Starter's Problem: pt2

MacroPoli13

Member
Ok, I see this is going to be a reoccurring thing.
I'm attempting to port a 2.1 character (cream) into 2.2.
Idle, wait and walk all work just fine
BUT
once I got to her flying sprites, they just don't work.
Like, the game works as necessary, but the sprites don't render.
Any recommendations on how this can be fixed, and her sprites show up ingame?
 
2.2 changed the sprite naming system. The old 2.1 scripts are probably still looking for sprites names along 2.1 era lines. Fix the names in those scripts to match the new sprite naming conventions.
 
2.2 changed the sprite naming system. The old 2.1 scripts are probably still looking for sprites names along 2.1 era lines. Fix the names in those scripts to match the new sprite naming conventions.
Would those be found in S_SKIN, OBJCTFG or LUA_GAME?
 
They’ll likely be in the part of whichever script handles her flight states.
LUA_GAME includes these:

"S_PLAY_CFLY1",
"S_PLAY_CFLY2",
"S_PLAY_CFLY3",
"S_PLAY_CFLY4",
"S_PLAY_CFLY5",
"S_PLAY_CFLY6",
"S_PLAY_CFLY7",
"S_PLAY_CFLY8",
"SPR_CFLY")

these are the right things, right? If so, what should I change these to?
 
That part of the script is freeslotting the names of states so that the game reserves slots for them. You will need to go to each of those states elsewhere in the script and change the SpriteName to whatever the flying sprite names currently are.
 
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That part of the script is freeslotting the names of states so that the game reserves slots for them. You will need to go to each of those states elsewhere in the script and change the SpriteName to whatever the flying sprite names currently are.
Underneath THAT is this:

states[S_PLAY_CFLY1] = {SPR_CFLY, 0, 4, nil, 0, 0, S_PLAY_CFLY2}
states[S_PLAY_CFLY2] = {SPR_CFLY, 1, 4, nil, 0, 0, S_PLAY_CFLY3}
states[S_PLAY_CFLY3] = {SPR_CFLY, 2, 4, nil, 0, 0, S_PLAY_CFLY4}
states[S_PLAY_CFLY4] = {SPR_CFLY, 3, 4, nil, 0, 0, S_PLAY_CFLY5}
states[S_PLAY_CFLY5] = {SPR_CFLY, 4, 4, nil, 0, 0, S_PLAY_CFLY6}
states[S_PLAY_CFLY6] = {SPR_CFLY, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_CFLY7}
states[S_PLAY_CFLY7] = {SPR_CFLY, 6, 4, nil, 0, 0, S_PLAY_CFLY8}
states[S_PLAY_CFLY8] = {SPR_CFLY, 7, 4, nil, 0, 0, S_PLAY_CFLY1}

I presume these are what I'm looking for?
 
Underneath THAT is this:

states[S_PLAY_CFLY1] = {SPR_CFLY, 0, 4, nil, 0, 0, S_PLAY_CFLY2}
states[S_PLAY_CFLY2] = {SPR_CFLY, 1, 4, nil, 0, 0, S_PLAY_CFLY3}
states[S_PLAY_CFLY3] = {SPR_CFLY, 2, 4, nil, 0, 0, S_PLAY_CFLY4}
states[S_PLAY_CFLY4] = {SPR_CFLY, 3, 4, nil, 0, 0, S_PLAY_CFLY5}
states[S_PLAY_CFLY5] = {SPR_CFLY, 4, 4, nil, 0, 0, S_PLAY_CFLY6}
states[S_PLAY_CFLY6] = {SPR_CFLY, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_CFLY7}
states[S_PLAY_CFLY7] = {SPR_CFLY, 6, 4, nil, 0, 0, S_PLAY_CFLY8}
states[S_PLAY_CFLY8] = {SPR_CFLY, 7, 4, nil, 0, 0, S_PLAY_CFLY1}

I presume these are what I'm looking for?
yep, change SPR_CFLY to SPR_(whatever the fuck the sprites are actually called)
 
yep, change SPR_CFLY to SPR_(whatever the fuck the sprites are actually called)
Alright, we'll see if that works.
Post automatically merged:

Once again, game works, but sprites don't load.

The first sprite is called FLY_A1
so
would the first state be called
states[S_PLAY_FLY_A1]
or what
because I'm confused at this point
 
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Alright, we'll see if that works.
Post automatically merged:

Once again, game works, but sprites don't load.

The first sprite is called FLY_A1
so
would the first state be called
states[S_PLAY_FLY_A1]
or what
because I'm confused at this point
Pretty likely, yeah. I'm not quite experienced in this field yet but assuming that you'd change it to that, all instances of "SPR_CFLY" should be renamed to "SPR_FLY_". I'd recommend resorting to the SRB2 Wiki though.
 
Pretty likely, yeah. I'm not quite experienced in this field yet but assuming that you'd change it to that, all instances of "SPR_CFLY" should be renamed to "SPR_FLY_". I'd recommend resorting to the SRB2 Wiki though.
by "SPR_FLY_", do you mean that ALL of them should be renamed to it? Or what?
This is the entire section of the flying thing, i'm sure:

states[S_PLAY_FLY_1] = {SPR_FLY, 0, 4, nil, 0, 0, S_PLAY_FLY_2}
states[S_PLAY_FLY_2] = {SPR_FLY, 1, 4, nil, 0, 0, S_PLAY_FLY_3}
states[S_PLAY_FLY_3] = {SPR_FLY, 2, 4, nil, 0, 0, S_PLAY_FLY_4}
states[S_PLAY_FLY_4] = {SPR_FLY, 3, 4, nil, 0, 0, S_PLAY_FLY_5}
states[S_PLAY_FLY_5] = {SPR_FLY, 4, 4, nil, 0, 0, S_PLAY_FLY_6}
states[S_PLAY_FLY_6] = {SPR_FLY, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_FLY_7}
states[S_PLAY_FLY_7] = {SPR_FLY, 6, 4, nil, 0, 0, S_PLAY_FLY_8}
states[S_PLAY_FLY_8] = {SPR_FLY, 7, 4, nil, 0, 0, S_PLAY_FLY_1}

do you think you could show me how you think it would look?
 
