Major Cooke wrote:A reminder, you are not permitted to use the Death Bringer's sprites or vocals in any mod releases outside of AEoD.
Ignore the chicken mode. It's an incompleted feature that I forgot to remove when adding that to the menudef.
Oh and just so you know, you can expect the current release to be the last one to remain on DECORATE so if RO doesn't update to ZScript, have fun trying to port any new enemies over from future releases. It will become far harder to take apart the mod than ever before -- not exactly by choice, but because of the systems I plan on implementing to clean up the code gratuitously.
No seriously, it's in need of some heavy-ass scrubbing.
Well, one of the major things I did was completely scrub the weapon sprites out entirely, as well as menu sounds, weapon sounds, and weapon lighting from AEoD itself. As far as Death Bringer's stuff goes, I'm not entirely sure which stuff is his or not, but I never intended on releasing this content anyway, I just wanted to do it for myself seeing how most people who play AEoD probably wouldn't want RO weapons in the first place, and most people who play RO don't really care about how strong or weak monsters are, just that they die, I was just getting tired of seeing the same monsters over and over again lol.
Either way, I couldn't get AEoD to work with RO, all of the spawner .txt files all popped errors, for whatever reason RO just wasn't having it having them there.
About the only thing I can think of to make everything work at this point would be to just move RO into AEoD, and remove RO's spawner scripts and just have AEoD handle everything, though I'd have to deal with an additional like 25 to 30 weapons on top of everything in AEoD, the only thing I find myself lucky on is none of the sprite, graphic, or sound files have the same name between the two mods so I wouldn't have to make huge changes, but I'd have to rename all the menu sounds from RO to AEoD's menu sounds to overwrite them and somehow get RO's MENUDEF content into AEoD's MENUDEF, and somehow get the ACS files to play nicely between the two, along with RO's player classes and apply AEoD's weapon, item, and power-up classes over to AEoD's stuff. I'll have to try it next weekend, it took close to 14 hours trying to fiddle with AEoD to conform to RO, should be easier to make RO to fit into AEoD. If I can get it to run at least I can just replace AEoD's weapon/item/power-up spawns to just be nothing but RO's stuff, then make RO's weapons use AEoD's ammo pools