cchest.wad
cchest.wad
I was having great fun with this WAD until I hit MAP06 - Going Down by Magikal. I have destroyed all the seargants and revenants on both sides of the blue room at the bottom (?) of the level, and found the hidden rockets and rocket launcher... but now nothing else will happen.
Is this a bug? I have played MAPs 01-05 with WEAP03.WAD, no problem.
Also, I specifically tell ZDL to load the .bex and .deh included with the .ZIP.
Anyone else here played through cchest?
Is this a bug? I have played MAPs 01-05 with WEAP03.WAD, no problem.
Also, I specifically tell ZDL to load the .bex and .deh included with the .ZIP.
Anyone else here played through cchest?
- Desert_Fox
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- Project Shadowcat
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- wildweasel
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Community Chest
Sorry. I posted in Projects because I thought Community Chest was a completed ZDoom project, and members of this forum would have been involved in its creation.
And yeah, I use the weapon mods from 99weapons.zip, and I use randomize.monsters.wad, which randomly swaps out the original monsters and substitutes them with "sub-types" from the Monster Resource.
I do this because I'm bored to death with the original weapons and monsters. After 10+ years of Doom, who isn't?
I think the reason some WADs don't respond kindly to this treatment, is because they have very specific ACS coding, which says something like "if all monsters of type <N> are killed in this sector, jump to this code label".
Change the type and nothing happens.
If I could figure out what kind of ACS commands do this, I could write a parser to change it to "if all actors of any type are killed in this sector, jump to this code label".
I think this is worth doing. You really need to play with randomize.monsters.wad to appreciate how fun and unpredictable it makes Doom. Weapon mods usually make the game too easy... but now, one hasty run through a room, and the harmless Zombieman you expected turns out to be a Rocket Zombie... instant death!
If anyone here is interested, I could upload randomize.monsters.wad to the Doomworld archive.
And yeah, I use the weapon mods from 99weapons.zip, and I use randomize.monsters.wad, which randomly swaps out the original monsters and substitutes them with "sub-types" from the Monster Resource.
I do this because I'm bored to death with the original weapons and monsters. After 10+ years of Doom, who isn't?
I think the reason some WADs don't respond kindly to this treatment, is because they have very specific ACS coding, which says something like "if all monsters of type <N> are killed in this sector, jump to this code label".
Change the type and nothing happens.
If I could figure out what kind of ACS commands do this, I could write a parser to change it to "if all actors of any type are killed in this sector, jump to this code label".
I think this is worth doing. You really need to play with randomize.monsters.wad to appreciate how fun and unpredictable it makes Doom. Weapon mods usually make the game too easy... but now, one hasty run through a room, and the harmless Zombieman you expected turns out to be a Rocket Zombie... instant death!
If anyone here is interested, I could upload randomize.monsters.wad to the Doomworld archive.
- Project Shadowcat
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Re: Community Chest
Community Chest is a limit-removing or a Boom project, not for ZDoom in specific (IIRC).marco75 wrote:Sorry. I posted in Projects because I thought Community Chest was a completed ZDoom project, and members of this forum would have been involved in its creation.
You sure this wasn't MAP07 this happened in?And yeah, I use the weapon mods from 99weapons.zip, and I use randomize.monsters.wad, which randomly swaps out the original monsters and substitutes them with "sub-types" from the Monster Resource.
I do this because I'm bored to death with the original weapons and monsters. After 10+ years of Doom, who isn't?
I think the reason some WADs don't respond kindly to this treatment, is because they have very specific ACS coding, which says something like "if all monsters of type <N> are killed in this sector, jump to this code label".
Change the type and nothing happens.
... Are you sure it's not uploaded to the /idgames archive already? Isn't that where you got it from in the first place? Correct me if I'm wrong.If I could figure out what kind of ACS commands do this, I could write a parser to change it to "if all actors of any type are killed in this sector, jump to this code label".
I think this is worth doing. You really need to play with randomize.monsters.wad to appreciate how fun and unpredictable it makes Doom. Weapon mods usually make the game too easy... but now, one hasty run through a room, and the harmless Zombieman you expected turns out to be a Rocket Zombie... instant death!
If anyone here is interested, I could upload randomize.monsters.wad to the Doomworld archive.
Re: Community Chest
How do you intend to do that, exactly? It's virtually impossible for a parser to just sift through an ACS source (assuming the source is even provided in the WAD) and determine exactly what the author intended, and then come up with a way to take into account the monster "variants". Even if you could, this wouldn't fix cases where the actor has the special assigned to itself.marco75 wrote:I think the reason some WADs don't respond kindly to this treatment, is because they have very specific ACS coding, which says something like "if all monsters of type <N> are killed in this sector, jump to this code label".
Change the type and nothing happens.
If I could figure out what kind of ACS commands do this, I could write a parser to change it to "if all actors of any type are killed in this sector, jump to this code label".
- Desert_Fox
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Re: Community Chest
May I ask what IIRC is?Project Dark Fox wrote:Community Chest is a limit-removing or a Boom project, not for ZDoom in specific (IIRC).