Repo conflict removal project (and other fixes)
- Gothic
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9 months 1 week ago #21
by Gothic
Replied by Gothic on topic Repo conflict removal project (and other fixes)
Was there any reason to rename the sprites used by the Wraiths spawned by the Blood Lich? If they are the exact same as the ones in Hexen then they should stay the same, it saves space removing them when working on Hexen.
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- DeVloek
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9 months 1 week ago #22
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
According to my notes, WRTH: WrathDemon / BloodLich - different monster sprites
But I wasn't aware that the BloodLich's WRTH is from the Hexen iwad and exactly the same. So I should have renamed the WrathDemon instead, my bad. I'll have time to correct my error later tonight. Thanks for pointing it out!
But I wasn't aware that the BloodLich's WRTH is from the Hexen iwad and exactly the same. So I should have renamed the WrathDemon instead, my bad. I'll have time to correct my error later tonight. Thanks for pointing it out!
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9 months 1 week ago #23
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
Update
Reverted Bloodlich Wraith sprites to WRTH and instead renamed WrathDemon sprites WRTH -> WRAD
Reverted Bloodlich Wraith sprites to WRTH and instead renamed WrathDemon sprites WRTH -> WRAD
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9 months 6 days ago - 9 months 6 days ago #24
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
@Gothic while testing my dynamic randomizer with weapons and ammo, I encountered a problem with your Molotov Cocktail and Pipebombs.
I came across a giant pipebomb and a giant molotov cocktail, both of which gave me a chuckle when I picked them up
Looking at the code of both weapons I saw why you implemented that message, however my randomizer checks if an ammotype has a valid spawn state, a valid pickup message and a valid icon. Usually, dummy ammo has only an icon if anything, but yours had all of those so my mod recognized them as valid so they were spawned during gameplay.
To fix this I did this:
So when the ammo is spawned for whatever reason, it is instantly replaced by the weapon. This not only makes it compatible with my mod, you can now place the item on the map without issues since it will give you the weapon instead.
Did the same for the Molotov Cocktail:
These are the first 2 entries in my _Repofix_Weapons.zip . The only other change I made is giving both the SlotNumber 9 to bring them in line with other grenades (which is just my personal preference, I'd like to have grenades separate from firearms).
edit: another small change to the Molotov Cocktail: reduced scale to 0.7, the bottle looked rather big compared to the Pipebomb and other weapons
I came across a giant pipebomb and a giant molotov cocktail, both of which gave me a chuckle when I picked them up

Looking at the code of both weapons I saw why you implemented that message, however my randomizer checks if an ammotype has a valid spawn state, a valid pickup message and a valid icon. Usually, dummy ammo has only an icon if anything, but yours had all of those so my mod recognized them as valid so they were spawned during gameplay.
To fix this I did this:
Code:
ACTOR PipebombAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 25
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 50
Inventory.Icon PIPPB0
Inventory.PickupMessage "you shouldn't ever see this message because this item will be replaced by the actual weapon"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PipebombTosser")
Stop
}
}
So when the ammo is spawned for whatever reason, it is instantly replaced by the weapon. This not only makes it compatible with my mod, you can now place the item on the map without issues since it will give you the weapon instead.
Did the same for the Molotov Cocktail:
Code:
Actor MolotovAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 25
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 50
Inventory.Icon MOLPA0
Inventory.PickupMessage "you shouldn't ever see this message because this item will be replaced by the actual weapon"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("MolotovCocktail")
Stop
}
}
These are the first 2 entries in my _Repofix_Weapons.zip . The only other change I made is giving both the SlotNumber 9 to bring them in line with other grenades (which is just my personal preference, I'd like to have grenades separate from firearms).
edit: another small change to the Molotov Cocktail: reduced scale to 0.7, the bottle looked rather big compared to the Pipebomb and other weapons
Last edit: 9 months 6 days ago by DeVloek.
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9 months 6 hours ago - 9 months 6 hours ago #25
by Gothic
Replied by Gothic on topic Repo conflict removal project (and other fixes)
Now I'm done with the monster packs. Here's what has been changed
Notes about the Ice Lich, Ghoul, DESentinel & Swarm: we have better version of those in HPack with new sounds, which I hope they'll be released to the public once the project is released.
