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Title: Sprite Help
Description: HELP ME!!!


Mob720 - June 12, 2007 10:09 PM (GMT)
Okay, I've loaded some replacement sprites for the SS Wolfenstein, but when I test it, the attacking frame turns into a cycloptis and it shoots 3 slime balls at me.

When I shoot it, it turns back into the regular sprite and walks around. When it shoots at me again, the same thing happens.

Any solution?

EDIT::

Here's the file and my wad. put my wad first, then the other one for you first timers.

SS Wolf.zip

Manny Cav - June 12, 2007 10:19 PM (GMT)
Here's what I think may be happening: there never were certain frames for the Wolfenstein SS in original Doom 2. However, Legacy expects a full set. It doesn't find them, so it grabs whatever it can, in this case, your new Flemoid that shoots 3 balls at once (I've played through your WAD; I know what it is).

I experienced this issue when placing an Arch-Vile in TUCQ. There are no Arch-Vile sprites in that WAD or in The Ultimate Doom, so it basically swapped in between Quadrumpus and Larva sprites.

Mob720 - June 12, 2007 10:23 PM (GMT)
But it has a full set...

Manny Cav - June 12, 2007 10:24 PM (GMT)
It's kind of a loop. The engine has no way to know you put those extra frames in because they were never in the orginal Doom 2 source code to begin with. The frames were simply never created.

Mob720 - June 12, 2007 10:31 PM (GMT)
Can you make it work? Like take out the extra frames and upload it again?

EDIT:: If there wasn't a full set, then Legacy would crash and come up with an error. It doesn't do that, for some reason...

xbolt - June 12, 2007 10:32 PM (GMT)
I had that problem when I was trying to replace the SS in Newmaps a while back... Instead of shooting slime balls though, the game just crashed. I spent a while trying to figure out what was wrong, but no luck. I eventually gave up.

Manny Cav - June 12, 2007 10:33 PM (GMT)
Wha? I never put any extra frames into my The New Chex Quest 2. Just the ones used in Doom 2.
EDIT: POSSIBLE SOLLUTION: Here's the million dollar question: Is your WAD an Ultimate Doom modification or a Doom 2 modification.

Mob720 - June 12, 2007 10:35 PM (GMT)
Take out the ones I don't need, maybe that'll make it work. Although I did try it with your sprites, still did the same... Man legacy is messed up.

EDIT:: Um, I think it's ultimate doom.

Manny Cav - June 12, 2007 10:36 PM (GMT)
EDIT: There's your problem. Wolfenstein SS was meant for Doom 2, not the Ultimate Doom. You can slap all the Doom 2 related sprites you want to in your Ultimate Doom modifications, but that doesn't mean the engine will acknowledge them (this is the main reason the mega-zorcher never works in any of the Ultimate Doom modification released, like Strife's level packs).
EDIT: I saw that little edit of yours. I asked the question again when your post ignored it, but by the time I had finished posting it again, you edited your post to answer it. I then got in a mad scramble to delete the second asking, but you saw it before I deleted it.

Mob720 - June 12, 2007 10:37 PM (GMT)
Look up. :rolleyes:

xbolt - June 12, 2007 10:38 PM (GMT)
Theoretically, it SHOULD work. The Maximus in TUCQ (A Doom mod) and derived projects replaces the Hell Knight, a Doom II only monster. No, there is something else that's causing it... Possibly some quirky thing in the DEHACKED lump.

Mob720 - June 12, 2007 10:41 PM (GMT)
Ark, I hate working with the lump.

Haha, that sounded funny.

Replica - June 12, 2007 10:54 PM (GMT)
i'm have sort of the same problem as well....
so is the problem solved?

Mob720 - June 13, 2007 01:09 AM (GMT)
No.

Manny Cav - June 13, 2007 01:23 AM (GMT)
QUOTE (xbolt @ Jun 12 2007, 05:38 PM)
Theoretically, it SHOULD work. The Maximus in TUCQ (A Doom mod) and derived projects replaces the Hell Knight, a Doom II only monster. No, there is something else that's causing it... Possibly some quirky thing in the DEHACKED lump.

Sometimes it works, sometimes it doesn't. It might have worked with the Hell Knight, but all attempts at shoehorning the super shotgun (mega-zorcher) into The Ultimate Doom have ended in disaster.

xbolt - June 13, 2007 06:18 AM (GMT)
QUOTE (Manny Cav @ Jun 12 2007, 06:23 PM)
QUOTE (xbolt @ Jun 12 2007, 05:38 PM)
Theoretically, it SHOULD work. The Maximus in TUCQ (A Doom mod) and derived projects replaces the Hell Knight, a Doom II only monster. No, there is something else that's causing it... Possibly some quirky thing in the DEHACKED lump.

Sometimes it works, sometimes it doesn't. It might have worked with the Hell Knight, but all attempts at shoehorning the super shotgun (mega-zorcher) into The Ultimate Doom have ended in disaster.

That's true... Hmm...

Mob, why don't you just try asking Boingo if he did anything in DEHACKED with the SS frames?

Mob720 - June 13, 2007 01:49 PM (GMT)
Yeah, I did.

He responded saying, "In TUCQ?"

Manny Cav - June 13, 2007 05:01 PM (GMT)
Ack. I just did a quick test with your test map. Some errors, like abrupt crashing, were steming from the fact you're missing two sound effects for the Wolfenstein SS: DSSSSIT for when it notices you, and DSSSDTH for when it dies. And make sure to save all of your sound effects as Doom WAV. I noticed some weren't.

EDIT: TheRealDarkArchon seems to think the Wolfenstein SS can be angled despite it not being angled in Doom 2. I assume this would be done through DeHacked, but I'll leave that up to him.

TheRealDarkArchon - June 13, 2007 05:43 PM (GMT)
Wrong: It's entirely possible for a previous non-angled object to have rotations. That's not the problem. It's a bug with whatever engine you're using: GZDoom 1.0.24 shows the sprites correctly.

Mob720 - June 13, 2007 06:19 PM (GMT)
It still doesn't work, and boingo said he replaced a lot of Doom 2 sprites, so him replacing the SS is a possibility.

He probably did... <_<

Does GZ Doom support legacy features? If it does, I might try it with the wad. The only problem is I don't have GZdoom, and the link on the site has a corrupted zip.

Manny Cav - June 13, 2007 08:47 PM (GMT)
I got an uncorrupted zip here.

And while the sprites may can be angled, you still need to fix the sound effects.

Lucius Octavion - June 13, 2007 09:31 PM (GMT)
gzdoom can pretty much run with almost all legacy maps, I think. Only hard coded stuff will not work, like the legacy corona.

Mob720 - June 13, 2007 09:34 PM (GMT)
QUOTE (Manny Cav @ Jun 13 2007, 03:47 PM)
I got an uncorrupted zip here.

And while the sprites may can be angled, you still need to fix the sound effects.

That's the one that doesn't work.

Anyway, I'll be leaving now...

Manny Cav - June 13, 2007 10:19 PM (GMT)
I don't get it... it extracts just fine for me.




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