Player Sprite Size Help Needed

Discuss all aspects related to modding Zandronum here.
Post Reply
User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Player Sprite Size Help Needed

#1

Post by Empyre » Mon Sep 29, 2014 8:22 am

Hellspawn lets the player play as some of the Doom monsters, and GothMod replaces sounds and sprites (no code) for the monsters. I thought it would be fun to play these together, but whenever I try, Zandronum refuses, complaining that the mancubus sprite is too big for the player. There could also be other sprites with the same problem.

Here are the entire contents of the console:
[spoiler]

Code: Select all

OS: Windows NT 6.2 (Build 9200)
    
M_LoadDefaults: Load system defaults.
sv_maxlives will be changed for next game.
cooperative will be changed for next game.
Unknown command "noskins"
W_Init: Init WADfiles.
 adding C:/Zandronum/zandronum.pk3 (553 files)
 adding C:/ZDaemon/wads/doom2.wad (2919 lumps)
 adding C:/Zandronum/skins/hiresdoomfont old plushud.wad (179 lumps)
 adding C:/Zandronum/skins/hiresdoomnumbers.wad (21 lumps)
 adding C:/Zandronum/announcer/mkannouncer.wad (30 lumps)
 adding C:/Zandronum/announcer/announcers-97dfill.pk3 (354 files)
 adding C:/Zandronum/announcer/samsara-announcer-v2.pk3 (103 files)
 adding C:/Zandronum/announcer/samsara-announcer.pk3 (103 files)
 adding C:/Zandronum/announcer/Skulltag_98a_announcer.pk3 (105 files)
 adding C:/Zandronum/announcer/StephONIe.pk3 (105 files)
 adding C:/Zandronum/announcer/ZanACG.pk3 (104 files)
 adding C:/Zandronum/announcer/ZanGeneric.pk3 (105 files)
 adding C:/CD/Doom2/empyrion_b24a.wad (146 lumps)
 adding C:/Skulltag/hellspawn_v1.13_fixed.pk3 (127 files)
 adding C:/Skulltag/hellspawn_v1.13_fixed.pk3:sprites.wad (715 lumps)
 adding C:/Zandronum/gothmod13.wad (1307 lumps)
I_Init: Setting up machine state.
CPU Speed: 3598 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
  Family 6, Model 60, Stepping 3
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "hellspawn_v1.13_fixed.pk3:actors/hsweapons.txt" line 844:
Unknown class name 'ChaingunguyTeleport'
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
PWO_LoadDefs: Loading PWO definitions...
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
Effective sprite height of skin Base too big! Downsizing.
Offending lump name FATTG1.

Execution could not continue.

The base skin sprite of player class MancubusClass exceeds the limits!
[/spoiler]

I need help making a patch wad to fix the problem. I would love to be able host these together on my server in the 2 weeks leading up to Halloween.

I have only just began to dabble in Dehacked (for ZDaemon compatibility) and Decorate, and I have never used acs yet. I'm more of a mapper (empyrion_v25 coming soon).
"For the world is hollow, and I have touched the sky."

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Player Sprite Size Help Needed

#2

Post by Torr Samaho » Sat Oct 04, 2014 1:36 pm

Zandronum requires the visible size of the player sprites not to exceed the actual player size by too much. There are two ways to make this compatible with Zandronum: Either you increase the size of player class MancubusClass to match the size of the sprites, or you downsize the sprites.

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

RE: Player Sprite Size Help Needed

#3

Post by Empyre » Sat Oct 04, 2014 2:10 pm

Thanks for replying.
Would using the scale command in Decorate be enough, or would I have to change the sprite itself?
Last edited by Empyre on Sat Oct 04, 2014 2:10 pm, edited 1 time in total.
"For the world is hollow, and I have touched the sky."

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Player Sprite Size Help Needed

#4

Post by Torr Samaho » Sun Oct 05, 2014 2:01 pm

Empyre wrote: Would using the scale command in Decorate be enough, or would I have to change the sprite itself?
IIRC a proper scale value in the DECORATE definition of the player class should be enough.

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

RE: Player Sprite Size Help Needed

#5

Post by mr fiat » Sun Oct 05, 2014 2:28 pm

Torr Samaho wrote:
Empyre wrote: Would using the scale command in Decorate be enough, or would I have to change the sprite itself?
IIRC a proper scale value in the DECORATE definition of the player class should be enough.
i can confirm that this works, as i once forgot to set a scale on a playerclass with hi-res sprites. after i added down scale to the decorate file it worked fine.
Last edited by mr fiat on Sun Oct 05, 2014 2:29 pm, edited 1 time in total.

Post Reply