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Plasma decals?

Posted: Mon Jan 16, 2006 11:28
by demoniac
In zdoom, I get bright blue fading decals on top of the black hole ones when I fire at a wall, but in gzdoom I don't get the blue ones, just the standard. I don't know if this is a bug, intended behavior or even some (driver) problem on my system. They look cool so it'd be neat to have them working in gzdoom too.

Posted: Mon Jan 16, 2006 14:12
by Enjay
I think I remember Graf saying he didn't like them, and so removed them. It'd be easy to fix for yourself: just extract the decal definition from zdoom.wad and use it in your own WAD.

In fact, here you go:

[spoiler]

Code: Select all

/***** Plasma Rifle Scorches ***********************************************/

decal PlasmaScorchLower1
{
	pic PLASMA1
	shade "00 00 00"
	x-scale 0.3
	y-scale 0.3
	randomflipx
	randomflipy
}

decal PlasmaScorch1
{
	pic PLSSA0
	add 1.0
	fullbright
	animator GoAway
	lowerdecal PlasmaScorchLower1
}

decal PlasmaScorchLower2
{
	pic PLASMA2
	shade "00 00 00"
	x-scale 0.3
	y-scale 0.3
	randomflipx
	randomflipy
}

decal PlasmaScorch2
{
	pic PLSSB0
	add 1.0
	fullbright
	animator GoAway
	lowerdecal PlasmaScorchLower2
}

decalgroup PlasmaScorch
{
	PlasmaScorch1	1
	PlasmaScorch2	1
}


generator PlasmaBall			PlasmaScorch
[/spoiler]

That's the full definition for the plasma decal from zdoom.wad. You possibly don't need the whole thing, but there it is. Just copy that into a text file, and slip it ito a WAD as a lump called decaldef.

In fact, you could just save it as a text file called DECALDEF.WAD (not TXT use WAD instead) and drop it into your skins directory. That way it would always be loaded.

Graf has not changed the behaviour of the arachnotron plasma, so it still works as per Zdoom.

Posted: Mon Jan 16, 2006 14:24
by demoniac
Ahh, thanks. Gonna try that once I get home.

Posted: Mon Jan 16, 2006 18:10
by lemonzest
just tried this and it works fine :) thanks enjay wondered where those little buggers went