
Spoiler:Of course as usual the download link for those interested in trying out the menu:
http://www.doomguy2000.com/uploads/2/7/ ... ugdoom.zip
idgames download
Spoiler:Of course as usual the download link for those interested in trying out the menu:
Yeah it's possible it's just that I don't know how to do something like this and I never actually thought of it in the first place. Like Project Dark Fox has said, it's been done before in Error Doom.Sgt. Shivers wrote:If it is possible maybe add in a way to edit monster health, ammo amount etc?
I'm still waiting for PyDoom to be released, sadly we don't know when it's coming out if the source port ever does come out. Still if would be interesting to see what kind of features that this source port will have.Triple S wrote:If only something like this could be loaded after other mods, index their monster/weapon replacements, and work with them. Too bad it's impossible; gotta make mod-specific addons. Though maybe PyDoom will allow for this?
Either way, I'mma download this. Maybe I can mess with it some, see what I can do.
Well you can feel free to do it yourself because I'm not creating separate debug menus just for monster replacement wads.0bsidian wrote:That's pretty neat.I'm guessing compatibility with monster replacement wads is next, so good luck with that.
Well I didn't think of that idea either. Then again that would be a gamemode and this is supposed to be a debug menu. Perhaps other people will talk about ideas I haven't thought of yet, but overall I'm pretty satisfied with the results of this menu I created.Canofbacon wrote:I can't believe there is no Everything Random option.
Doomguy 2000 wrote: Project Dark Force
Gez wrote:Project Dark Forks
brb going to request a temporary name change to Portable Document Format0bsidian wrote:Doomguy 2000 wrote: Project Dark Force