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cactus

Dehacked questions

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I did a new sprite weapon,
but I want it to not move
(you know in doom there is always this moving effect from left to right to give the impression of a walk.).

So I want to know if there is a way to keep it from moving.
Same thing about when you change of weapon, can I just make the gun appear whitout lower then rise its position?
Maybe whith Dehacked?

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Craving for the old skool style of Wolf3D, where you appear to glide around the level? :D

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Removing the WeaponReady codepointer off the weapon gives the effect, however, its stuck in an infinite loop and you can't change weapons or fire.
Doesn't seem possible. :|

However, the instant weapon lower/raise seems possible with dehacked... just change the delay of both the Raise and Lower frames of each weapon to 0.

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okay eartquake.Thanks worked. =)

Now another one,
I want to add frames to walking animation of the player sprite.The main idea is to give the player a smoother animation,whith any angles.
So is it possible to add frames there and if yes, how?

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No, Doom is hardcoded to use only 8 rotations.

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I am afraid you didn't understood my poor english.
I want to keep the 8 rotations,
but add frames in all those 8 rotations.

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i believe you cant do it i'm afraid, doom uses 8 rotaions per action and 4 frames for walking, 2 for shooting,1 for pain, then the death sequences 7 frames 1 rotation for normal death or 9 frames 1 rotation for splished

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What the Hell are you talking about? ALL frames can have 8 (16 with ZDoom) rotations EXCEPT weapon hud sprites (Which would be pretty bloody stupid)

HOWEVER, DeHacking the player isn't the wisest idea ever: A fuck-up can ruin the game.

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thats what i said, to put it more clearly the only frames doom uses are...

for walking
a1-8 b1-8 c1-8 d1-8

while shooting
e1-8 f1-8

while in pain
g1-8

then the dying seqrences are...
normal
h0 i0 j0 k0 l0 m0 n0

splaterd
o0 p0 q0 r0 s0 t0 u0 v0 w0

the letters are your frames, the numbers are the rotation direction, you can only edit within these frames

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