The sound does not work on Zandronum. Any ideas how to fix?
The sound does not work on Zandronum. Any ideas how to fix?
which line in the code?
Question: Would it be okay for me to port the sprites into this mod into a simpler mod for Zandronum? (With credit to you ofc). I know yes I should be using GZDoom but, after some unsavory experience with it beforehand freezing my computer every time I load up a large mod, I now have the paranoia of GZDoom crashing or freezing my laptop whenever I load a large mod. Would it be ok to port these sprites over to a simpler mod or is it not? Thank you very much.
If not online then I take screenshots from games. I mean, thats how I got the SKS and the Lord and Savior gun's sprites. Got them from roblox games
on the Weapon sprites I decided to just grab either 3d models or images online and edit them a bit to get the final product. The Muzzle flashes are made by myself using the GNU Image Manipulation Program (GIMP). for the Animation its very primitive, so primitive that even the animations from doom 1 are better than this stuff. The animation is about on the same level as Wolf 3d's anims.
When loading it in the current Zan 3.1 build it will display this error message: I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.64
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Unknown patch TFOGF0 in texture SLAD10
Unknown patch TFOGI0 in texture SLAD10
Unknown patch TFOGF0 in texture SLAD11
Unknown patch TFOGI0 in texture SLAD11
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Bad hex number: no
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be 3 characters.
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be alphanumeric.
Execution could not continue.
Script error, "HexaShotgun.pk3:hexashotgun.txt" line 21:
"inventory.althudicon" is an unknown actor property
Note that I was using the Most Current Brutalv21 GOLD edition build and Freedoom2.wad in the loading of the addon
Pal, The addon does not work in Zandronum at all
New update: The PTRD 41.wad can now only run on brutalv21 as it is a reskin. I will however be adding the original wad file soon.
Hey pal, I have something to show ya: Using the code from your SVD addon included in the zip file I was able to make a wad that adds in a PTRS 41!. If you want to see it just search up PTRS 41 in the search bar.
I'm sorry to say this to you pal but, nobody will want a ***** for their rocket launcher
Is this Compatible with Zandronum. I have a potato laptop
Is there a plan for Zandronum Compatibility?
can you give me seperate files? my laptop has about 4gb ram, thats about .36gb more space than my laptop
Hello? you here buddy?
Oh and another thing, It works with the BFG edition, just not Zandronum.
Here is a suggestion that a crap load of CoD Players being eased into doom will like: Side View sprites for all the guns. This would definitely help the gun look like, well a gun instead of some iron sights, maybe a scope, a bolt sometimes on a stick or a metal pipe.
Can you try to fix this? The thing does not load at all no matter what I try. Even If I load it and brutalv21 only it does not work. What is this eh?
This mod does not seem to work with either A: Zandronum 3.1 or B: The BFG Edition IWADs. No matter what load order I do it keeps on saying "fatal error".
that is idkfa essentially
Pal, You messed upwhile zipping the mod folder. You accidentally zipped you IWAD folder along with the addon folder. Thanks for the free IWADs though.
SGTMarkVI
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