by Lord Misfit » Sat Dec 08, 2018 6:36 pm
If you play LegendDoomLite or any variant of it, monsters will give off a looping noise of sorts when they go Legendary to alert the player when they are close by. However when they die, that looping sound always stopped. However since 3.7-pre746-ge83af1590 and later, killing a transformed Legendary monster no longer cuts off said looping sound, causing it to endlessly loop from the dead monster's position with no real way to stop it, which also throws off players trying to listen for other possible Legendary monsters.
You can test it w/ @
https://www.dropbox.com/s/zl95va502mcxs ... 0.pk3?dl=1 and set the mod's "Die.exe" option to "...has finished installing" and load a map to test it out immediately since that option makes all monsters turn Legendary instead of it being randomized.
Minor Edit for clarification: pre-733 still works as it should with the looping sound getting cut off when the enemy dies, the change is somewhere between 733 and 746 it seems.
If you play LegendDoomLite or any variant of it, monsters will give off a looping noise of sorts when they go Legendary to alert the player when they are close by. However when they die, that looping sound always stopped. However since 3.7-pre746-ge83af1590 and later, killing a transformed Legendary monster no longer cuts off said looping sound, causing it to endlessly loop from the dead monster's position with no real way to stop it, which also throws off players trying to listen for other possible Legendary monsters.
You can test it w/ @ [url]https://www.dropbox.com/s/zl95va502mcxsg3/LegenDoomLite_3.0.pk3?dl=1[/url] and set the mod's "Die.exe" option to "...has finished installing" and load a map to test it out immediately since that option makes all monsters turn Legendary instead of it being randomized.
Minor Edit for clarification: pre-733 still works as it should with the looping sound getting cut off when the enemy dies, the change is somewhere between 733 and 746 it seems.