01 Make sure that MAPxx are not duplicated Edited February 1, 2021 by Kappes Buur 1 Quote Share this post Link to post
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