Should be:ImpieTwo wrote:-Fixed that annoying error that replaces all the monsters midway through. Should now be all Splatterhouse, all the time.
Isn't always
(quick kick to show it is the new version)
Code: Select all
Script warning, "splat3d.pk3:bdoom_sh.wad:BW_PLAS" line 91:
Tried to define class 'PlasmaBall1' more than once. Renaming class to 'PlasmaBall1@splat3d.pk3@bdoom_sh.wad@BW_PLAS'
Yeah, I've noticed that since early builds and I can't find what it's talking about to save my life...Enjay wrote:Another much more minor thing (which you may have noticed):Code: Select all
Script warning, "splat3d.pk3:bdoom_sh.wad:BW_PLAS" line 91: Tried to define class 'PlasmaBall1' more than once. Renaming class to 'PlasmaBall1@splat3d.pk3@bdoom_sh.wad@BW_PLAS'
Weird, I musta mixed them up without ever noticing. I'll swap 'em in the next update.[edit] Oh, and while I'm at it, this bothered me more than it should (perhaps it is meant to):
The file BW_PLAS inside the BDoom_SH.wad file in your PK3 defines an actor called PlasmaBall1. The problem is that GZDoom already has an actor of that name (it's the green version of the player plasma bullet fired by the press release version of both the plasma gun and the BFG). The one in BDoom_SH.wad should be renamed to something else, as should any instances where that actor is called by other actors (though I think it's only used by the plasma rifle defined in the same file) and perhaps any other instances that might exist (e.g. in gldefs).ImpieTwo wrote:Yeah, I've noticed that since early builds and I can't find what it's talking about to save my life...
So I could rename it PlasmaBall2 and it shouldn't affect anything?Enjay wrote:The file BW_PLAS inside the BDoom_SH.wad file in your PK3 defines an actor called PlasmaBall1. The problem is that GZDoom already has an actor of that name (it's the green version of the player plasma bullet fired by the press release version of both the plasma gun and the BFG). The one in BDoom_SH.wad should be renamed to something else, as should any instances where that actor is called by other actors (though I think it's only used by the plasma rifle defined in the same file) and perhaps any other instances that might exist (e.g. in gldefs).ImpieTwo wrote:Yeah, I've noticed that since early builds and I can't find what it's talking about to save my life...
That wouldn't be a good choice because GZDoom also has a PlasmaBall2 already [wiki]Classes:PlasmaBall2[/wiki]. Just rename it to something that you know will be unique (e.g. ImpieTwoPlasmaBall1) and make sure that anywhere else in the code also uses the updated name. Like I said, I think it's only used in the plasma weapon (3 times) in the same file (and I don't think that's even used in the mod) so it's not that important to rename the places where the actor is called from (i.e. the weapon code) but if you don't, and for some reason you decide to enable the weapon at some point, it will be trying to fire the built-in PlasmaBall1 actor, but the actor won't work properly unless you include the resources needed by it, and your one will be completely ignored by the weapon.ImpieTwo wrote:So I could rename it PlasmaBall2 and it shouldn't affect anything?
Honestly most of the stuff in that file I don't use at all, I just don't know what I can delete to reduce file size, and what needs to stay so the fist, ssg, and saw work correctly, in the event of shared assets.
That's the fist I actually used. I've recently added the fighter's arm so it looks better widescreen.Korell wrote:There are two at the bottom of the Doomguy Hands section that might fit (the ones that look similar to yours in the above images). Alternatively, you could apply a darkening filter to the upper arm until it has the same kind of colour as the lower part of the arm and the hand.