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[not a bug] AltHud Bug?

Posted: Wed Jan 18, 2006 0:42
by Deathlike2
If a PWAD has modified a weapon, the althud does not use the weapon as defined by that PWAD...

It seems that the altdefcf.lmp file overrides it (like the Doom pistol).

I was thinking that it should ignore the altdefcf lump's redefinition if you can detect whether the PWAD modifies a weapon that was defined in the altdefcf lump.

If that's not a bug, could you add a switch in GZDoom to use/not use the altdefcf lump?

Posted: Wed Jan 18, 2006 0:50
by Graf Zahl
No, I won't change it because it'd amount to second guessing the mapper's intent. That won't work in most cases so I won't even try. Besides, only in rare circumstances it is reliably detectable that it should be ignored.


The only changes the default ALTHUDCF lump makes are:

- The pistol gets a useful icon
- The Fist and the Punch Dagger get a different icon from the attack sequence because the initial frame is not the best.

If weapons without pickup sprite get replaced there will be some problems. It is quite unavoidable that you have to fix them yourself because there is no good automatic solution .

Posted: Wed Jan 18, 2006 1:09
by Deathlike2
Well, I also see that the lump also effectively removes the chicken beak and the pig snout from Heretic and Hexen respectively. Is that the fix for the bug reported many versions back?

I'm not sure if it's worthwhile implementing (it's a suggestion really), but if you could implement it as such that if you "change state" that you would hide weapons from the list or add weapons to the list depending on your state. That would be the better fix for the problem. I'm not sure if you think that would be a worthy change.

Posted: Wed Jan 18, 2006 1:42
by Graf Zahl
Deathlike2 wrote:Well, I also see that the lump also effectively removes the chicken beak and the pig snout from Heretic and Hexen respectively. Is that the fix for the bug reported many versions back?
Indeed. It was the easiest way to get rid of them.
I'm not sure if it's worthwhile implementing (it's a suggestion really), but if you could implement it as such that if you "change state" that you would hide weapons from the list or add weapons to the list depending on your state. That would be the better fix for the problem. I'm not sure if you think that would be a worthy change.
And who defines the 'state'?

Posted: Wed Jan 18, 2006 1:58
by Deathlike2
And who defines the 'state'?
I'm not sure really... I haven't made a map, so I wouldn't really know. I would think part would be GZDoom (well, specifically ZDoom probably) in the case of being changed into a pig in Hexen (from that projectile that changes you into a pig). Being a pig would be a state, or maybe a "class change" or something like that.

I'm really not sure how to go about it as I've said, but I think there are already methods of making this happen since ZDoom is a mapper's port. Basically, let's say there was a like a "weapons" mod where based on your current state or class.. you would be able to use a different set of weapons once you changed state. I really don't know how to explain it better.

ZDoom should have the ability be able to make it happen... For the pig/chicken mode, it would be handled internally within ZDoom... and separately have functions to be able to make this happen.