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Issue with getting GZDoom to work properly
binklefish replied to binklefish's question in Editing Questions
Hey, so I messed around in the settings more, I really don't know what I did but it runs smoothly now. I added back the free look disable in MAPINFO, so I think that's gonna be a little annoying to add to every map I make, but other than that all my problems seem to have been fixed. The resolution is good, the free look issue is taken care of, and my menu doesn't glitch around. And again, thanks for helping me with my question! -
Issue with getting GZDoom to work properly
binklefish replied to binklefish's question in Editing Questions
I set the texture filter mode to none and it worked, but the main problem now is that free look is enabled even when I switch back to "hardware accelerated". This wasn't happening before I disabled free look in SLADE. I deleted what I wrote in the MAPINFO lump because I thought I wouldn't need it anymore, and the game ran smoother without it before. Now, free look is still on by default, and the game still feels really rough. And I actually do think it might be something with my computer like you mentioned, although if it is then I know nothing about computers. I don't know if this makes me stupid, but I'm not sure how I'd check my graphics drivers or other stuff like that. I know I'll have to look into that on my own, so for now, thanks for helping me out. -
This might end up being a dumb question, but I recently downloaded GZDoom so that I can try out something I learned that requires it. When I loaded my map to see what it was like, there were several issues that made it very difficult to play it. I messed around in the settings and kind of fixed some of them, but there's still some things bothering me. Firstly, when I had opened GZDoom for the first time, everything looked extremely distorted and it was all a mess stretched pixels. I eventually set the scale factor to its max, and set the resolution scale to custom. This makes the screen kind of stretched vertically, but it looks normal now. So, if I just have to deal with this slightly stretched view, that's fine. The main issue I have is how every time I load a map, I'm able to look freely up and down, and this causes everything to be warped and overall displeasing to look at. When I first started GZDoom (after fixing the first issue), I went into settings to change the render mode from "hardware accelerated" to "doom software renderer" because I didn't like how blurry everything looked. What I didn't realize was that this caused the free look issue. I tried disabling free look in the settings, but every time I load a map again, it enables it by default. I couldn't figure out how to stop that from happening, so I searched some potential solutions to this, and found out that it is possible to disable free look in a MAPINFO lump. When I did this however, everything became slower and much less smooth. I don't know how else to fix this. And lastly, when I try to pause my game and search the settings, all the letters on screen keep flickering. Sometimes there are long, black lines (kind of like thin triangles) that stretch across the screen and flicker too. This is annoying and it makes switching different settings difficult. This also seems to happen randomly, with varying severity. I could load a map with GZDoom and everything is fine, then try again and have it start doing this. This also happens with the HUD bar, and it usually happens when picking up an item. Did I set up GZDoom wrong? I really want to be able to do what I was originally planning to do, but right now it's very difficult to do anything like this.
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Issue with custom sounds not playing (Slade)
binklefish replied to binklefish's question in Editing Questions
Alright, so I was in the middle of observing a few downloads that had a SNDINFO lump, when I got the idea to try your naming style again (in my own wad), which didn't work before. Maybe I didn't save last time I did it, but for some reason when I did it this time it works perfectly. Both sounds play when they're supposed to, without being swapped, and there are seemingly no issues at all. I don't wanna say that everything is perfectly fine now, because I don't know what I just did that was different from my last attempt. For now, thanks for helping me out with this issue. -
Issue with custom sounds not playing (Slade)
binklefish replied to binklefish's question in Editing Questions
I don't know if this helps, but when I tried A_StartSound, the game doesn't even decide to run, it just gives me an error. This has happened for a few other functions too, for some reason. I don't remember which specifically, but I know I've tried to use a couple of functions that I read from the ZDoom Wiki, and they ended up doing the same thing as A_StartSound did. Anyways, I just used A_PlaySound and first tried to switch my SNDINFO entries to see if I maybe did get the order wrong. Nothing happened, so I tried your naming method and it only kind of worked, because one of my sounds played and the other didn't. I'm using two sounds on a weapon, one for picking it up and one for firing. The firing sound played as the pickup sound (despite having the pickup sound's name), and the TNT1 frame that calls the firing sound does nothing at all (even though it has the actual name of the firing sound). This is really confusing, I don't know why the sound names are switched all of a sudden. I tried to drag the file I'm doing this all on into here, but it wouldn't let me because the file type isn't allowed. So I'll copy and paste segments from DECORATE and SNDINFO onto here. In SNDINFO: "LSRGET" = LSRGET "LSRFIRE" = LSRFIRE (I also made sure the audio lumps themselves are both named correctly and in Doom format.) My weapon in DECORATE: ACTOR Lasergun: Weapon Replaces Chainsaw { Weapon.SelectionOrder 200 Weapon.AmmoUse 2 Weapon.AmmoGive 60 Weapon.AmmoType "Cell" Inventory.PickupSound "LSRGET" Inventory.PickupMessage "Picked up a Laser Gun!" States{ Spawn: LASR A -1 stop Select: LGUN A 1 A_Raise Loop Deselect: LGUN A 1 A_Lower Loop Ready: LGUN A 1 A_WeaponReady Loop Fire: LGUN B 7 Goto LaserFire LaserFire: TNT1 A 0 A_PlaySound("LSRFIRE") TNT1 A 0 A_Recoil(2) TNT1 A 4 A_FireCustomMissile("Laser",2,1,0,-4) LGUN B 6 LGUN D 0 A_Refire("LaserFire") Goto RaiseGun RaiseGun: LGUN D 6 Goto Ready } } And I'll also add a screenshot of all my lumps in the file, to make sure that the problem isn't simply incorrect placement. -
