Notes |
|
|
It would be nice to have both an example wad containing SKININFO and an example wad containing S_SKIN for GZdoom. |
|
|
(0018055)
|
Frits
|
2017-07-17 14:36
(edited on: 2017-07-17 14:38) |
|
Test skins(StrafeGuy) uploaded. ZANGUY with SKININFO and GZDGUY with S_SKIN.
I noticed with trial and error that you can't make a sound only skin for GZDOOM, it just won't recognize the skin unless you add new sprites.
|
|
|
|
Thanks for the example wads! Can you elaborate what is wrong? I just briefly tested ZANTestGuy.wad and the new jump sound seemed fine both in 2.1.2 and 3.0. |
|
|
(0018097)
|
Frits
|
2017-07-25 16:38
(edited on: 2017-07-25 16:40) |
|
I stripped complex doom down to its bare minimum needed for the example wad.
In 2.1.2 choosing a custom skin works and plays the sounds in 3.0 it doesn't.
Steps:
Start Zandronum with mincomplextest.pk3
Type skin "Quake 2 guy" and taunt
|
|
|
(0018127)
|
Edward-san
|
2017-07-30 21:59
(edited on: 2017-07-30 22:01) |
|
That mincomplextest.pk3 file contains a replacement class for the player which has also the +NOSKIN flag enabled.
After a bit of debugging I think the problem happens since this commit, which added a MF4_NOSKIN check in APlayerPawn::GetSoundClass. That prevents the skinned sound from playing.
Frits, why is the +NOSKIN flag present, by the way? Can you still reproduce the problem if you remove it?
|
|
|
(0018147)
|
eagle
|
2017-08-06 20:35
|
|
-NOSKIN - skins have earned. |
|
|
(0018154)
|
Dusk
|
2017-08-10 08:14
|
|
This looks like a mod error to me. If you set +NOSKIN then why do you expect anything skin related to be enabled for that player class? |
|
|
(0018160)
|
eagle
|
2017-08-11 17:18
|
|
In complex doom and all his mods NOSKIN is established +. For what daedalus put this flag only he knows. But he began to work with the new zandronum version as well as is conceived, probably. When it is noticed by other modders... |
|
|
|
It might have to do with the fact that complex uses the Weapon.PreferredSkin feature |
|