[96] ZDoomcmp1.wad problem

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Expand view Topic review: [96] ZDoomcmp1.wad problem

Re: [96] ZDoomcmp1.wad problem

by Bio Hazard » Thu Mar 03, 2005 10:06 pm

Firefox wrote:it wouldn't freeze none of the enemys
well then its working properly :)

by Firefox » Wed Mar 02, 2005 12:16 pm

Thanks for the info.

by Graf Zahl » Wed Mar 02, 2005 3:43 am

One more thing: As soon as there is a ZDoom version with weapon support in DECORATE this WAD will be updated to use that instead of the current DEHSUPP modification.

by Firefox » Wed Mar 02, 2005 1:27 am

All the weapons are back and working again. You have been really kind, thank you very much. :thumb:

by Anakin S. » Tue Mar 01, 2005 11:18 pm

It's probably the DEHSUPP lump. If this is the case, you just need to define BlasterPuff1 and BlasterPuff2 in the wad's DECORATE lump.

Code: Select all

ACTOR BlasterPuff1
{ 
   +NOBLOCKMAP +NOGRAVITY +NOTELEPORT +CANNOTPUSH
   RenderStyle Translucent 
   Alpha 0.75 
   States 
   { 
   Spawn: 
      FX17 AB 3 BRIGHT 
      FX17 CDE 4 BRIGHT 
      Stop 
   } 
} 

ACTOR BlasterPuff2 
{ 
   +NOBLOCKMAP +NOGRAVITY +NOTELEPORT +CANNOTPUSH
   RenderStyle Translucent 
   Alpha 0.75 
   States 
   { 
   Spawn: 
      FX17 FG 3 BRIGHT 
      FX17 HIJKL 4 BRIGHT 
      Stop 
   } 
}
Randy removed these classes and replaced them with BlasterPuff. Dehsupp expects them but can't find them, so the dehacked patch won't load without them. Since DECORATE is used to define new classes, put these definitions into that lump and it should work.

[96] ZDoomcmp1.wad problem

by Firefox » Tue Mar 01, 2005 10:23 pm

I was playing the ZDoom Community Project Wad with .96 and when I got the freeze weapon, it wouldn't freeze none of the enemys. Also the other powerful rocket launcher is missing as well, it all works in 63A.

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