drfrag wrote:Sadly (for some) it doesn't work with the vintage buid due to a syntax change i missed and i've just released 3.8.2 (but all that localization stuff is not really supported, it's hacked). That 'static Font OptionFont()' function always returns NewSmallFont so i don't get what it is for, i guess in the future it will allow other fonts. Changing 'OptionFont()' to 'NewSmallFont' makes it run. I've uploaded a "fix" but unfortunately it's too late.
Murix wrote:And not sure where the bone thing came from but as you told me elsewhere, just putting +NoBlood does the job at excluding a monster from this effect.
Tekish wrote:There appears to be some sort of issue with blood effects not showing in GZDoom 4.1.3. With a fresh copy of GZDoom and a default config (with no other mods), everything else works (gibs, wall splats, blood pools, etc.), but whenever you shoot an enemy, the standard Doom blood impact is all that you'll see.
Tekish wrote:Like I said, I loaded it with no other mods, and all of the settings (including GZDoom's for testing purposes) are at their defaults.
Neccronixis wrote:There is a sprite conflict running this mod with Smooth Doom; sprites names must be the same as some of the Imp's fireball frames.
Nash wrote:Re sprite name collision:
Ugh, I wonder when will it ever end... frankly speaking, I am getting tired of being the submissive one and having to rename my sprites. Why not OTHER mods change their sprite names?I can't be doing this forever.
REALLY wish we had sprite namespaces... >_<
(I don't mean to diss other mods, this is not their fault. It's just that this problem happens too often and there's no long-term solution to this. SOMEONE has to give in and change their sprite name, and this is NOT a good solution)
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