Eh, it's fine the way it is.zrrion the insect wrote:If you use A_Playsound/A_PlaysoundEx and specify CHAN_AUTO, you tend to have less problems with sounds doing that.
Anyway, I'm releasing this super WIP beta of the Monsterpack now.
MONSTERPACK BETA 1
Currently has all normal enemies replaced, with fixed offsets (Thanks to Revenant100), custom blood colors, some new behaviours and tricks. Some enemies are identical gameplay-wise, others like Revenants change their attack style on low health. The fixed offsets have also been applied to the custom monsters within, so they don't look silly rotated when compared to the fixed vanilla sprites.
About half of the Nightmare enemies are done, and will appear ingame to make you suffer. The ones that have not yet been completed obviously do not spawn. Same goes for Cybernetic enemies.
The extra difficulties currently do not work properly, due to the enemies that need to spawn not actually existing. You can play it, but the missing enemies will be replaced by stock Doom enemies, rather than my altered ones.
And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.
There are quite a few placeholder sprites in the wad currently. The Nightmare Demon, Former Captain with Plasma Rifle, and Elite Former Humans with the Combat Pistol and Handcannon are all placeholder sprites, and will be changed.
Also, when more complete there will be two versions of this pack. This current one is vanilla-compatible, and will work with other weapon packs just fine. Later, I'll make a version that has enemies dropping specific DoomRL weapons, to use alongside Arsenal.