ViperBoy Posted December 3, 2000 I'm making a TC where you run around and kill Teletubbies. I've made a new rocket launcher. Here's what I wrote in "attacks.ddf": [PLAYER_MISSILE2] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; SPEED=40; DAMAGE_RANGE=8; DAMAGE_MULTI=20; ATTACKRANGE=1024; ATTACK_SPECIAL=KILL_FAILED_SPAWN; PROJECTILE_SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE; ATTACK_HEIGHT=32; EXPLOD_DAMAGE=256; LAUNCH_SOUND=RLAUNC; DEATH_SOUND=BAREXP; PUFF=PUFF; STATES(IDLE)=MISL:A:1:BRIGHT:SMOKING; STATES(DEATH)=EXPL:A:2:BRIGHT:ALTERVISIBILITY:6554, EXPL:B:6:BRIGHT:EXPLOSIONDAMAGE, EXPL:C:4:BRIGHT:ALTERVISIBILITY:6554, EXPL:D:3:BRIGHT:NOTHING, EXPL:E:2:BRIGHT:NOTHING, EXPL:F:1:BRIGHT:NOTHING, #REMOVE; (end) I have a Pwad (teletub.wad)with frames (expla0,explb0,explc0..expld0 - I've also tried just expla,explb etc.) and I get this error message when my new rocket hits something (where the new explosion is supposed to occur) R_ProjectSprite: Invalid sprite frame EXPL:A. Why doesn't this work ??? 0 Share this post Link to post
Malice Rancor Posted December 3, 2000 Heh, we should have got together. I made a Teletubbies PC too. If you haven't seen it, take a look if your interested. ftp://ftp.cdrom.com/pub/idgames/levels/doom2/s-u/tft.zip 0 Share this post Link to post
Guest Fanatic Posted December 4, 2000 Sounds like a problem in your WAD versus DDF. From the DDF you posted, you should have the following sprites: EXPLA0 EXPLB0 EXPLC0 EXPLD0 EXPLE0 EXPLF0 (last is a zero) Check those, post here if it checks out ok. Also make sure there are no duplicate named frames. Otherwise, your DDF looks fine. 0 Share this post Link to post
ViperBoy Posted December 4, 2000 Malice Rancor said:Heh, we should have got together. I made a Teletubbies PC too. If you haven't seen it, take a look if your interested. ftp://ftp.cdrom.com/pub/idgames/levels/doom2/s-u/tft.zip I'll check it out ASAP. I'm planning to do this in my Teletubbies DooM: - A Tesla Gun - An axe - animation for enemies splitting in ½ - animation for enemies getting electrocuted (with the Tesla Gun) - other new weapons and enemies + maps already made: burst fire for chaingun a new rocket launcher (except for the new explosion) some of the animations for the first enemy 0 Share this post Link to post
ViperBoy Posted December 4, 2000 Fanatic said:Sounds like a problem in your WAD versus DDF. From the DDF you posted, you should have the following sprites: EXPLA0 EXPLB0 EXPLC0 EXPLD0 EXPLE0 EXPLF0 (last is a zero) Check those, post here if it checks out ok. Also make sure there are no duplicate named frames. Otherwise, your DDF looks fine. It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :) 0 Share this post Link to post
Malice Rancor Posted December 4, 2000 ViperBoy said:I'll check it out ASAP. I'm planning to do this in my Teletubbies DooM: - A Tesla Gun - An axe - animation for enemies splitting in ½ - animation for enemies getting electrocuted (with the Tesla Gun) - other new weapons and enemies + maps already made: burst fire for chaingun a new rocket launcher (except for the new explosion) some of the animations for the first enemy Sounds cool, my favorite part was drawing the Teletubby deaths. I still have all the frames saved in 4 .BMP files for each tubby. 0 Share this post Link to post
Guest Fanatic Posted December 4, 2000 ViperBoy said:It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :) Please zip up and email your PWAD with the weapon/projectile sprites in it, attacks.ddf, and weapons.ddf (everything associated with this weapon basically), and I'll figure it out. marcpullen@mindspring.com I'm sure it's something small you're overlooking, QDOOMTST is more complex and it runs in EDGE 1.24. 0 Share this post Link to post
Guest Fanatic Posted December 4, 2000 ViperBoy said:It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :) I think the problem is with your WAD. You have weapon sprites with a rotation of 1, you can't do that. Weapon sprites have no rotations, and hence must always end with a zero. All the entries in your WAD show as a graphic, versus a sprite too. You're missing the sprite start and end flags in the WAD. This is why EDGE can't find the sprites -they don't exist. Sprites should be surrounded by S_START and S_END entries. For example: S_START EXPLA0 EXPLB0 EXPLC0 EXPLD0 EXPLE0 MISGA0 MISGB0 MISFA0 MISFB0 MISFC0 MISFD0 S_END Get that straightened out, and you should be back on track. 0 Share this post Link to post
sirgalahadwizar Posted December 15, 2000 Fanatic said:Please zip up and email your PWAD with the weapon/projectile sprites in it, attacks.ddf, and weapons.ddf (everything associated with this weapon basically), and I'll figure it out. marcpullen@mindspring.com I'm sure it's something small you're overlooking, QDOOMTST is more complex and it runs in EDGE 1.24. Great! Now, I have a real problem for you. I tried my en-production "DeathTC" on edge v1.24, for some reason all multiple shot attacks on the part of seargeants, troopers, whatnot, all have perfect accuracy - this is not supposed to happen (in fact the trooper's gun has accuracy angle and slope of 9 degrees, 12 and 6 for the seargeant). And just to make sure that I wasn't being particularly unlucky, I checked the maps with the iddt code and sure enough, all the shots were hitting me (there were no triangles on the walls from bullet puffs). I checked the ddfs and the code was correct (belive me it was). Sinceforth I have loaded up v1.23 again to continue development (I tried v1.24 to see if there were any non-backwards-compatible errors there). ----- This is why I use v1.23 so much, your v1.24 is full of bugs that can't be identified because they happen totally at random. 0 Share this post Link to post
Guest Fanatic Posted December 15, 2000 The accuracy problem has been fixed in EDGE 1.25. 0 Share this post Link to post
Recommended Posts