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Re: Dark Forces

PostPosted: Mon Jun 29, 2015 9:30 pm
by wildweasel
Well, you're probably going to want to have a lump called GLDEFS in there somewhere that has #include lines for the other two things. I'm not sure that "Doomdefs" works in PWADs; it might be restricted to gzdoom.pk3's use only.

Re: Dark Forces

PostPosted: Mon Jun 29, 2015 9:46 pm
by BloodShot
it is a pk3 though

tried both adding a gldefs with #include, and changing doomdefs to gldefs instead, neither with any success

Re: Dark Forces

PostPosted: Mon Jun 29, 2015 11:40 pm
by Lex Safonov
BloodShot wrote:I've started working on a texture replacement pk3 for this

At the very least that way doom will look like Dark Forces

Mod for mod?) It's good idea.

Some another progress guys:
Image
Normal Sky.
Image
And polyobjects
It's hard work for me, my knowledge of your mappings are very small and map editor gives constant errors when editing the geometry level. :)