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Scientist

problem zdaemon has with animdef

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Zdaemon won't run my wad. I believe the problem to my animdef.
I've got wall animations made up out of more than ten pictures.
animdef looks something like this:

texture WALL01
pic 01 tics 1
pic 02 tics 1
pic 03 tics 1
pic 04 tics 1
pic 05 tics 1
pic 06 tics 1
pic 07 tics 1
pic 08 tics 1
pic 09 tics 1
pic 10 tics 1
pic 11 tics 1

Now this works perfectly in Zdoom. But when I try it with Zdaemon it won't work.

Texture animations with less than 10 pics seem to work.

Is there a way I can have ZDaemon run animations with more than 10 pics?

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Da Spadger said:

I think Zdaemon is built on an older version of Zdoom. Maybe that would be the problem. >__>


afaik zdaemon is based on zdoom 1.23 b33, which was a very stable version of zdoom which was used by everyone before randy switched to the 2.0 scheme where he updates a lot. (or used to update a lot)

so you are correct. as for that being the problem, dunno.

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HobbsTiger1 said:

Make a Boom ANIMATED lump and use that instead.

Okay, thanks I just did that. But now there's another problem!
Now ZDaemon will run the map but the wall animations will start at a different frame than the flat animations.
Again in Zdoom it work perfectly.

My ANIMATED lump now looks like:

[TEXTURES]
1 WALL64 WALL01
1 WAL64 WAL01
1 WLL64 WLL01
1 WLLLL64 WLLLL01
1 CROSS64 CROSS01
1 CRSS64 CRSS01
1 KROSS64 KROSS01
1 KRSS64 KRSS01

[FLATS]
1 FLR64 FLR01
1 FLLR64 FLLR01
1 FLLLL64 FLLLL01
1 FLL64 FLL01

(I used SWANTBLS.EXE btw)

Each animation has 64 frames.
It looks as if all the wall animations start with frame 16 or something in ZDaemon (flats start correctly at frame 01).
In ZDoom all wall and flat animations start at frame 01 as should be.

I need all animations to start at their frame 01 because I want to make it look as if the animation on te walls proceed to the floors and ceilings.

I hope this all makes any sense and anyone can help me out.

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Scientist said:

Okay, thanks I just did that. But now there's another problem!
Now ZDaemon will run the map but the wall animations will start at a different frame than the flat animations.
Again in Zdoom it work perfectly.

My ANIMATED lump now looks like:

[TEXTURES]
1 WALL64 WALL01
1 WAL64 WAL01
1 WLL64 WLL01
1 WLLLL64 WLLLL01
1 CROSS64 CROSS01
1 CRSS64 CRSS01
1 KROSS64 KROSS01
1 KRSS64 KRSS01

[FLATS]
1 FLR64 FLR01
1 FLLR64 FLLR01
1 FLLLL64 FLLLL01
1 FLL64 FLL01

(I used SWANTBLS.EXE btw)

Each animation has 64 frames.
It looks as if all the wall animations start with frame 16 or something in ZDaemon (flats start correctly at frame 01).
In ZDoom all wall and flat animations start at frame 01 as should be.

I need all animations to start at their frame 01 because I want to make it look as if the animation on te walls proceed to the floors and ceilings.

I hope this all makes any sense and anyone can help me out.


This is a ZDaemon wad right? Adjust the start and end frames until it suits you (say, shift the start and end by how ZDaemon is screwing it up to compensate).

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You do have the first frame allocated to the wall in your editor don't you? If you put a different frame from an BOOM animated-style animation on a wall, it should start from the frame on the wall, not necessarily from the first one defined in the animation.

I also know the handling of this changed during Zdoom's development, but how it affects an animated lump, I'm not sure. I know that there is now a way to define animated-like animations in animdefs - but that will be of no use in anything based off 1.23b33.

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I did have the first frame allocated to the wall. But I now got ZDaemon to correctly display the animations by changing the first wall frames from frame 01 to frame 47 in my editor (DB).
Everything now looks correct in ZDaemon as long as wall animations start at frame 47 and flat animations at frame 01.
Still it remains an odd phenomenon.

But thanks eerybody for their help. I really appreciate it. I would not have solved the problem by myself. You'll all be mentioned in the txt file :-)

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To answer your first question, it is because the number must come after an underscore.

Example:
If the texture was named smith_01

texture smith_01

pic 1 tics 5
pic 2 tics 5


smith_01 would be the 1st texture and the 2nd would be smith_02

If that helps with any other probs, glad to help:)

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