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Help with an axe in the making

Posted: Wed Dec 13, 2006 16:20
by hitmanx
Hello all, merry christmas!

I have recently learned how to code in DDF, it was surprisingly easy. Especially with that link chrono gave, and looking at chrono's Used and Abused mod (which is awsome btw) so thanks chrono :D , *coughkissasscough* jk

BUT! i am having a problem. I have succesfully put an axe from Witchaven into doom, replacing the fist. It works fine, both attacks with a NOFIRE_RETURN command so you can do the first attack only without doing both, i don't know how to make it so if you keep clicking he'll do both attacks but if you only click once he only does the first attack and then the next time you click he does the same attack agian. Wait..Would i just have to make it automatic and make it NOFIRE..Yes..That would work right?

Anyway, thats not my problem, my problem is when it plays the new sounds (swinging and hitting) It has this sort of Tick noise right at the start of the sounds, every time.. Is there any way to get rid of this.

-Thanks

-Hitman X

oh and i'll be sure to release this axe. All i have to do now is put a spark on the wall, can i borrow this from you Chrono? I want to use your knife spark from used and abused....And steal the coding for that spark... :roll:

Posted: Wed Dec 13, 2006 16:25
by TheDarkArchon
Isn't NOFIRE_RETURN used feturning to the state it was at last the next it's fired. It was the last time I checked (which was a long time ago).

Posted: Wed Dec 13, 2006 16:46
by hitmanx
yeah, the frame after NOFIRE_RETURN is used next time you fire.

Posted: Wed Dec 13, 2006 17:56
by TheDarkArchon
Have you tried playing the sound with an external sound player. Do they still produce the tick.

Posted: Wed Dec 13, 2006 20:57
by Chronoteeth
Yeah go ahead and use em, I just don't know who originally made them :S

They also double as wood splinter sprites :D

Posted: Wed Dec 13, 2006 23:23
by wildweasel
If those are the sprites I'm thinking of, then they originally came from Dark Forces, if I remember right (I got them from Don Tello's DF pack on the idgames archives).

Posted: Thu Dec 14, 2006 5:07
by hitmanx
thanks chrono, yeah TDA if i play them externally they do NOT produce the ticking noise. It's odd. And is there a way to randomly add a grunting noise to some of the swings. Like in Dark Messiah Might and Magic. That game is awesome.

Posted: Thu Dec 14, 2006 5:55
by hitmanx
Ok. I put in the hitting wall sprite and the sounds and all, so it's all done. Except i've still got that sound problem, i'll give you guys the wad and see if you can find the problem, i don't want to make a dev journal yet, until i have a few more weapons. I'm going to make all the witchaven weapons. With possibaly the exception of the bow. Cause that seems a little complicated.

Posted: Thu Dec 14, 2006 6:29
by Chronoteeth
All sounds for edge have to be 8 bit doom saved sounds (or ogg, but I don't know on that).

Give some more frames of smoothness. It's nice, but a sexier look never hurted anyone :P

Posted: Thu Dec 14, 2006 6:59
by hitmanx
lol mabye tomorrow i've seen enough axe for one day. lol

Posted: Thu Dec 14, 2006 17:12
by hitmanx
Ok. W.T.F a problem with XWE. When importing sword sprites..It turns them into wav's.... So i changed them all to sprites one by one....Then when i close and reopen...There back to FU$%^@ wav's agian!!! Grrr!! Stupid stupid program!

This is making me not be able to select my sword in game. What the hell is going on. Can someone help me with this. Thanks

Posted: Thu Dec 14, 2006 17:16
by Alter
Do you have newest XWE version?

Posted: Thu Dec 14, 2006 18:09
by wildweasel
Are your sprites named DS**A0, etc? That might be what's causing XWE to turn them into wavs. I know using sprites named DP**A0, etc will turn them into PC speaker sounds.

Posted: Thu Dec 14, 2006 18:11
by Alter
wildweasel wrote:Are your sprites named DS**A0, etc? That might be what's causing XWE to turn them into wavs. I know using sprites named DP**A0, etc will turn them into PC speaker sounds.
This is possible can't disagree with weasel

EDIT: Weasel was right! just change name of the sprites to example: CAXEA0 etc. and problem is solved ;)

Posted: Fri Dec 15, 2006 0:35
by hitmanx
ok thanks heaps, i'll do that now