Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
DHP1990

Bring Heretic Weapon into Doom II [SOLVED]

Recommended Posts

Apologies if this was already answered before, couldn't find it.

As part of a GZDoom-based mod I've been planning for a while, I want to use the Gauntlets from Heretic as the default starting weapon in Doom II, replacing the fists.

Now, please bear in mind I'm new to modding Doom, and while I've started to get the hang of DECORATE (it's similar enough to RES modding in Carnivores 2, which I'm quite experienced with) it doesn't seem to be enough. Couldn't get it to work properly, so I'm clearly doing something wrong, and need to start over.

Could anyone, perchance, give me some directions? The tutorials on the ZDoom wiki are decent, but don't seem to cover all the stages I need to reach that specific goal.

Share this post


Link to post

Simply include the Gauntlet sprites into your wad, and create a custom player class which has Gauntlets in WeaponSlot 1 instead of Fist. You don't need to include or redefine any weapon code at all, because stock actors of all classic Doom-engine games are internal in ZDoom.

Share this post


Link to post

Thank you for your time.

I did that, unfortunately all that happens now is that you don't switch weapons when pressing 1, you just stay with the pistol.

Here's what I did:

*Create a .pk3 file
*Put the gauntlet sprites from the Heretic IWAD (GAUNA0-GAUNF0) as .png files in a /sprites directory
*Create two text files (DECORATE.txt, MAPINFO.txt) in the .pk3 file's root directory
*DECORATE.txt:

actor MyPlayer : DoomPlayer replaces DoomPlayer
{
Player.WeaponSlot 1, Gauntlets
}

*MAPINFO.txt:

gameinfo
{
weaponslot = 1, "Gauntlets"
PlayerClasses = "MyPlayer"
}

What am I doing wrong? If it's not too much trouble, any chance for more detailed step-by-step instructions?

Share this post


Link to post

Add the following 3 lines into your DECORATE definition of MyPlayer:

Player.StartItem "Pistol"
Player.StartItem "Clip", 50
Player.StartItem "Gauntlets"

I quickly made a wad with the same contents that you claimed your wad has, and with this little modification, it worked for me. Only Heretic sounds didn't play, for the obvious reason that they aren't included in the .pk3.

Share this post


Link to post

So are there any piggyback wads that can replace your doom weapon with Hexen or Heretic? I have a friend who wants that. I would like to give it a go myself.

Share this post


Link to post

I've added only the last line (Player.StartItem "Gauntlets") and it worked flawlessly. Thank you very much! The player now starts with only the gauntlets equipped, as I intended.

P.S: I could not get the gauntlet sounds to work, although I put the sound files in a /sounds directory in the PK3. What do I do?

Share this post


Link to post

Make a custom SNDINFO and copy the respective Gauntlet sound definitions from this page. They normally don't play in Doom because they are in $ifheretic block, which detects that the wad wasn't launched with Heretic IWAD and refuses to accept them, unless you redefine them in custom SNDINFO out of said block.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×