kingbob Posted December 16, 2010 I've been playing some slaughter maps recently, and was wandering if there is a way to make the colors not inverted when invulnerable. It makes it difficult to see. There is an old discussion on it but it looks like zdoom didn't support custom colormaps.http://forum.zdoom.org/viewtopic.php?f=3&t=691&start=0 Is there any way to do this? Thanks 0 Share this post Link to post
Gez Posted December 16, 2010 Well, if it's for ZDoom, you can do this: Actor invulsphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Powerup.Color white 0 }I think it'll work. 0 Share this post Link to post
kingbob Posted December 16, 2010 Im using Gzdoom but that shouldn't matter. I changed:ACTOR InvulnerabilitySphere : PowerupGiver 2022 { Game Doom SpawnID 133 +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invulnerable Powerup.Color InverseMap Inventory.PickupMessage "$GOTINVUL" States { Spawn: PINV ABCD 6 Bright Loop } }To:ACTOR InvulnerabilitySphere : PowerupGiver 2022 { Game Doom SpawnID 133 +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invulnerable Powerup.Color white 0 Inventory.PickupMessage "$GOTINVUL" States { Spawn: PINV ABCD 6 Bright Loop } }And nothing changed. This was in gzdoom3.pk3\actors\doom\doomartifacts.txt 0 Share this post Link to post
Bishop Posted December 16, 2010 kingbob said:ACTOR InvulnerabilitySphere : PowerupGiver 2022 There's your killer. You have 2 actors with the same name, and (G)Zdoom just might be ignoring the second one. (not sure though) Do exactly what Gez said, that is if you only whant to change "powerup.color" That usually works. 0 Share this post Link to post
Barking Sands Posted December 16, 2010 I don't have any advice on this one, I've never gotten a ZDoom pk3 mod to work before, but I tried the advice Gez gave to see if it would work and it didn't. Created a new zip file called "mymod.zip" and added the folder "/actors/doom/" and put a file containing his text called "doomartifact.txt" inside the folder. No changes in the game. I tried naming the file "doomartifacts.txt" but ZDoom returned the message "File mymod.zip is overriding core lump actors/doom/doomartifacts.txt." 0 Share this post Link to post
Bishop Posted December 16, 2010 I tried it and it worked. Both WAD and PK3 formats The problem is, you didn't make a "decorate" lump in the root folder of your pk3. Also, I don't recommend using the same folder structure/filenames as zdoom.pk3 Just make a new lump, name it "decorate" and copy Gez's code inside it. Should work. 0 Share this post Link to post
Lila Feuer Posted December 16, 2010 Wouldn't it be hard to tell when it's running out? 0 Share this post Link to post
Barking Sands Posted December 16, 2010 Yay! I actually got an archive to work in ZDoom. Cheers for the help Bishop. You're right. I just renamed the file "/actors/doom/doomartifact.txt" "/decorate.txt" and it worked just fine. @BurningCadavre: Yep. It's impossible to tell when it's running out. I guess you just have to count down from 15 ... :( 0 Share this post Link to post
Bishop Posted December 16, 2010 Yep, that is a drawback. What I would do is draw an icon in the upper-right side of the screen (like hexen) when the powerup is active. Zdoom can do that too. Same deal as before, copy/paste this into decorate:Actor invulsphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Powerup.type PowerInvulGiver Powerup.Color white 0 } ACTOR PowerInvulGiver : PowerInvulnerable { inventory.icon "PINVA0" } you might have to keep an eye on the icon though to see when it starts Blinking ;) 0 Share this post Link to post
kingbob Posted December 16, 2010 Ok, I'm sorry guys I'm just not getting this to work. I don't know if it's because I'm using GZdoom or I'm just stupid. I put the code into a decorate file but GZdoom comes up with a fatal error on loading actors:Script error, "gzdoom.pk3:decorate.lmp" line 1: Parent type 'InvulnerabilitySphere' not found in invulsphereThanks for helping a noob. 0 Share this post Link to post
