When the Motherdemon pops up, she will only get to play a portion of her sight sound before it gets cut off by the attack sound. I also noticed this happens to the Archvile as well, and actually seems to happen in a normal game of Doom II. So I'm wondering if this is just a limitation.
Here is the current casting call code:
Code: Select all
//Updated cast call
Intermission Inter_Cast
{
Image
{
// This is only here to initialize the background and the music
Background = "$bgcastcall"
Time = -1
Music = "$MUSIC_MAP33"
}
Link = Doom64Doom2Cast
}
Intermission Doom64Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$CC_ZOMBIE"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "ShotgunGuy"
CastName = "$CC_SHOTGUN"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "ChaingunGuy"
CastName = "$CC_HEAVY"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "DoomImp"
CastName = "$CC_IMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "NightmareImp"
CastName = "$CC_NIMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "Demon"
CastName = "$CC_DEMON"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "Spectre"
CastName = "$CC_Spectre"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "LostSoul"
CastName = "$CC_LOST"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Cacodemon"
CastName = "$CC_CACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "NightmareCacodemon"
CastName = "$CC_NCACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "HellKnight"
CastName = "$CC_HELL"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BaronOfHell"
CastName = "$CC_BARON"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "Arachnotron"
CastName = "$CC_ARACH"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "PainElemental"
CastName = "$CC_PAIN"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "Revenant"
CastName = "$CC_REVEN"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "Fatso"
CastName = "$CC_MANCU"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "Archvile"
CastName = "$CC_ARCH"
AttackSound = "Missile", 1, "vile/start"
}
Cast
{
CastClass = "Cyberdemon"
CastName = "$CC_CYBER"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "Motherdemon"
CastName = "$CC_MOTHER"
AttackSound = "Missile", 1, "fatso/attack"
}
Cast
{
CastClass = "DoomPlayer"
CastName = "$CC_HERO"
AttackSound = "Missile", 1, "weapons/sshotf"
}
Link = Doom64Doom2Cast //restart cast call
}
Another bit of info that might be pertinent is that I have the Motherdemon setup in vanilla dehacked, but I also recreated it in decorate. It replaces the Spider Mastermind and it also uses sound slots from it, Commander Keen, and the Icon of Sin. Below is the SNDINFO entries for that:
Code: Select all
// Motherdemon sounds
mother/sight dsspisit
mother/active dskeendt
mother/pain dsbospn
mother/death dsspidth
The project is set to release on the 13th of July, so my time is somewhat limited. If anyone can help me out, I would really appreciate it!