
affandede, I might be able to help out - how much did you want to pare it down? A lot of effects will be tied into the monsters and weapons - are you interested in just the new monster behaviours, or the blood effects on them as well?
If it is possible, I want to create a version with monster behaviours and blood effects both, to play with gameplay mods like Doom Incarnate. By the way, are BDLite monsters coded in a way that allow to trigger specific deaths/immunities like plasma deaths or burning ones? Aforementioned Doom Incarnate and Kriegsland Enemies Pack go well in this; mechanical enemies are immune to fire attacks and plasma disintegrates enemies.DavidN wrote:affandede, I might be able to help out - how much did you want to pare it down? A lot of effects will be tied into the monsters and weapons - are you interested in just the new monster behaviours, or the blood effects on them as well?
EeeexcellentDavidN wrote:- Moved monster and player projectiles out to their own files so that monsters/weapons can safely be commented out
Other issue is that you make the taller enemies have a height check, which Zandro doesn't support. I already fixed that, and may someday finish the Zandronum version, but it's from v1.0 and it's unlikely i will update it.DavidN wrote:Thanks for all the comments and suggestions so far - I stepped away from this for a bit but have just released a 1.1 version which can be downloaded from the same place. (The PK3 will be identified as v1.1 in the DetailedCredits.txt - I'm still trying to track down a few entries for that file that were missed in the original).
Updates and fixes:
- Plasma ball dynamic light now fades correctly
- Archvile fire replaced with the less screen-filling one from Freedoom
- More HD sounds added to replace original Doom ones
- BFG sounds replaced
- Removed reliance on checkCapacity ACS function - I didn't realize that checking against zero in CheckInventory checked against your maximum limit!
- Raised the BFG damage a bit
- You are now marginally less likely to be able to punch a monster through a solid wall with your fist
- Moved monster and player projectiles out to their own files so that monsters/weapons can safely be commented out
- Altered demon death states so that their arm doesn't fall off so much
If you'd like to get this to work with Zandronum then I welcome contributions! I see that it fails because of the use of DoomEdNums, which I'd rather keep - there might be other issues underneath that as well.
Yes, you can do the same with the monsters and load it with a monsters mod.Beezle wrote:If one wanted to, they could just open up Slade comment out weapons, and load this with a weapons mod?