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Ar_e_en

Trying to test out MBF21 DeHackEd, crash problems experienced on WOOF.

Question

Trying to test some things on MBF21 DeHackEd through WOOF. Specifically about A_WeaponBulletAttack.

 

Here is my test patch:

Patch File for DeHackEd v3.0

Doom version = 21
Patch format = 6

Frame 1100
Duration = 3
Sprite number = 9
Sprite subnumber = 1
Next frame = 1101
Args1 = 65541
Args2 = 65541
Args3 = 3
Args4 = 10
Args5 = 10

Frame 1101
Duration = 3
Sprite number = 9
Sprite subnumber = 0
Next frame = 1102
Args1 = 3

Frame 1102
Duration = 3
Sprite number = 9
Sprite subnumber = 0
Next frame = 16

Weapon 1
Shooting frame = 1100

[CODEPTR]
FRAME 1100 = A_WeaponBulletAttack
FRAME 1101 = A_ConsumeAmmo
FRAME 1102 = ReFire

Ignore the durations, sprite numbers and sprite subnumbers.

 

If I try to launch this patch with WOOF - I get this error:

Loading DEH file test_BEXv1.bex
Action (NULL) on state 1100 expects no more than 0 nonzero args (5 found). Check your dehacked.

Questions:

  1.  How do I solve this error?
  2.  How do I correctly implement the fixed-point numbers for the specific arguments that require them? (Example: is the number 65541 equivalent to 1.5 or not?)
  3.  What are the standard values for the normal DOOM pistol, shotgun, SSG and chaingun? (Things like damage, vertical spread, random-damage multiplier, etc.)

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22 minutes ago, Ar_e_en said:

 How do I solve this error?

 

Two things:

 

  1. actions should not have the "A_" prefix
  2. you somehow got a UTF-8 byte order mark at the end of the "FRAME 1100 = A_WeaponBulletAttack" line. Two ways to get rid of it:
    • move the cursor at the end of that line and press backspace
    • switch your text editor's encoding to ASCII/ANSI. Then you'll see those characters (it'll look like "FRAME 1100 = A_WeaponBulletAttack" (note the 3 additional characters at the end)) and can delete them.

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Alright, I changed up the patch to this:

Patch File for DeHackEd v3.0

Doom version = 21
Patch format = 6

Frame 1100
Duration = 3
Sprite number = 9
Sprite subnumber = 1
Next frame = 1101
Args1 = 98304
Args2 = 98304
Args3 = 3
Args4 = 10
Args5 = 10

Frame 1101
Duration = 3
Sprite number = 9
Sprite subnumber = 0
Next frame = 1102
Args1 = 3

Frame 1102
Duration = 3
Sprite number = 9
Sprite subnumber = 0
Next frame = 16

Weapon 1
Shooting frame = 1100

[CODEPTR]
FRAME 1100 = WeaponBulletAttack
FRAME 1101 = ConsumeAmmo
FRAME 1102 = ReFire

It works now! Thank you!

Also I changed 65541 to 98304 because 98304 is actually 1.5 in fixed-point terms, at least I think it is. I found this information from the ZDoom wiki strangely enough.

 

Now I just need to know if my understanding of fixed point numbers is accurate and what are the base values for all the player hitscan weapons.

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