
where would one go to formally release anything these days, be it a single monster, a collection of monsters, a single level, a megawad or whatever the case may be?
Code: Select all
// Comment for correct icon in Nemo
gameinfo
{
AddEventHandlers = "M426_DOOM2MAP31_EH"
}
Code: Select all
// Comment for correct icon in Nemo
version "3.7"
Class M426_DOOM2MAP31_EH : EventHandler
{
private bool destroyMe;
override void OnRegister()
{
destroyMe = false;
}
override void WorldTick()
{
if (destroyMe)
{
if (!bDestroyed)
{
Destroy();
}
}
}
override void CheckReplacement(ReplaceEvent e)
{
string checksum = level.GetChecksum();
if (level.GetChecksum() == "3ff94e27423f91c1585b3396f0c03459") // doom2.wad MAP31
{
if (e.Replacee is "Demon")
{
e.Replacement = "MBFHelperDog";
}
}
}
override void WorldLoaded(WorldEvent e)
{
destroyMe = true;
}
}
Code: Select all
// Comment for correct icon in Nemo
version "3.7"
Class M426_Personal_EH : EventHandler
{
override void WorldThingSpawned(WorldEvent e)
{
if (e.Thing.bStealth)
{
actor thing = e.Thing;
thing.bStealth = false;
thing.A_SetRenderStyle(0.5, STYLE_OptFuzzy);
}
}
}
Indeed; of course it'd be easy to subclass the dogs with more realistic health and I load it with the old dog sprites in a PWAD; nothing wrong with Nash's dogs per se, they are just not the originals. I understand why the change was made, but disagree with Graf's assessment about them not being a Doom thing nor belonging in zd_extra.pk3 - they are the de facto nazi dogs in Doom since forever (well, since r2wolf mod for Vanilla) and the community has decided that since long before GZDoom existed.Xim wrote:Yay, dogs in the Wolf 3D levels! I love it. I was hoping someone would figure out a cool trick like that. Too bad the dogs defeault HP is way higher than the pinkies. Still very cool though. This might open up some potential to some other mods.
It'd be cool to have an add-on to replace the cybie in MAP32 with Hans Grosse too, but that'd require a whole thing since it'd be a new enemy.