spamclark15 Posted March 13, 2016 gameragodzilla said:Nope. I get the same errors. EDIT: According to the id Tech forums, it's due to me using the 2015 version of Visual Studio and I should use 2013. Lemme get back to you on that. 2002 was the version id used (the first .NET-titled release.) Remember that DOOM 3 came out in 2004 so their visual studio solution stuff was designed for visual studio of that era. 0 Quote Share this post Link to post
gameragodzilla Posted March 13, 2016 spamclark15 said:2002 was the version id used (the first .NET-titled release.) Remember that DOOM 3 came out in 2004 so their visual studio solution stuff was designed for visual studio of that era. Yeah, but the admin for id Tech says that 2013 should've worked, but it's not working for me. Do you recognize the specific errors I uploaded? Because I have absolutely no idea what is going on. EDIT: Alright, he's walking me through some of the stuff so I should be fine for now. EDIT 2: Alright, I just can't seem to get this Visual Studio stuff working. Does anyone have it working? I could probably just give you the necessary Player.cpp and Player.h files to compile to get weapon toggle to work. Does anyone here have the Visual Studio stuff already set up? 0 Quote Share this post Link to post
spamclark15 Posted March 14, 2016 gameragodzilla said:Yeah, but the admin for id Tech says that 2013 should've worked, but it's not working for me. Do you recognize the specific errors I uploaded? Because I have absolutely no idea what is going on. EDIT: Alright, he's walking me through some of the stuff so I should be fine for now. EDIT 2: Alright, I just can't seem to get this Visual Studio stuff working. Does anyone have it working? I could probably just give you the necessary Player.cpp and Player.h files to compile to get weapon toggle to work. Does anyone here have the Visual Studio stuff already set up? I built the vanilla gamex86.dll using Visual C++ 2010. Please download it and verify it works for you. If it does, then send me the main game source files that you've made changes to and I'll build it. https://www.mediafire.com/?afw227b0jafnl8o 0 Quote Share this post Link to post
gameragodzilla Posted March 14, 2016 spamclark15 said:I built the vanilla gamex86.dll using Visual C++ 2010. Please download it and verify it works for you. If it does, then send me the main game source files that you've made changes to and I'll build it. https://www.mediafire.com/?afw227b0jafnl8o Thank you, I can confirm it works, but someone else already did it for me and the DLL worked but has some odd glitches like how the PDA wouldn't actually cycle properly (pressing Tab just keeps the PDA going unless I hit another weapon key while doing so) and the DB Shotgun and normal Shotgun has different reserve numbers. However, I think I might have found the source of the problem, but I can't test it very well myself. https://www.dropbox.com/s/8q34zbyufbdgftj/Test.zip?dl=0 Here's the link to the files I think needed modification. Put it in the normal SDK and compile it. I'll see if it works. Thank you. 0 Quote Share this post Link to post
spamclark15 Posted March 14, 2016 gameragodzilla said:Thank you, I can confirm it works, but someone else already did it for me and the DLL worked but has some odd glitches like how the PDA wouldn't actually cycle properly (pressing Tab just keeps the PDA going unless I hit another weapon key while doing so) and the DB Shotgun and normal Shotgun has different reserve numbers. However, I think I might have found the source of the problem, but I can't test it very well myself. https://www.dropbox.com/s/8q34zbyufbdgftj/Test.zip?dl=0 Here's the link to the files I think needed modification. Put it in the normal SDK and compile it. I'll see if it works. Thank you. "#ifndef _DENTONMOD_PLAYER_CPP" "#define _DENTONMOD_PLAYER_CPP" Are these 4 files pulled straight from denton mod? There may be tons of other changes in these files, particularly with how important this particular code is to the game and how many other changes that mod makes. Only the required changes in code made to the vanilla game code should be done to ensure it builds and doesn't break anything in the game. 0 Quote Share this post Link to post