Haven't checked the weapons pack yet, I'll get into it this weekend.
- ArachnoBaron: Fixed its weird sprite offsets, now it no longer looks like its half buried on the ground. Also added Pain sprites made by Tsran, but since it has a PainChance of 0, modders will have to enable its Pain state themselves.
- BlooLich: Converted the code to Zscript, and the old code uses ACS instead of having to change the player class. I used the Hierophant code as a base, so huge thanks to Blue Shadow and Ghastly (rip).
- BruiserAfrit: Projectile sprite names and sounds are the same as the Afrit and Bruiser Demon. Also is there a reason to keep the DECORATE code if it doesn't even work in Zandronum?
- CacoLich: I didn't merge both into a single one, but I gave them distance checks for their flamethrower attacks. The tougher CacoLich inherits from the easier one, so they don't infight, and to save a couple of lines of code.
- Cheshire: Now the welcome message is only displayed once.
- Chiller: It had a couple of white pixels. This monsters in in serious need of new sprites.
- Corpulent: The projectiles now come from its cannons like the Haedexebus, instead of using the Mancubus firing actions.
- Cultist: It lacked the projectile impact sound, and I included the Doom gibbing sound so it plays in Heretic & Hexen.
- Dark Gargoyle: Since the "new" projectiles were exactly the same as the ones in Heretic, they were removed and replaced with vanilla Heretic actors. I also included the projectile sprites, even though this monster is intended to be used in Heretic. I think I'll remove those too.
- Death Knight: renamed the shield sprites so they don't clash with the Heretic Shield.
- Eyes: The spider sound definitions clashed with the Spider Mastermind sounds.
- Familiars: Haven't touched it, but I noticed that if they resurrect monsters that come to life on their own like the Death Incarnate, those monsters will keep spawning Familiars when they die
- Flemodius Arachnus: Added A_Die to its melee state so they are considered dead by the enemy counter.
- Flying Imp: Ok so the fireballs are supposed to come from their hands. Added its lost 3rd attack frame. Also recolored and scaled down the fireballs. This is another monster that needs better sprites, either remaking the existing ones, or using the flying Imp concept revealed in the id Vault.
- GateKeeper: The new step sound definition replaced the Mastermind/Cyberdemon metal stomp.
- Ghoul: The poison trail sprites conflicted with the Stalker projectile from Hexen. Also I really hope the GZDoom crew acknowledges the existence of another monster named Ghoul from years ago that was used in a lot of mods when they implement the Legacy of Rust classes.
- Grell: Poison trail uses the same sprites as the Ghoul's.
- Harpy: Upon dying, it will always set the FLOATBOB flag off.
- Hell Duke: Ok, NOW the projectiles won't conflict with the Hell Apprentice sprites.
- Hell Smith: The pentagram fire sprites conflicted with the Cleric's Firestorm sprites, and the death fire with the Minotaur Familiar's smoke.
- Incubus: Sounds conflicted with the Death Incarnate. Also the rockets use the new firing sound that was unused.
- InfernoDemon: Code converted to Zscript, and the old code was cleaned up and works in Zandronum. Replaced the low quality sound conversion with better ones, the fire spiral and glyph explosion sprites are now truecolor, unused sprites and sounds were removed.
- MechPlasmaDemon: Applied the same changes as the regular PlasmaDemon.
- Moloch: All attacks now have the bright keyword.
- Sentinel (Demon Eclipse): Same as the Ghoul. Also the Guardian didn't use its last frame of animation when dying.
- Source Guardian: Recolored a couple of green pixels. Also edited the sound files because they had a "tick" at the start.
- Super Flying Imp: Now shares its sprites with the Flying Imp, except for the attack sprites. Also the fireball animation is faster.
- Thor: The blue fire sprites conflicted with the Dragon Familiar fire sprites. Also replaced the low quality sound conversion with better ones.
- Vulgar: Same as the Grell.
Notes about the Ice Lich, Ghoul, DESentinel & Swarm: we have better version of those in HPack with new sounds, which I hope they'll be released to the public once the project is released.
Haven't checked the weapons pack yet, I'll get into it this weekend.
Last edit: 9 months 6 hours ago by Gothic.
