hardcore_gamer Posted September 14, 2009 Hi! If you take a look at this video: http://www.youtube.com/watch?v=AVUNoko5Yh0&feature=related Then you notice that the shotgun animation is missing a frame, and i want to change the shotgun in the pc version of the game to make it look the same because when playing the PSX DOOM TC everything is the same as in PSX Doom besides the shotgun animation, and i want to make the shotgun animation look the same since the TC just doesn't really feel like PSX Doom without the PSX DOOM style shotgun. I know there are programs that allow me to play around with the weapons and the frames, but what do i need to do in order to do this? 0 Share this post Link to post
scalliano Posted September 15, 2009 Notepad ;) Thing is though, I have PSX Doom and can't see which frame is missing. Changing the animation itself should theoretically be wee buns though. It's just a DECORATE lump (like I said, Notepad). 0 Share this post Link to post
hardcore_gamer Posted September 15, 2009 scalliano said:Notepad ;) Thing is though, I have PSX Doom and can't see which frame is missing. Changing the animation itself should theoretically be wee buns though. It's just a DECORATE lump (like I said, Notepad). And how does that work exactly? 0 Share this post Link to post
scalliano Posted September 15, 2009 This is the DECORATE lump for the shotgun: actor Shotgun : Shotgun replaces Shotgun // "replaces" means it will replace the stock Doom shotgun when this file is loaded. { Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN" // "You got the shotgun!" Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick." States { Ready: SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 A_Lower Loop Select: SHTG A 1 A_Raise Loop Fire: SHTG A 3 SHTG A 7 A_FireShotgun SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready Flash: SHTF A 4 Bright A_Light1 SHTF B 3 Bright A_Light2 Goto LightDone Spawn: SHOT A -1 Stop } } "SHTG" is the shotgun sprite. The letters after "SHTG" are the sprite frames and the number after the letters determine how many "tics" the frame is shown on screen for (Doom runs at 35 "tics" per second). Note that where there are 2 letters together means that the first frame is displayed for 1 tic and the second for however many tics the number says. "Bright" simply means that the frame is displayed as fullbright, regardless of light levels in the map. The terms beginning with "A_" are the actions the weapon is performing at any given time, and they shouldn't really need to be changed. Mess around with the values and frames, save it as "DECORATE.TXT", put it in a zip file, change the file extension to .pk3 and load it up. You might want to view the sprites in your doom2.wad first using XWE to see which frame is missing. 0 Share this post Link to post
Gez Posted September 15, 2009 scalliano said: actor Shotgun : Shotgun replaces Shotgun This will not work. You can't derive a class from itself. 0 Share this post Link to post
scalliano Posted September 15, 2009 Really? It works for monsters - it's actually used in the PSX TC. EDIT: Yeah, just checked. It should be: actor PSXShotgun : Shotgun replaces Shotgun 0 Share this post Link to post
Gez Posted September 15, 2009 Yeah, the problem is in having "Actor Blah : Blah" -- you make Blah derive from itself. Being one's own grandpa is never a good idea! 0 Share this post Link to post
hardcore_gamer Posted September 15, 2009 scalliano said:You might want to view the sprites in your doom2.wad first using XWE to see which frame is missing. I already know what frame is missing, it's the frame where the doom guy raises the shotgun. scalliano said:Mess around with the values and frames, save it as "DECORATE.TXT", put it in a zip file, change the file extension to .pk3 and load it up. I am not sure how that would work since i want to run this with the PSX TC, and the TC uses Pk3 files and whatnot and uses a .BAT file to run. Can't i just use that decorate stuff you listed to alter the content of the actual PSX Doom TC to get what i want? 0 Share this post Link to post
Cybershark Posted September 15, 2009 A small DEHACKED frame diversion to one of the unused Doom2 states - such as one in the Pain Elemental respawn sequence - could easily achieve this. 0 Share this post Link to post
Gez Posted September 15, 2009 hardcore_gamer said:Can't i just use that decorate stuff you listed to alter the content of the actual PSX Doom TC to get what i want? Of course you can. 0 Share this post Link to post
jobro Posted September 15, 2009 Wait a sec here. Wouldn't it be possible to alter the sprite's offset (x,y) in Decorate? That way you could just as easily raise it off screen into visibility? 0 Share this post Link to post
phi108 Posted September 15, 2009 Then the shotgun would just disappear for a few tics, and reappear again. The actual DECORATE code needs to be changed to never show that frame. To use the code, copy it into the DECORATE lump of the PSX TC. (Though I'd think that you'd want to put more frames into all weapon animations, like Perkristian did, not remove them.) 0 Share this post Link to post
scalliano Posted September 15, 2009 OK, I've had a bit of a mess about with the PSX TC's DECORATE lump and come up with this: Actor PSXShotgun : Shotgun Replaces Shotgun { Scale 0.92 States { Fire: SHTG A 3 SHTG A 9 A_FireShotgun SHTG B 3 SHTG C 3 SHTG D 11 SHTG C 3 SHTG B 3 SHTG A 9 A_ReFire Goto Ready } } Looks a bit different, but the fire/reload rate remains unchanged. At least to my naked eye, anyway. 0 Share this post Link to post
hardcore_gamer Posted September 16, 2009 scalliano said:OK, I've had a bit of a mess about with the PSX TC's DECORATE lump and come up with this: Actor PSXShotgun : Shotgun Replaces Shotgun { Scale 0.92 States { Fire: SHTG A 3 SHTG A 9 A_FireShotgun SHTG B 3 SHTG C 3 SHTG D 11 SHTG C 3 SHTG B 3 SHTG A 9 A_ReFire Goto Ready } } Looks a bit different, but the fire/reload rate remains unchanged. At least to my naked eye, anyway. I just tested that and it actually looks very close to the PSX version good job! But one thing it got wrong is the rate of fire, it's still the same as that of the PC version of Doom. If you look at the youtube video i linked to at the start of the thread then you would notice that the PSX Doom shotgun actually has a faster rate of fire then the shotgun in the PC version. If i remember correctly the reason for this was to make the game more easy since PSX Doom did not allow you to save your game during play. Is there any way to make the shotgun fire as fast as the real PSX Shotgun? What part of the code controls the speed? 0 Share this post Link to post
Gez Posted September 16, 2009 SHTG A 9 A_FireShotgun See that 9 right here? That's the duration of the frame, in tics. SHTG A 3 SHTG A 7 A_FireShotgun SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 7 A_ReFire Goto Ready 0 Share this post Link to post
hardcore_gamer Posted September 16, 2009 Well ok. i got this working for the PSX DOOM TC now, how can i make this work for the PC version? The code is the same, but i assume the actor name is different. 0 Share this post Link to post