by "SPR_FLY_", do you mean that ALL of them should be renamed to it? Or what?
This is the entire section of the flying thing, i'm sure:

states[S_PLAY_FLY_1] = {SPR_FLY, 0, 4, nil, 0, 0, S_PLAY_FLY_2}
states[S_PLAY_FLY_2] = {SPR_FLY, 1, 4, nil, 0, 0, S_PLAY_FLY_3}
states[S_PLAY_FLY_3] = {SPR_FLY, 2, 4, nil, 0, 0, S_PLAY_FLY_4}
states[S_PLAY_FLY_4] = {SPR_FLY, 3, 4, nil, 0, 0, S_PLAY_FLY_5}
states[S_PLAY_FLY_5] = {SPR_FLY, 4, 4, nil, 0, 0, S_PLAY_FLY_6}
states[S_PLAY_FLY_6] = {SPR_FLY, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_FLY_7}
states[S_PLAY_FLY_7] = {SPR_FLY, 6, 4, nil, 0, 0, S_PLAY_FLY_8}
states[S_PLAY_FLY_8] = {SPR_FLY, 7, 4, nil, 0, 0, S_PLAY_FLY_1}

do you think you could show me how you think it would look?

Well.. based on what I know, I think it should look like this.

states[S_PLAY_FLY1] = {SPR_FLY_, 0, 4, nil, 0, 0, S_PLAY_FLY2}
states[S_PLAY_FLY2] = {SPR_FLY_, 1, 4, nil, 0, 0, S_PLAY_FLY3}
states[S_PLAY_FLY3] = {SPR_FLY_, 2, 4, nil, 0, 0, S_PLAY_FLY4}
states[S_PLAY_FLY_4] = {SPR_FLY_, 3, 4, nil, 0, 0, S_PLAY_FLY5}
states[S_PLAY_FLY5] = {SPR_FLY_, 4, 4, nil, 0, 0, S_PLAY_FLY6}
states[S_PLAY_FLY6] = {SPR_FLY_, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_FLY7}
states[S_PLAY_FLY7] = {SPR_FLY_, 6, 4, nil, 0, 0, S_PLAY_FLY8}
states[S_PLAY_FLY8] = {SPR_FLY_, 7, 4, nil, 0, 0, S_PLAY_FLY1}

Of course you also need to change the names on the freeslots to match the name of the states here and also change the SOC of the states there but at this point I'm just guessing since I'm on a trip and don't have access to my computer right now.
 
Well.. based on what I know, I think it should look like this.

states[S_PLAY_FLY1] = {SPR_FLY_, 0, 4, nil, 0, 0, S_PLAY_FLY2}
states[S_PLAY_FLY2] = {SPR_FLY_, 1, 4, nil, 0, 0, S_PLAY_FLY3}
states[S_PLAY_FLY3] = {SPR_FLY_, 2, 4, nil, 0, 0, S_PLAY_FLY4}
states[S_PLAY_FLY_4] = {SPR_FLY_, 3, 4, nil, 0, 0, S_PLAY_FLY5}
states[S_PLAY_FLY5] = {SPR_FLY_, 4, 4, nil, 0, 0, S_PLAY_FLY6}
states[S_PLAY_FLY6] = {SPR_FLY_, 5, 4, A_PlaySound, sfx_pudpud, 1, S_PLAY_FLY7}
states[S_PLAY_FLY7] = {SPR_FLY_, 6, 4, nil, 0, 0, S_PLAY_FLY8}
states[S_PLAY_FLY8] = {SPR_FLY_, 7, 4, nil, 0, 0, S_PLAY_FLY1}

Of course you also need to change the names on the freeslots to match the name of the states here and also change the SOC of the states there but at this point I'm just guessing since I'm on a trip and don't have access to my computer right now.
So I tried it, and the game worked with no warning
but the sprites didn't work.
This is becoming a lager problem than I thought
What should I do now? Do you know anyone with experience?
 
Do the names of the sprites match the names of the sprites listed in the states? Do those sprites correspond with 2.2 naming conventions? Are they stored in the right place in the file?
 
Do the names of the sprites match the names of the sprites listed in the states? Do those sprites correspond with 2.2 naming conventions? Are they stored in the right place in the file?
1.What?
2.Don't know, how should they be called?
3.What do you mean by "in the right place"?

sorry, I'm just seriously confused due to it being the first time I hear any of these terms in such sense.
 
1.What?
2.Don't know, how should they be called?
3.What do you mean by "in the right place"?

sorry, I'm just seriously confused due to it being the first time I hear any of these terms in such sense.
1. I think they mean the condition the character is in (hurt, idle, jump, etc.)
2. You can edit the files for personal usage using SLADE, or find a 2.2-compatible version.
3. The files inside the WAD or PK3 could be placed correctly for 2.1, but misplaced for 2.2.
If this doesn't help, refer to the SRB2 Wiki guide or an updated YouTube guide.
 
1.What?
2.Don't know, how should they be called?
3.What do you mean by "in the right place"?

sorry, I'm just seriously confused due to it being the first time I hear any of these terms in such sense.
I would recommend reading the Wiki's Custom Character Tutorial if you are unfamiliar with those.
 

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