Any chance of you sending me your file via pm? Not that I am lazy or do not have the MLs but there is no need to invent the wheel twiceGez wrote:Countless useful edits

Any chance of you sending me your file via pm? Not that I am lazy or do not have the MLs but there is no need to invent the wheel twiceGez wrote:Countless useful edits
Well, it's too big to be attached to a PM.Tormentor667 wrote:Any chance of you sending me your file via pm? Not that I am lazy or do not have the MLs but there is no need to invent the wheel twice
The maps that use a starry sky are COMBINE, GERYON, MANOR, MINOS, NESSUS, TTRAP, VESPERAS and VIRGIL. (They don't actually use all the same sky texture, but close enough that only one is needed.)Crashbanito wrote:Exactly which skies are incorrect? I've never played the master levels outside of zdoom, so what should I worry about changing?
Right. It's whatever works really. But I guess I should include that in the instructions file.Gez wrote:Rather than renaming each lump in each file, it's possible to put all levels in a "maps" folder in the zip. Then the only thing to do is to duplicate TEETH.wad (to have TEETH.wad and TEETH2.wad) and then delete MAP32 from TEETH and MAP31 from TEETH2.
Personally, I also made some other changes as well, because several of those levels (MANOR and all those from "Dr Sleep's Cantos series") are meant to use a star sky texture while the others are not. So I copied the STARS patch into a patches folder, added a "starsky" entry in the textures lump (I nearly named it "hutch"), and altered the mapinfo lump accordingly. And finally, I took the liberty of correcting Sverre Kvernmo's spelling and changed "Maosoleum" to "Mausoleum".
How do I make a patches folder, what do I do to add a starsky entry to the textures lump and how exactly should I alter the mapinfo? The main problem I have is that I can't get the starsky into those levels.Gez wrote:Rather than renaming each lump in each file, it's possible to put all levels in a "maps" folder in the zip. Then the only thing to do is to duplicate TEETH.wad (to have TEETH.wad and TEETH2.wad) and then delete MAP32 from TEETH and MAP31 from TEETH2.
Personally, I also made some other changes as well, because several of those levels (MANOR and all those from "Dr Sleep's Cantos series") are meant to use a star sky texture while the others are not. So I copied the STARS patch into a patches folder, added a "starsky" entry in the textures lump (I nearly named it "hutch"), and altered the mapinfo lump accordingly. And finally, I took the liberty of correcting Sverre Kvernmo's spelling and changed "Maosoleum" to "Mausoleum".
Code: Select all
texture starsky, 1024, 128
{
XScale 1.0
YScale 1.0
Patch STARS, 0, 0
Patch STARS, 256, 0
Patch STARS, 512, 0
Patch STARS, 768, 0
}
Never tested that. I'll look into it, but if I'm not mistaken replaces should go ahead and replace things even given through ACS.Kinsie wrote:This is quite classy, but it doesn't play nice with weapon mods - It forces the player to spawn with the default Doom weapons rather than the ones used by the mod, regardless of whether something's replacing those.
I think that only affects things spawned on the map. I know that with DECORATE code you can give to an actor a replaced item without it being replaced. Try making a dummy item that replaces MegasphereHealth and picking up a [wiki=Classes:Megasphere]megasphere[/wiki].Zippy wrote:Never tested that. I'll look into it, but if I'm not mistaken replaces should go ahead and replace things even given through ACS.Kinsie wrote:This is quite classy, but it doesn't play nice with weapon mods - It forces the player to spawn with the default Doom weapons rather than the ones used by the mod, regardless of whether something's replacing those.
Code: Select all
actor DummyThingamajig : Inventory replaces MegasphereHealth {}
Alright, since you insist.Tormentor667 wrote:Gez wrote:Well, it's too big to be attached to a PM.
Hmm. Alright. I guess I'll have to look into an alternate solution. Doesn't seem like it'll be too hard to fix actually.Gez wrote:I think that only affects things spawned on the map. I know that with DECORATE code you can give to an actor a replaced item without it being replaced.