gameragodzilla Posted March 14, 2016 spamclark15 said:"#ifndef _DENTONMOD_PLAYER_CPP" "#define _DENTONMOD_PLAYER_CPP" Are these 4 files pulled straight from denton mod? There may be tons of other changes in these files, particularly with how important this particular code is to the game and how many other changes that mod makes. Only the required changes in code made to the vanilla game code should be done to ensure it builds and doesn't break anything in the game. Well my Visual Studio stuff didn't give me any errors, so i should compile fine. The guy on the id Tech forums who compiled it the first time for me was just a slightly modified Denton Player.cpp file and that worked for the weapon toggling, it just resulted in the glitches I mentioned. So I was wondering if tinkering with the weapon files would fix things. I don't think it should change much, but of course, I can't test it myself to be able to know for certain. Thanks for the help, btw. I have no idea why my Visual Studio is giving me so much problem. 0 Quote Share this post Link to post
spamclark15 Posted March 14, 2016 gameragodzilla said:Well my Visual Studio stuff didn't give me any errors, so i should compile fine. The guy on the id Tech forums who compiled it the first time for me was just a slightly modified Denton Player.cpp file and that worked for the weapon toggling, it just resulted in the glitches I mentioned. So I was wondering if tinkering with the weapon files would fix things. I don't think it should change much, but of course, I can't test it myself to be able to know for certain. Thanks for the help, btw. I have no idea why my Visual Studio is giving me so much problem. It's too new a version. The code is from over a decade ago. If you're mixing source files from denton mod and the vanilla game, you will break things in the game. That's why it needs to be a process of figuring out only what code needs changed in the vanilla SDK code to accomplish the different weapon switch functionality rather than swapping files with all kinds of potentially unknown changes. If you get a file comparison tool you can see the differences easier. I use a tool called Files Comparer to do this with the 2 files side by side in the program's 2 panels. 0 Quote Share this post Link to post
gameragodzilla Posted March 14, 2016 spamclark15 said:It's too new a version. The code is from over a decade ago. If you're mixing source files from denton mod and the vanilla game, you will break things in the game. That's why it needs to be a process of figuring out only what code needs changed in the vanilla SDK code to accomplish the different weapon switch functionality rather than swapping files with all kinds of potentially unknown changes. If you get a file comparison tool you can see the differences easier. I use a tool called Files Comparer to do this with the 2 files side by side in the program's 2 panels. True. I know for a fact that Player.cpp has the weapon toggle code. I saw it myself. But which code handles the PDA stuff or the weapons is a complete blank for me, hence why I wanted to just try to pull entire files from the Denton code to test how well it works. Would you be able to look at the code I provided and see what does what? I can do it as well, but because I can't compile for myself, everything I do is kind of a crapshoot. Got another friend of mine who might be able to help me out with the compiling stuff, but for now everything I do is an educated guess. EDIT: https://www.dropbox.com/s/glt6g99rkzn0ou1/Player.cpp?dl=0 Well here's a Player.cpp file that was the original source I simply inserted the weapontoggle code into. I doubt that adding that one quick bit of code is gonna fix it, as I'm sure some other bits of code are needed to accommodate for the weapons being pushed up a location and the shotguns sharing the same reserve, but it's probably a start. I don't know how the other code is supposed to work, though. Completely at a loss. EDIT 2: Someone else compiled the Denton Player.cpp and Weapon.cpp stuff together and it seems to have fixed the separate ammo pool problem for the shotguns. But it still didn't fix the major issue with the PDA. I'm at a complete loss. 0 Quote Share this post Link to post
spamclark15 Posted March 16, 2016 gameragodzilla said:True. I know for a fact that Player.cpp has the weapon toggle code. I saw it myself. But which code handles the PDA stuff or the weapons is a complete blank for me, hence why I wanted to just try to pull entire files from the Denton code to test how well it works. Would you be able to look at the code I provided and see what does what? I can do it as well, but because I can't compile for myself, everything I do is kind of a crapshoot. Got another friend of mine who might be able to help me out with the compiling stuff, but for now everything I do is an educated guess. EDIT: https://www.dropbox.com/s/glt6g99rkzn0ou1/Player.cpp?dl=0 Well here's a Player.cpp file that was the original source I simply inserted the weapontoggle code into. I doubt that adding that one quick bit of code is gonna fix it, as I'm sure some other bits of code are needed to accommodate for the weapons being pushed up a location and the shotguns sharing the same reserve, but it's probably a start. I don't know how the other code is supposed to work, though. Completely at a loss. EDIT 2: Someone else compiled the Denton Player.cpp and Weapon.cpp stuff together and it seems to have fixed the separate ammo pool problem for the shotguns. But it still didn't fix the major issue with the PDA. I'm at a complete loss. I wish I could help further, but the task has grown into something that's beyond my knowledge of the game now. I would be learning it as new just as you are. 0 Quote Share this post Link to post
