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ViperBoy

Making a new explosion in Edge

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I'm making a TC where you run around and kill Teletubbies. I've made a new rocket launcher.
Here's what I wrote in "attacks.ddf":

[PLAYER_MISSILE2]
ATTACKTYPE=PROJECTILE;
HEIGHT=8;
RADIUS=11;
SPEED=40;
DAMAGE_RANGE=8;
DAMAGE_MULTI=20;
ATTACKRANGE=1024;
ATTACK_SPECIAL=KILL_FAILED_SPAWN;
PROJECTILE_SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE;
ATTACK_HEIGHT=32;
EXPLOD_DAMAGE=256;
LAUNCH_SOUND=RLAUNC;
DEATH_SOUND=BAREXP;
PUFF=PUFF;

STATES(IDLE)=MISL:A:1:BRIGHT:SMOKING;

STATES(DEATH)=EXPL:A:2:BRIGHT:ALTERVISIBILITY:6554,
EXPL:B:6:BRIGHT:EXPLOSIONDAMAGE,
EXPL:C:4:BRIGHT:ALTERVISIBILITY:6554,
EXPL:D:3:BRIGHT:NOTHING,
EXPL:E:2:BRIGHT:NOTHING,
EXPL:F:1:BRIGHT:NOTHING,
#REMOVE;
(end)
I have a Pwad (teletub.wad)with frames (expla0,explb0,explc0..expld0 - I've also tried just expla,explb etc.) and I get this error message when my new rocket hits something (where the new explosion is supposed to occur) R_ProjectSprite: Invalid sprite frame EXPL:A.

Why doesn't this work ???

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Heh, we should have got together. I made a Teletubbies PC too.
If you haven't seen it, take a look if your interested.

ftp://ftp.cdrom.com/pub/idgames/levels/doom2/s-u/tft.zip

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Guest Fanatic

Sounds like a problem in your WAD versus DDF.

From the DDF you posted, you should have the following sprites:

EXPLA0
EXPLB0
EXPLC0
EXPLD0
EXPLE0
EXPLF0

(last is a zero)

Check those, post here if it checks out ok.

Also make sure there are no duplicate named frames. Otherwise, your DDF looks fine.

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Malice Rancor said:

Heh, we should have got together. I made a Teletubbies PC too.
If you haven't seen it, take a look if your interested.

ftp://ftp.cdrom.com/pub/idgames/levels/doom2/s-u/tft.zip

I'll check it out ASAP. I'm planning to do this in my Teletubbies DooM:
- A Tesla Gun
- An axe
- animation for enemies splitting in ½
- animation for enemies getting electrocuted (with the Tesla Gun)
- other new weapons and enemies + maps
already made:
burst fire for chaingun
a new rocket launcher (except for the new explosion)
some of the animations for the first enemy

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Fanatic said:

Sounds like a problem in your WAD versus DDF.

From the DDF you posted, you should have the following sprites:

EXPLA0
EXPLB0
EXPLC0
EXPLD0
EXPLE0
EXPLF0

(last is a zero)

Check those, post here if it checks out ok.

Also make sure there are no duplicate named frames. Otherwise, your DDF looks fine.

It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :)

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ViperBoy said:

I'll check it out ASAP. I'm planning to do this in my Teletubbies DooM:
- A Tesla Gun
- An axe
- animation for enemies splitting in ½
- animation for enemies getting electrocuted (with the Tesla Gun)
- other new weapons and enemies + maps
already made:
burst fire for chaingun
a new rocket launcher (except for the new explosion)
some of the animations for the first enemy

Sounds cool, my favorite part was drawing the Teletubby deaths.
I still have all the frames saved in 4 .BMP files for each tubby.

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ViperBoy said:

It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :)

Please zip up and email your PWAD with the weapon/projectile sprites in it, attacks.ddf, and weapons.ddf (everything associated with this weapon basically), and I'll figure it out. marcpullen@mindspring.com

I'm sure it's something small you're overlooking, QDOOMTST is more complex and it runs in EDGE 1.24.

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ViperBoy said:

It seems that it works if I put the new sprites inside my Iwad. I tried to make a club (stole some grafx from Hexen) and I started out by putting the sprite in my Pwad and it didn't work. When I put it in the Iwad it works fine... I can't figure out why it doesn't work... probably some error in Edge 1.24.... can't wait till 1.25 comes out :)

I think the problem is with your WAD.

You have weapon sprites with a rotation of 1, you can't do that.

Weapon sprites have no rotations, and hence must always end with a zero.

All the entries in your WAD show as a graphic, versus a sprite too. You're missing the sprite start and end flags in the WAD. This is why EDGE can't find the sprites -they don't exist.

Sprites should be surrounded by S_START and S_END entries.

For example:

S_START
EXPLA0
EXPLB0
EXPLC0
EXPLD0
EXPLE0
MISGA0
MISGB0
MISFA0
MISFB0
MISFC0
MISFD0
S_END

Get that straightened out, and you should be back on track.

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Fanatic said:

Please zip up and email your PWAD with the weapon/projectile sprites in it, attacks.ddf, and weapons.ddf (everything associated with this weapon basically), and I'll figure it out. marcpullen@mindspring.com

I'm sure it's something small you're overlooking, QDOOMTST is more complex and it runs in EDGE 1.24.

Great!
Now, I have a real problem for you.

I tried my en-production "DeathTC" on edge v1.24, for some reason all multiple shot attacks on the part of seargeants, troopers, whatnot, all have perfect accuracy - this is not supposed to happen (in fact the trooper's gun has accuracy angle and slope of 9 degrees, 12 and 6 for the seargeant).

And just to make sure that I wasn't being particularly unlucky, I checked the maps with the iddt code and sure enough, all the shots were hitting me (there were no triangles on the walls from bullet puffs).

I checked the ddfs and the code was correct (belive me it was).

Sinceforth I have loaded up v1.23 again to continue development (I tried v1.24 to see if there were any non-backwards-compatible errors there).

-----

This is why I use v1.23 so much, your v1.24 is full of bugs that can't be identified because they happen totally at random.

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Guest Fanatic

The accuracy problem has been fixed in EDGE 1.25.

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