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8 months 3 weeks ago #26
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
Somehow I managed to overlook that the FusionCyberImp shares classnames with the RocketImp, but I finally noticed the conflicts so I renamed the conflicting classes and updated my
repofix file
.
Also updated the file with all the latest pk3s from REPOFIX batch1+2.zip
Also updated the file with all the latest pk3s from REPOFIX batch1+2.zip
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8 months 3 weeks ago - 8 months 3 weeks ago #27
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
update to
_RepoFix_Weapons.zip
, added Slotnumbers to the following weapons:
Next on my to-do list is adding Slotnumbers to the rest of the weapons that are missing one, however all these weapons are in wad format. I'll convert them to pk3 so it might take a while until the next update.
edit: Forgot to check the weapons for sprite conflicts. Found one with the CraniumShaker, it was conflicting with projectiles of the EtherealSoul and some other monsters. And I just noticed that the firing sound is always cut off so I fixed that too.
- Slimethrower.pk3
- ExplosiveSupershot.pk3
- Railgun.pk3
- QuadShotgun.pk3
- Glock19.pk3
- Bow.pk3
- Flasher.pk3
- CraniumShaker.pk3
- Sting Cannon.pk3
- Magnetsaw.pk3
Next on my to-do list is adding Slotnumbers to the rest of the weapons that are missing one, however all these weapons are in wad format. I'll convert them to pk3 so it might take a while until the next update.
edit: Forgot to check the weapons for sprite conflicts. Found one with the CraniumShaker, it was conflicting with projectiles of the EtherealSoul and some other monsters. And I just noticed that the firing sound is always cut off so I fixed that too.
Last edit: 8 months 3 weeks ago by DeVloek.
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8 months 2 weeks ago - 8 months 2 weeks ago #28
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
Updated a bunch of stuff for both
_RepoFix_Monsters.zip
and
_RepoFix_Weapons.zip
Fixed conflicts in these files:
Molotov:
UberMinigun:
Colt45:
HeavyCarbine:
RivetGun:
Mag60:
SawThrower:
SilencedPistol
RavenStaff:
MancubusArm:
SpellBinder: (might rework this one for real at some point, the hand sprites are cut off at widescreen resolutions and the fire projectile could look better)
Doom3SSG: (this one's a bit confusing, the classname is Doom2.5SSG but the filename is Doom3SSG, should be streamlined)
ActionMachineGun:
PlasmaSplitter:
M60:
DP28:
StrifePistol
All files are in pk3 format now, I also converted all sounds to ogg and pngcrushed all sprites. I'll give all these files a 2nd pass later and see if there are any sprite conflicts left.
Fixed conflicts in these files:
- SkeletalRevenge
- Squire
- TeslaCoil
- SpiderBot
- Toaster
- Deviation
- Enforcer (the monster, not the weapon)
- UberChaingunner
- BeamRevenant
- RailgunPrototype
- PlasmaBeam
- Railbot
- War
- Wendigolem
- Grin
- ApprenticeofDsparil
- PlasmaPistol
Molotov:
- pressing fire while out of ammo will now deselect the weapon (sadly this fix didn't work for the pipebomb, probably cos it has a altfire mode)
- doubled powerbar fill speed (tbh it felt kinda slow and clunky before)
- added selectionorder
UberMinigun:
- removed keyconf, added slotnumber
- added decal bulletchip
Colt45:
- fixed truncation error
- added decal bulletchip
- streamlined sprite names
- removed unused flash state
- shortened fire sound (it had a really long reverb at the end which sounded out of place)
HeavyCarbine:
- fixed truncation errors
- implemented unused puff actor
- added selectionorder and slotpriority (there are two versions of the gun with slight accuracy differences, the better one will be prioritized)
RivetGun:
- fixed truncation errors
- added slotnumber
- reduced RivetSpreadProj BounceCount from 4 to 2 (the bouncing quasi-ripper was totally OP compared to the main projectile, let alone other guns)
Mag60:
- removed keyconf, added slotnumber
- added decal bulletchip
SawThrower:
- removed keyconf, added slotnumber
- fixed ammo icon
SilencedPistol
- fixed truncation error
RavenStaff:
- fixed truncation errors
- added slotnumber
MancubusArm:
- removed keyconf, added slotnumber
- fixed classname error
SpellBinder: (might rework this one for real at some point, the hand sprites are cut off at widescreen resolutions and the fire projectile could look better)
- no longer replaces the BFG9000
- removed keyconf, added slotnumber
- fixed conflicts
- fixed grammar and typos
- added bright keyword to some frames
- updated SNDINFO
Doom3SSG: (this one's a bit confusing, the classname is Doom2.5SSG but the filename is Doom3SSG, should be streamlined)
- no longer replaces the SuperShotgun
- added slotnumber
ActionMachineGun:
- no longer replaces the Chaingun
PlasmaSplitter:
- fixed conflicts
- added slotnumber
M60:
- fixed conflicts
- added slotnumber
DP28:
- fixed conflicts
- streamlined sprite names
- included both doom hands and blood hands in the file
StrifePistol
- renamed sprites (they were overwriting the Doom pistol before so you couldn't use both weapons in Doom)
All files are in pk3 format now, I also converted all sounds to ogg and pngcrushed all sprites. I'll give all these files a 2nd pass later and see if there are any sprite conflicts left.