gameragodzilla Posted March 20, 2016 spamclark15 said:I wish I could help further, but the task has grown into something that's beyond my knowledge of the game now. I would be learning it as new just as you are. Thanks for the help anyways. I'm so close. So close. I just need to get this PDA working and it will be perfect, but it's giving me a lot of issues. Urgh, what's going on? 0 Quote Share this post Link to post
gameragodzilla Posted April 3, 2016 EDIT: I FINALLY GOT IT WORKING! The mod works perfectly now (for the most part). The gun toggles properly, the ammunition reserves are correct, the gun loads in the maps, the gun has proper HUD and PDA elements (outside of an extra "slot" on the gun bar). It works. Here's the final version for anyone who wants to try it out. https://www.dropbox.com/s/lp1e0i5f7l0c135/Doom%203%20Double%20Barrel%20Shotgun.zip?dl=0 0 Quote Share this post Link to post
ChileanDoomer Posted August 15, 2020 Sorry for the necropost, but do you still have this mod? the link is dead and i would like to try it out, i'm like you i don't like mods that change the gameplay too much and i just want the ssg on the vanilla campaign 0 Quote Share this post Link to post
Dark Pulse Posted August 15, 2020 Both the main parties in this thread haven't been around on Doomworld in awhile (OP since 2016, Spamclark since 2019), so I doubt you're gonna get an answer from either of them. 1 Quote Share this post Link to post
ChileanDoomer Posted August 16, 2020 what a pity, do you happen to know if a mod like this is still around tho? doom without ssg isn't doom :c 0 Quote Share this post Link to post
Redneckerz Posted August 17, 2020 (edited) On 8/16/2020 at 2:54 AM, ChileanDoomer said: what a pity, do you happen to know if a mod like this is still around tho? doom without ssg isn't doom :c A Google on ''doom 3 roe double-barrel shotgun vanilla doom'' gives me this: https://www.moddb.com/games/doom-iii/addons/regular-doom-3-super-double-barrelled-shotgun Which seems to fit the bill. So are you sure you looked well enough? Edited August 17, 2020 by Redneckerz 0 Quote Share this post Link to post
ChileanDoomer Posted August 17, 2020 Yes i am aware of that mod, but you have to bring down the console and type give weapon_shotgun_double, and as i understand, the mod on this thread spawned it "naturally" on some maps, plus the moddb one has a wrong weapon position in the inventory where it doesn't toggle when you double-press 3 and you have to cycle all the weapons, but i'm probably being nitpicky, it works otherwise 0 Quote Share this post Link to post
Redneckerz Posted August 17, 2020 4 hours ago, ChileanDoomer said: Yes i am aware of that mod, but you have to bring down the console and type give weapon_shotgun_double, and as i understand, the mod on this thread spawned it "naturally" on some maps, plus the moddb one has a wrong weapon position in the inventory where it doesn't toggle when you double-press 3 and you have to cycle all the weapons, but i'm probably being nitpicky, it works otherwise Seems like only that user had it. Perhaps Archive.org will help you out? 0 Quote Share this post Link to post
MechanicalSanity Posted October 23, 2021 Can someone re-post this mod? I really liked how it worked out 0 Quote Share this post Link to post
Lippeth Posted November 4, 2021 (edited) On 10/23/2021 at 7:55 AM, MechanicalSanity said: Can someone re-post this mod? I really liked how it worked out CstDoom3 is my go-to for adding double-barrel sg and grabber, or adding the chainsaw to RoE. It adds them to the maps so you can obtain them without the console. It also has a slew of other features that can all be toggled on and off. It doesn't work with dhewm3 though, only the original exe folder. CstDoom3-BFG works with the BFG Edition. I also just saw this pop up on ModDB https://www.moddb.com/games/doom-iii/addons/super-shotgun-in-doom-3-spawn3 Edited November 4, 2021 by Lippeth 0 Quote Share this post Link to post
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