Barking Sands Posted December 16, 2010 The text from Bishop's last reply inside the code block belongs in a file called "decorate.txt" Open your archive manager of choice and add that txt file to a new archive. Then when you run GZDoom, use the option "-file <name_of_the_new_archive>" or just drag and drop your archive onto the GZDoom launch icon. Should work just fine. Make certain that you're not adding or modifying files on the native gzdoom.pk3 archive. 0 Share this post Link to post
kingbob Posted December 16, 2010 Well it's offical, I'm hopeless. I really don't know what is wrong. :/ I'm pretty sure I made the file right. http://img139.imageshack.us/img139/6366/uggh.jpg 0 Share this post Link to post
Barking Sands Posted December 16, 2010 Didn't see anything wrong with your "invuln.pk3" file. I'm guessing the fault lies in your "gzdoom.pk3" file. Try replacing it or restoring it from a backup. 0 Share this post Link to post
Bishop Posted December 16, 2010 yeah, by the looks of the error in your previous post... you might have modified gzdoom.pk3 by mistake. Re-installing usually works. Or maybe the editior you used to modify it left some file called "gzdoom.pk3.bak"? 0 Share this post Link to post
Gez Posted December 16, 2010 First, do not modify gzdoom.pk3 directly. Secondly, I just tested my code, and it worked. (I wasn't sure about it.) So what you need to do is this: 1. Create a file named "decorate.txt". 2. Paste this line of code inside:Actor invulsphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Powerup.Color white 0 }3. Load decorate.txt in (G)ZDoom. It'll work. Do NOT: - Alter the base definitions - Copy the entire actors - Give replacement actors the same name as what they change - Try to replace ZDoom's internal files Any of these things will only cause troubles and bugs. 0 Share this post Link to post
kingbob Posted December 16, 2010 Ok, Thanks guys it works. Turns out I needed to replace my whole GZdoom folder after messing with the original .pk3 file not just the .pk3 itself. Thanks for your help. Edit: Actually the real reason was that I was using a saved game in which there was an invuln sphere. Appearantly in the saved games it uses the old colors. As soon as I restart though, it works. 0 Share this post Link to post
aldiboronti Posted December 16, 2010 I really wish there was a simple switch for this in GZDoom. I've always hated the white-out effect in Invulnerable mode, it disorients me completely and if tactics call for me to quickly navigate to another room I find myself totally lost and end up as toast. I sometimes wonder if it was designed to do that, ie disorient the player. In other words, although you're given the temporary gift of invulnerabilty you're cursed at the same time with not knowing your ass from a hole in the ground. Or is it just me? :) 0 Share this post Link to post
esselfortium Posted December 16, 2010 aldiboronti said:I really wish there was a simple switch for this in GZDoom. I've always hated the white-out effect in Invulnerable mode, it disorients me completely and if tactics call for me to quickly navigate to another room I find myself totally lost and end up as toast. I sometimes wonder if it was designed to do that, ie disorient the player. In other words, although you're given the temporary gift of invulnerabilty you're cursed at the same time with not knowing your ass from a hole in the ground. Or is it just me? :) If I remember correctly, according to the printed manual that came with Doom, the disorienting white display is "your punishment for being tough". 0 Share this post Link to post
eargosedown Posted December 17, 2010 Final Doom Manual (Only one I have handy): "Render you immune to all damage. Pretty cool, until the effect wears off. When you're invulnerable, your screen will be white--your punishment for being tough." 0 Share this post Link to post
Encryptic Posted December 17, 2010 Mr. T said:You could just type IDDQD The problem with that is that it resets your health to 100%, so if you have over 100% health, you lose whatever extra health you had. Not to mention, you have to remember to turn it off if you only wanted to use it for a certain part (like having to wade through nukage without a suit). 0 Share this post Link to post