Last edit: 8 months 2 weeks ago by DeVloek.
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8 months 2 weeks ago - 8 months 2 weeks ago #29
by DeVloek
Replied by DeVloek on topic Repo conflict removal project (and other fixes)
A little update to
_RepoFix_Monsters.zip
and
_RepoFix_Weapons.zip
FormerRanger:
Phantasm:
ZombieTankPack:
UberChaingunner:
MancubusArm:
War:
Tazer:
FormerRanger:
- included FormerRangerAlternate sprites (they are very similar so I decided to not make 2 different actors. In fact the different color could easily be achieved with a color translation so I might update this one again and get rid of the extra sprite set altogether)
Phantasm:
- combined with PhantasmClassic (they are now 2 different actors so both can co-exist)
ZombieTankPack:
- combined ZombieTank, ZombieMissileTank and ZombiePlasmaTank into one pk3
- removed all duplicate assets
- streamlined DECORATE (ZombieTank and ZombieMissileTank are now immune to radius damage and properly spawn their driver when destroyed, just like the ZombiePlasmaTank)
- streamlined GLDEFS
UberChaingunner:
- forgot to update GLDEFS after fixing conflicts
MancubusArm:
- renamed sprites (some were conflicting with AI Marines)
War:
- renamed sprite BULL -> WBUL
Tazer:
- added SlotPriority and SelectionOrder properties (the weapon was auto-selected even if there was plenty of ammo for other weapons left)
Last edit: 8 months 2 weeks ago by DeVloek.
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7 months 1 week ago #30
by Gothic
Replied by Gothic on topic Repo conflict removal project (and other fixes)
Sorry for the long wait. I finally caught with the recent updates, and I noticed a couple of things:
- Apprentice of D'sparil: Re-edited the audio files so they weight less and sound (in my opinion) better. Also upon dying it was supposed to spawn a ghost, but the actor didn't have sprites, and the sound didn't play, so I gave it sprites and fixed the audio issue.
- Wendigolem: The spawning functions had the old class names and it was causing errors in the console.
- Railbot: This monster was supposed to be hidden by request of the author.
- Skeletal Revenge: For some reason it had the same UpSound as the Deviation Launcher, but the sound wasn't in the file. It was commented out.
- Deviation Launcher: Added widescreen sprites and renamed the rocket sprites so they don't conflict with regular rockets. Also the explosions weren't showing up because the code wasn't updated.
- Doom 2.5 SSG: Sounds no longer conflict with the Doom 2 SSG. I know if you're gonna use one, you're obviously not gonna use the other, but if we're going with the Plug and Play mentality, we may as well fix it.
- M60: Added widescreen sprites.
- Pipebombs: Now shares explosion sprites with the Seeker Bazooka.
- Seeker Bazooka: Added widescreen/truecolor sprites, rocket explosion now uses all frames and the smoke trail uses sprites from Duke 3D. Also I remade the seeker rocket so it no longer pierces its targets. The old one inherited from MageStaffFX2 and it had a weird way of dealing damage, and turning off the RIPPER flag did nothing. The old code is still inside, commented out.
- Spell Binder: Haven't done anything to it yet, but it needs widescreen sprites and maybe a variant for Heretic/Hexen.
- Uber-Minigun: Sounds are managed better.
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