Issue with custom sounds not playing (Slade)
binklefish replied to binklefish's question in Editing Questions
Hey, I didn't see this earlier. So I did make sure that the text language (I think that's what you're talking about with the top-of-the-screen script language) is set to ZDoom SndInfo. The platform I'm using is ZDoom. Also, I tried A_StartSound and even though the text color becomes dark-yellow like the other functions in DECORATE, when I run it, it says that A_StartSound is an invalid state parameter. Thanks for helping me out, and sorry for not seeing it earlier. -
I've had this issue for awhile now, and I still haven't been able to find anything. I've been experimenting with making different things in Slade, but I've never been able to have custom sounds that work. I made a SNDINFO lump, and assigned names to my sounds in there, and I made sure the files themselves were converted to Doom format. I've tried doing this a few times with different types of actors, for example, I made a weapon that is supposed to make a sound when firing its projectile. I used A_PlaySound on the weapon's firing state, and when that didn't work I tried assigning the sound to the projectiles See state, and made sure everything was typed correctly. Whenever I run my file to test it, I always hear nothing where there's supposed to be a sound. I'm sure the problem is something simple, but I've been trying for awhile and I don't know what I'm doing wrong. I found that replacing an already-existing sound file makes it work, but I don't want to just replace sounds.
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Issue with getting custom status bar font to function (Slade)
binklefish replied to binklefish's question in Editing Questions
Ok, I figured out the issue. So, I needed to place the number graphics underneath FONTDEFS, and outside of S_START and S_END(not in between them). Everything works good now. Anyway, thanks for helping me out -
Issue with getting custom status bar font to function (Slade)
binklefish replied to binklefish's question in Editing Questions
That was my first attempt. It didn't work, which is why I used FONTDEFS. That worked only once but it just stopped working for some reason. -
Issue with getting custom status bar font to function (Slade)
binklefish replied to binklefish's question in Editing Questions
So to clarify, you're saying if I place graphics with the same resolution and name as the graphics they're replacing, it'll work? It had worked for only STBAR, STGNUM and STYSNUM (only for the weapons possessed, not the total ammo display), STTPRCNT, and STBAR (I didn't replace the floppy disc, CD-ROM or background graphics). Also, I'm using ZDoom, which is why I thought FONTDEFS might work. And also, thanks for helping me out with my question -
Issue with getting custom status bar font to function (Slade)
binklefish posted a question in Editing Questions
I thought it would be cool to make a custom status bar in Doom, and so I made my custom images, imported them into Slade and converted them to Doom graphics, and renamed them to the old graphics. when I tried to replace the numbers that show things like armor, health, and ammo (and the tiny numbers used for the "Arms" section and the ammo display to the right end), they did not change and still used the original red doom numbers. Only the percent symbol changed, and the tiny numbers in "Arms". I thought that there might be some additional steps to replacing the old font, so I looked around for awhile and found out that I need to make a separate lump called "FONTDEFS". I did that, wrote "STATUSFONT" and everything that goes inside of it (and I double-checked that I made no spelling errors and looked the same as the one on the ZDoom Wiki), and got it to work once. I saved and exited Slade to finish working on the status bar itself, but when I opened the file again and ran the game to see how it all looks, it went back to the old doom numbers. I did a lot of searching to figure out about the "FONTDEFS" lump, but now that this is happening I really don't know what I can do. -
Issue with running a custom weapon file on Slade
binklefish replied to binklefish's question in Editing Questions
alright cool, thanks for clarifying -
Issue with running a custom weapon file on Slade
binklefish replied to binklefish's question in Editing Questions
So, I downloaded Zdoom and it seems to work now. One more question, I had DSDA-Doom before. Now that I have two of them (ZDoom and DSDA Doom), would that cause some errors? Do I delete the old one, or would I just have two ports I can use now? Anyway, thanks for helping me out with my first question! -
So basically, I found a tutorial on making custom weapons on Youtube. I did all the script stuff, but when it was time to actually test it to see if it worked, I clicked the green "run" button in Slade and I didn't exactly know what to do next. It asked for a game executable and a path. I looked at the video a couple of more times, and I realized that when I was writing the script for the weapon stuff, I set the text language for the map and sound info as ZDoom. In the video, the game executable was Zdoom, with the path already filled out. I tried selecting ZDoom, but I didn't know where to find the path for it. Then I realized that I don't even have ZDoom. Honestly, I'm pretty stupid, so I don't know if this is an easy fix. I don't even fully understand everything about source ports and scripting and stuff. I'm pretty new to asking questions about stuff like this online, so I'm hoping I was specific enough. Anyways, I hope that someone can help.