Hexen sprites to Doom Bug

General discussion of the port and Doom-related chat.
Post Reply
Hece
Forum Regular
Posts: 114
Joined: Wed Jun 06, 2012 6:26 am
Location: Phobos

Hexen sprites to Doom Bug

#1

Post by Hece » Sun Jul 22, 2012 8:40 am

So I copied all sprites from HeXen to .PK3, only sprites and few sounds, nothing else.
I scripted few weapons and tried it in-game. I did Giveall command and it gave me all HeXen items! And I played it in Doom 2 via Skulltag.
Does anyone know how this is possible? I do have also hexen.wad in my skulltag folder.





And also I'd like to know how to do SNDINFO in .PK3 I did it like in wad but used folders like this

Code: Select all

Sounds/Staff/Strike3	STRIKE3
But didn't work.




Also this A_RailAttack doesn't work, Skulltag won't start with it.

Code: Select all

MWND B 4 A_RailAttack(10,0,15,"none","ff ff a0","RGF_NOPIERCING",0,0,0,500)
ST says this:

Code: Select all

Script error, "WoH.pk3:scripts/staffs/crystalst" line 6:
"RGF_NOPIERCING" is an unknown flag
And this is done by Zdoomwiki.
My point was to limit rail range to 500 map units and stop in first enemy.



Ah, and more :3 When I reposition sprites in SlumpED (in .pk3), press save changes, save or save all. It doesn't change.
Last edited by Hece on Sun Jul 22, 2012 8:56 am, edited 1 time in total.

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Hexen sprites to Doom Bug

#2

Post by Llewellyn » Sun Jul 22, 2012 5:00 pm

Hece wrote: Also this A_RailAttack doesn't work, Skulltag won't start with it.
Skulltag or Zandronum? No point in messing with it when it might work already in Zandronum.
In before someone Slade3 and not solution...
Last edited by Llewellyn on Sun Jul 22, 2012 5:01 pm, edited 1 time in total.

TerminusEst13
Retired Staff / Community Team Member
Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

RE: Hexen sprites to Doom Bug

#3

Post by TerminusEst13 » Sun Jul 22, 2012 5:36 pm

Hece wrote:Also this A_RailAttack doesn't work, Skulltag won't start with it.

Code: Select all

MWND B 4 A_RailAttack(10,0,15,"none","ff ff a0","RGF_NOPIERCING",0,0,0,500)
ST says this:

Code: Select all

Script error, "WoH.pk3:scripts/staffs/crystalst" line 6:
"RGF_NOPIERCING" is an unknown flag
And this is done by Zdoomwiki.
It's pretty self-explanatory, I think. RGF_NOPIERCING is a flag that Skulltag doesn't recognize.
Things written on the ZDoom wiki are for ZDoom, not Skulltag.

BloodyAcid
Forum Regular
Posts: 294
Joined: Sat Jun 16, 2012 7:42 pm

RE: Hexen sprites to Doom Bug

#4

Post by BloodyAcid » Mon Jul 23, 2012 2:29 am

Hece wrote: And also I'd like to know how to do SNDINFO in .PK3 I did it like in wad but used folders like this

Code: Select all

Sounds/Staff/Strike3	STRIKE3
But didn't work.
Correct me if I'm wrong (which I probably am), but isn't SNDINFO limited to

Code: Select all

staff/strike3       <name of file>

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: Hexen sprites to Doom Bug

#5

Post by Ijon Tichy » Mon Jul 23, 2012 3:30 am

BloodyAcid wrote:
Hece wrote: And also I'd like to know how to do SNDINFO in .PK3 I did it like in wad but used folders like this

Code: Select all

Sounds/Staff/Strike3	STRIKE3
But didn't work.
Correct me if I'm wrong (which I probably am), but isn't SNDINFO limited to

Code: Select all

staff/strike3       <name of file>
why would it? a slash has no significance to SNDINFO "d/e/r/p///a/t/t/a/c/k" is a valid name


Hece wrote: So I copied all sprites from HeXen to .PK3, only sprites and few sounds, nothing else.
I scripted few weapons and tried it in-game. I did Giveall command and it gave me all HeXen items! And I played it in Doom 2 via Skulltag.
Does anyone know how this is possible? I do have also hexen.wad in my skulltag folder.
because they're defined in (zdoom|zandronum|skulltag).pk3, which is always loaded, and you supplied the sprites for them via your pk3
And also I'd like to know how to do SNDINFO in .PK3 I did it like in wad but used folders like this

Code: Select all

Sounds/Staff/Strike3	STRIKE3
But didn't work.
because you got it all wrong

Code: Select all

staff/strike3    sounds/staff/strike3.ogg
change .ogg to the extension the sound uses
Also this A_RailAttack doesn't work, Skulltag won't start with it.

Code: Select all

MWND B 4 A_RailAttack(10,0,15,"none","ff ff a0","RGF_NOPIERCING",0,0,0,500)
ST says this:

Code: Select all

Script error, "WoH.pk3:scripts/staffs/crystalst" line 6:
"RGF_NOPIERCING" is an unknown flag
And this is done by Zdoomwiki.
My point was to limit rail range to 500 map units and stop in first enemy.
and zandronum has neither of those features

Ah, and more :3 When I reposition sprites in SlumpED (in .pk3), press save changes, save or save all. It doesn't change.
because nothing changed? there's no concept of file position for pk3s (which are glorified zip files anyway)

BloodyAcid
Forum Regular
Posts: 294
Joined: Sat Jun 16, 2012 7:42 pm

RE: Hexen sprites to Doom Bug

#6

Post by BloodyAcid » Wed Jul 25, 2012 10:26 pm

Ijon Tichy wrote:
BloodyAcid wrote:
Hece wrote: And also I'd like to know how to do SNDINFO in .PK3 I did it like in wad but used folders like this

Code: Select all

Sounds/Staff/Strike3	STRIKE3
But didn't work.
Correct me if I'm wrong (which I probably am), but isn't SNDINFO limited to

Code: Select all

staff/strike3       <name of file>
why would it? a slash has no significance to SNDINFO "d/e/r/p///a/t/t/a/c/k" is a valid name
Well I didn't know that. Thanks~

Post Reply