Z.Franz Posted June 30, 2013 Hello everyone. I'll go straight to the point. I swapped the pistol states with the fist ones with Whacked, so that I could have an unlimited pistol on doom legacy...and now, every time I fire it, the max ammo counter for the shells lowers with each shot. It goes all the way down to negative numbers too... making it impossible to even pick up ammo for the shotgun at all... Anyone knows what the hell is happening? I appreciate all help. Thank you all in advance. 0 Share this post Link to post
wesleyjohnson Posted June 30, 2013 Don't know yet, as I don't recognize what you did. Can you post a line or five. Did it do the same on PrBoom, or different behavior ? My first thought is that fist states don't have ammo, so it likely puts those states in an untested usage.\ Negative ammo makes it impossible to pick up ammo ? Is that just DoomLegacy or other ports too ? 0 Share this post Link to post
TimeOfDeath Posted July 1, 2013 Giving weapons ammo type = 5 (unlimited) seems to do the same thing in prboom+, but it doesn't happen in zdoom. You could make the pistol start with lots of ammo and make bullet ammo give lots of it, but then the chaingun would have tons of ammo too. 0 Share this post Link to post
andrewj Posted July 1, 2013 Code pointers like A_FirePistol and A_FireShotgun always decrease the ammo of the current weapon. If you use them on the fist, they decrease the wrong ammo counter (the maximum for shells, as you found out). Maybe you can fix this by changing the 'Ammo Type' of the fist in the dehacked file. 0 Share this post Link to post
Z.Franz Posted July 1, 2013 First, thank you all for replying to my post. I appreciate that. Well, to answer everything, the max ammo goes below 0...therefore you cannot have any ammo for the shotgun at all. What I wanted to do was this, in few words: Replace the fist with an unlimited pistol, Replace the chainsaw with two unlimited pistols, Replace the pistol with the shotgun and the shotgun with the SSG, so that I could have 2 machineguns, by using the SSG slot. It works and everything, apart from this strange behaviour. It doesn't happen in Zdoom, but I designed it to be Doom Legacy compatible as its the only port that allows split-screen playing. So, I'm stuck. I tried editing ammo types and stuff, but it keeps happening. I'm clueless. 0 Share this post Link to post
scifista42 Posted July 2, 2013 Could you please post the part of your DEHACKED patch that contains code for replaced fist, pistol, and shotgun? I don't know much about this so I probably won't be able to help you, but nobody would be if you didn't give us that part of code. 0 Share this post Link to post
Z.Franz Posted July 2, 2013 This is it: Weapon 0 (Fist) Deselect frame = 12 Select frame = 11 Bobbing frame = 10 Shooting frame = 13 Firing frame = 17 Weapon 1 (Pistol) Ammo type = 1 Deselect frame = 20 Select frame = 19 Bobbing frame = 18 Shooting frame = 21 Firing frame = 30 Weapon 2 (Shotgun) Deselect frame = 34 Select frame = 33 Bobbing frame = 32 Shooting frame = 35 Firing frame = 47 Weapon 8 (Super-Shotgun) Ammo type = 0 Deselect frame = 4 Select frame = 3 Bobbing frame = 2 Shooting frame = 5 Firing frame = 0 I've basically shifted the weapons down, completely removing the fist (therefore the need for the pistol to have unlimited ammo) 0 Share this post Link to post
scifista42 Posted July 15, 2013 As andrewj said, the firing codepointers always decrease something, at least as long as they are on a specific place. So your problem isn't so simple to solve. But apparently there's a way around, although more complicated. This DEHACKED found in Slaughterfest2012 (I got it from the old texture file) contains a code for an infinite BFG. As I understand it, they had to move all the states to the place of SS Nazi states, and then it miraclously worked, at the cost of not being able to use Nazis on maps. I assume you can take this code as a model example, and recreate it the same way for chainsaw sprites and sounds and behaviour and FirePistol codepointer instead of FireBFG. If you don't think you'd be able to do it, I'd help you. In any way you'll need to work with the States section too, not only the Weapons section. # General version information Doom version = 19 Patch format = 6 Frame 67 Sprite subnumber = 32768 Frame 726 Sprite number = 11 Sprite subnumber = 32768 Duration = 1 Next frame = 726 Frame 727 Sprite number = 11 Sprite subnumber = 32768 Duration = 1 Next frame = 727 Frame 728 Sprite number = 11 Sprite subnumber = 32768 Duration = 1 Next frame = 728 Frame 729 Sprite number = 11 Sprite subnumber = 32768 Duration = 20 Frame 730 Sprite number = 11 Sprite subnumber = 32769 Duration = 10 Frame 731 Sprite number = 11 Sprite subnumber = 32769 Duration = 10 Frame 732 Sprite number = 11 Sprite subnumber = 32769 Duration = 20 Next frame = 726 Frame 733 Sprite number = 15 Sprite subnumber = 32768 Duration = 11 Frame 734 Sprite number = 15 Sprite subnumber = 32769 Duration = 6 Next frame = 1 Frame 881 Sprite subnumber = 32768 [CODEPTR] Frame 726 = WeaponReady Frame 727 = Lower Frame 728 = Raise Frame 729 = BFGSound Frame 730 = GunFlash Frame 731 = FireBFG Frame 732 = Refire Frame 733 = Light1 Frame 734 = Light2 Weapon 7 (Chainsaw) Deselect frame = 728 Select frame = 727 Bobbing frame = 726 Shooting frame = 729 Firing frame = 733 0 Share this post Link to post
TimeOfDeath Posted July 15, 2013 I wish it worked, but the pink bfg from SF has the same problem with removing shotgun ammo. It uses some nazi states because it replaces the chainsaw, but the chainsaw has less states than the bfg. 0 Share this post Link to post