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Onlyoneinall

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About Onlyoneinall

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    Warming Up
  1. Onlyoneinall

    XWE changes image type when quitting

    Yeah, I understood that all completely. Thanks!
  2. Onlyoneinall

    XWE changes image type when quitting

    Hello all, I have a quick question. I've imported some images into XWE for use as sprites for a new weapon. XWE automatically imports the image as an IMAGE file, and even when I change its type to SPRITE (33), after saving and quitting, it just changes the files back to IMAGE by itself. What do I have to do to get it to accept it as a sprite?
  3. Onlyoneinall

    Files read as textures and adding a new weapon slot

    Ah, well thanks anyway. At least I got that confusion cleared up. I guess it's time to start learning Decorate then. :)
  4. Onlyoneinall

    Files read as textures and adding a new weapon slot

    Thanks! I still need help with the first question though, if you could help. And I was mistaken when I said it was Weasel's. Here is the link: http://www.doomworld.com/idgames/index.php?id=12785 It'll be the wad that is XtraWeap.wad.
  5. Onlyoneinall

    Files read as textures and adding a new weapon slot

    It obviously does have new weapons, because there are several per slot, so I know it's not a simple weapon replacement. It has a ZDOOMDEH file that contains strings for the new weapons and items (Heretic style), but that's it. The SNDINFO just has the sounds assigned for the new weapons and items. The KEYCONF just sets the slots for the new weapons, but it does have this at the end - addkeysection "Extra Weapons" ew_keysection And the DECORATE file only has the text like what I just posted. There is also an SS_START marker and SS_END marker, but it is 0 bytes and other than that, there is nothing else but sprites and sound waves in the wad, which is why I'm confused as to how these weapons were added. And the only PK3 file I have is the zdoom one. But that can't be it, can it?
  6. Onlyoneinall

    Files read as textures and adding a new weapon slot

    In the Decorate file, all I see is information saying what items each of the actors drop. Example: ACTOR ZombieManDropItem : ZombieMan 3004 { DropItem Clip DropItem AssaultGun 64 DropItem Blaster 8 DropItem HEGrenadeRounds 8 6 DropItem PhoenixRodAmmo 8 6 DropItem BlasterAmmo 48 25 DropItem ElectricBolts 8 5 DropItem PoisonBolts 8 1 DropItem ArtiHealth 48 DropItem ArtiSpeedBoots 4 DropItem ArtiPoisonBag 24 DropItem ArtiTorch 4 DropItem ArtiTeleport 1 DropItem ArtiBoostArmor 4 DropItem ArtiTomeOfPower 1
  7. Hello everyone, I've been messing around with XWE some more and have come across two problematic questions I would like answers to, please. 1) In Skulltag, there are many bots, each with its own set of sprites. I took the SKININFO file out and loaded it into my own wad, but for some reason when loading in Skulltag, it reads the SKININFO file as a texture. Even if I make it a plain txt file and upload it, even though XWE doesn't say anything about it being a texture type, it will still say that Skulltag "found invalid data in texture file SKININFO". What do I have to do to get XWE/Skulltag to read the file properly so it'll load the sprites that I want it to from my wad, instead of saying it's a texture file? I just copied the exact text from Skulltag's SKININFO file too. 2) Let's say I want to put a new weapon in slot 8. Can somebody get me started on how to do this? I checked Weasel's Xtraweap.wad file to see how he did it, but I'm still lost on how he got Zdoom to recognize the extra weapons, since I didn't see any Dehacked files or anything stating the new weapon's different graphical states and firing abilities and such. I only found the KEYCONF file, but nothing else. Can someone get me pointed in the right direction please? Thanks!
  8. Onlyoneinall

    Adding to WhackEd2 and ducking sprite

    It appears to be working with simply the sndinfo file in the wad itself! Thanks so much Enjay!
  9. Onlyoneinall

    Adding to WhackEd2 and ducking sprite

    Thank you for the sprite information! As for the mod, it is for Zdoom, but it is also compatible with Skulltag as well (which I guess took some code from Zdoom?). I don't really care about compatibility with other engines at the moment, I just want to know if it's possible to get WhackEd2 to accept more sounds, or what you mentioned would be great too if you can tell me how to get more sounds with Zdoom. :)
  10. Hello, I am new to these forums, although I have visited them now and then to see if there are threads that already have a question that I need an answer to already replied for me. Unfortunately, I have not been able to find adequate information to help me out with the two problems I have stated in the subject title. The first problem I have is I am not able to add new sound files to WhackEd2. For example, I want the Demon to have its own unique roaming sound, so in XWE I imported the sound I wanted as DSSGTACT.wav. However, I am unable to access this sound file in WhackEd2, nor are the Add and Remove buttons enabled in the Sound editor for me to do this. What can I do to get WhackEd to accept my sound file so that my wad will associate that sound to the Demon? My second problem is I have edited the player sprite, and found out to my dismay that there is a ducking sprite when I play Zdoom that is not listed in the XWE editor, and I do not know the name of the ducking sprites (ducking and shooting) in order to edit it. Is there any way to find its names, or can someone tell me so I can edit those sprites so that the player doesn't change its sprite to the DOOM marine when they duck? Many thanks to whoever can help me with these issues.
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