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>> No.8002319 [View]
File: 133 KB, 1920x1080, dehacked test june 2021.png [View same] [iqdb] [saucenao] [google]
8002319

>>8002126
> I noticed some monsters might not work properly in some sourceports like in Prboom+UM and GZdoom
That monster uses a custom projectile codepointer that only MBF21 has
>Also that cyberbaron can damage/kill himself for some reason.
MBF21 makes him into a boss (full volume sound + rocket immune)

> how do you add those custom monsters to the map editor
Open the map in the map editor, and look at the "?" things. They have the thing ID of whatever custom monster I placed there. I use GZDoomBuilder, just in case it doesn't appear in your editor.

To view the list of all the custom things, you can open the wad in Slade, open the dehacked, and look at the list near the top that tells all the names of the things. Or, export the dehacked file, open it in Whacked, and you get a smaller list, pic rel

>Smooth animations or new weapons is not something that I have in mind rn, it can delay the project quite a lot that's for sure...
It won't delay it, but I still agree no need for smooth weapon animations, that was just me testing stuff. I personally recommend using Preacher's weapon sprites, and also buffing the tommygun (chaingun) rate of fire from ~500 to ~700 RPM to match the real-life tommy gun

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