Jump to content

Custom weapons in doom builder 2


Zandroner

Recommended Posts

I downloaded some custom weapons for Doom from realm667. I placed them in Slade. Then in the game i typed in "idkfa" and the custom weapons appeared. But not in doom builder 2. How do i get them to Doom builder 2?

My sourceport is Zandronum.

Share this post


Link to post

You have to add the weapon WAD as a resource under game configurations. That should work, but I can't verify since I've never tried to use weapon mods in DB2, only textures.

Share this post


Link to post

Using SLADE3, which is a wad content editor, you can actually paste contents of one wad into another wad, so that when this wad is launched on its own, it will be equivalent to launching the resource wads together with it. Using Doom Builder 2, which is just a map editor, you can merely define which resource wads are to be launched with the currently edited wad when it's launched via Doom Builder's own "Test Map" feature, but this doesn't actually add the contents of the resource wads into the currently edited wad, and when this wad is launched on its own (not via "Test Map" in Doom Builder 2), the resources will not be automatically launched with it, and if you wanted to play the main wad together with the resource wads, you'd have to specifically launch all of them together, as opposed to launching the main wad alone. So, if you want to merge resource wads into one wad, you have to do it in SLADE3. Otherwise, you have to specifically launch the resource wads together with the main wad each time you launch it.

Share this post


Link to post
scifista42 said:

Using SLADE3, which is a wad content editor, you can actually paste contents of one wad into another wad, so that when this wad is launched on its own, it will be equivalent to launching the resource wads together with it. Using Doom Builder 2, which is just a map editor, you can merely define which resource wads are to be launched with the currently edited wad when it's launched via Doom Builder's own "Test Map" feature, but this doesn't actually add the contents of the resource wads into the currently edited wad, and when this wad is launched on its own (not via "Test Map" in Doom Builder 2), the resources will not be automatically launched with it, and if you wanted to play the main wad together with the resource wads, you'd have to specifically launch all of them together, as opposed to launching the main wad alone. So, if you want to merge resource wads into one wad, you have to do it in SLADE3. Otherwise, you have to specifically launch the resource wads together with the main wad each time you launch it.


I meant that then i go to "Things mode" it doesnt appear on the list.

Share this post


Link to post

If you want the weapons to appear in thing list in Doom Builder 2, just make sure that:

1. The resource wads are included in the "Resources" list that appears in Map Options (and also appears whenever you make a new map or open an existing one).
2. Each weapon has a unique editor number (aka "doomednum", see here). If it doesn't, open the respective resource wad in SLADE3 and edit the respective weapon's DECORATE definition to give it a unique editor number.

Share this post


Link to post
  • 6 years later...
On 10/13/2016 at 8:29 AM, scifista42 said:

If you want the weapons to appear in thing list in Doom Builder 2, just make sure that:

1. The resource wads are included in the "Resources" list that appears in Map Options (and also appears whenever you make a new map or open an existing one).
2. Each weapon has a unique editor number (aka "doomednum", see here). If it doesn't, open the respective resource wad in SLADE3 and edit the respective weapon's DECORATE definition to give it a unique editor number.

The weapon I'm using doesn't have a "doomedum" in its decorate file. Also I know this post is seven years old, but it's the only relevant one I could find.

Share this post


Link to post

1. Make sure that what you're looking at is indeed a DECORATE lump and not a ZSCRIPT file. (ZSCRIPT does not allow you to assign editor numbers within actor definitions, and it must instead be strictly done via MAPINFO.)

 

2. Here's how the editor number looks in DECORATE:

 

image.png

 

If the actor you're wanting to use doesn't have a number there, then type one in yourself. While there are gaps in the editor numbers Doom and (G)ZDoom use, since there are a little more than 32,000 editor numbers available, using the range of 20,000-30,000 for your custom actors should be more than enough and avoid potential conflicts/overlap with the stock actors.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...