22Alpha22 Posted November 14, 2009 I am having two problems with zdoom decorate. First I added a new monster, and it works fine except its sounds keep looping even after death. Here is the code. //=================================================================== // // Pig Cop // //=================================================================== Actor PigCop 3245 { Health 150 Radius 33 Height 79 Speed 8 PainChance 200 MONSTER +FLOORCLIP SeeSound "pig1/see" AttackSound "pig1/attack" DeathSound "pig1/die" PainSound "pig1/pain" ActiveSound "pig1/active" Obituary "%o was subdued by a Pig Cop!" DropItem "Shotgun" States { Spawn: PIG1 AB 10 A_Look Loop See: PIG1 AABBCCDD 3 A_Chase Loop Missile: PIG1 E 10 A_FaceTarget PIG1 F 10 PIG1 G 10 BRIGHT A_SposAttackUseAtkSound PIG1 E 10 Goto See Pain: PIG1 F 3 PIG1 F 3 A_Pain Goto See Death: PIG1 H 5 PIG1 I 5 A_Scream PIG1 J 5 A_NoBlocking PIG1 K 5 PIG1 L 5 PIG1 M 5 PIG1 M -1 Stop Raise: PIG1 L 5 PIG1 KJIH 5 Goto See } } The second problem is about a weapon. A submachine gun I added has a grenade launcher for an alt attack. It works fine except when you fire the grenades, they don't deplete ammo. Therefore you have unlimited grenades, which is not what I want. // ------------------------------------------------------------------ // // Sub Machinegun // // ------------------------------------------------------------------ ACTOR Chaingun : Weapon 3225 { Decal BulletChip Weapon.AmmoUse 1 Weapon.AmmoGive 30 Weapon.AmmoType "Clip" Weapon.AmmoType2 "Grenades" Weapon.AmmoGive2 1 Weapon.AmmoUse2 2 Inventory.PickupSound "subm/pickup" Inventory.PickupMessage "You got the submachine gun!" Obituary "$OB_MPCHAINGUN" States { Ready: CHGG A 1 A_WeaponReady Loop Deselect: CHGG A 1 A_Lower Loop Select: CHGG A 1 A_Raise Loop Fire: CHGG AB 4 A_FireCGun CHGG B 0 A_ReFire Goto Ready AltFire: CHG1 A 2 CHG1 B 0 A_GunFlash CHGG A 0 A_FireCustomMissile("PisCaseSpawn",0,0,-6,-8) CHG1 B 0 A_PlayWeaponSound("weapons/grenlau") CHG1 B 5 A_ThrowGrenade("GrenadeShot",-4,13,9,0) CHG1 C 5 CHG1 D 5 CHG1 A 4 CHG1 A 3 A_ReFire Goto Ready Spawn: MGUN A -1 Stop } } ACTOR GrenadeShots { Radius 4 Height 3 Damage 1 +NOBLOCKMAP +DROPOFF +MISSILE +ACTIVATEIMPACT +ACTIVATEPCROSS +DOOMBOUNCE SeeSound "sol1/grn" DeathSound "weapons/grenexpl" ExplosionDamage 160 ExplosionRadius 192 States { Spawn: GRNS AB 3 Loop Death: GRNE A 2 Bright A_Explode GRNE BCDEFGHIJKLMN 3 Bright Stop } } I fixed the sndinfo but the sound still loops. 0 Share this post Link to post
Gez Posted November 14, 2009 22Alpha22 said:I am having two problems with zdoom decorate. First I added a new monster, and it works fine except its sounds keep looping even after death. Here is the code. Which sounds? Also, what's your SNDINFO lump? 22Alpha22 said:The second problem is about a weapon. A submachine gun I added has a grenade launcher for an alt attack. It works fine except when you fire the grenades, they don't deplete ammo. Therefore you have unlimited grenades, which is not what I want. Your "useammo" parameter in the A_ThrowGrenade call is set to 0, or false. Set it to 1. 0 Share this post Link to post
22Alpha22 Posted November 14, 2009 The active sounds and the death sounds. //Pig Cop pig1/attack dsshotgn pig1/see pig1see pig1/active pig1acti pig1/pain pig1pain pig1/die pig1die Thanks for the help on the submachine gun. 0 Share this post Link to post
Cat God25 Posted November 14, 2009 not sure if it has much to do with it, you put "pig1/die pig1die" in SNDINFO, but have DeathSound "pig1/death" on the pigcop. 0 Share this post Link to post
Enjay Posted November 14, 2009 What happens if you type "playsound soundname" at the console for the problem sound? The reason I ask is that WAV files can have instructions inside them to loop the sound and Zdoom will respond to this. Someone had this exact same problem a little while back. On that occasion, simply opening the files and saving them again in a WAV editor removed the loop information and fixed the problem. 0 Share this post Link to post
22Alpha22 Posted November 14, 2009 Zdoom does not play the sound with the console cammand and I tried edditing the sound and reloading it, but it still looped. The sound does not loop outside the game. 0 Share this post Link to post
Enjay Posted November 14, 2009 Typing playsound pig1/die (or whichever sound you were trying to play) at the console doesn't play your sound? Then something is definitely wrong because Zdoom should play it like that. Recheck to make sure that you are typing the sound name exactly as you have spelled it in sndinfo. As for the not looping outside Zdoom, that may not be conclusive proof. Although WAV files can have these inbuilt loops, I have found very few programs that support them: zdoom being one of the few. 0 Share this post Link to post
Enjay Posted November 14, 2009 Something about this was nagging at the back of my mind, then it hit me: the time that I was remembering about this coming up before was also related to Duke pig cop sounds. This makes me think that it is even more likely to be the same issue: http://forum.zdoom.org/viewtopic.php?f=3&t=18776&p=365000 0 Share this post Link to post
22Alpha22 Posted November 15, 2009 I found the solution to the problem. I looked at the sounds in XWE and it showed that they were 16 bit Stereo sounds. Doom uses 8 bit mono sounds. I opened the sounds with Sound Recorder and converted them to 8 bit mono and they did not loop in Zdoom anymore! 0 Share this post Link to post
Kyka Posted November 15, 2009 22Alpha22 said:I found the solution to the problem. I looked at the sounds in XWE and it showed that they were 16 bit Stereo sounds. Doom uses 8 bit mono sounds. I opened the sounds with Sound Recorder and converted them to 8 bit mono and they did not loop in Zdoom anymore! I have run into this problem, but with ambient sounds used in scripts rather than monster sounds. This might explain a lot. Thanks for this. :) 0 Share this post Link to post
Enjay Posted November 15, 2009 22Alpha22 said:I found the solution to the problem. I looked at the sounds in XWE and it showed that they were 16 bit Stereo sounds. Doom uses 8 bit mono sounds. Seriously, I bet it had nothing to do with that. You're using Zdoom and it can quite happily cope with 16 bit stereo sounds. in fact, I just converted an entire 4 minute long MP3 to a 16 bit stereo WAV, saved it as DSPOSIT1 and then listened to the whole thing play in glorious stereo when I woke up a zombieman in map01. 22Alpha22 said:I opened the sounds with Sound Recorder and converted them to 8 bit mono and they did not loop in Zdoom anymore! As I said, there is probably some looping information saved in the WAV and simply opening it and resaving it should fix the problem. Enjay said:The reason I ask is that WAV files can have instructions inside them to loop the sound and Zdoom will respond to this. ...On that occasion, simply opening the files and saving them again in a WAV editor removed the loop information and fixed the problem. See. :P 0 Share this post Link to post