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Ultimate DooMer said:
Which frames are the unused ones? (as I need some frames to create some new things). Also, what is the respawn frame field, and would if affect anything if I used the frames to create a scenery-type thing?
The unused ones are the pain elemental's respawn frames 720, 721, 722, 723, 724, 725. Pretty sure you can also use 887 as that has the picture of the unused grey floor spike/stalagmite allocated to it.
The respawn frame field tells doom which frames to use when the archvile resurrects a monster. Set it to 0, and the archvile will no longer resurrect that monster type. If you are playing Nightmare mode or with -respawn, the respawn frames are not used (the monster's body simply disappears and the monster reappears on its start spot with a teleport flash). The respawn frames identified in the dehacked thing editor are nothing to do with monster respawning and would be better named resurrection frames.
The reason the pain elemental's respawn frames should be unused is it doesn't leave a body. Apparently it is possible for a Pain Elemental to get squished by a door or something right on the point of death and leave a blood pool which can be resurrected into an almost invulnerable ghost (a bug that some ports fix/optionally fix).
There are plenty of other places to get frames too. Obviously if you don't want to use an archvile, than his frames become available, as do the the frames for his attack (but watch if you are using the spawned temporary fire thing in a Zdoom script) and of course every enemy with a respawn series of frames will no longer need them if you are not using the archie.
That obviously affects gameplay though. Another way to get a few frames with minimum disturbance to gameplay is to use the same frames for the teleport flash and the item respawn flash (maybe use the green teleport flash and colour shifting on the sprites to make the respawn look different). Other items like pickups and so on can have the number of frames they use reduced. They no longer animate, but still work, and you get a few frames.
If you're using Zdoom 2, you can use the DECORATE lump to define all the original doom decoration items (pillars, hanging bodies etc). In the decorate lump, give these items exactly the same mapedit number as they had in the original game, and then use dehacked to change the map edit numbers of these things to something that will not clash with the original numbers now in the DECORATE lump. That will free up around 50 or more frames with no impact on the game (I did it recently and got enough frames to create a complex enemy, a simple enemy and a very simple enemy to add to one of my Aspects levels).
Of course, if you just want to add decorations, and are using Zdoom 2, then you can use the DECORATE lump to define them and leave dehacked alone completely.
Last edited by Enjay on 01-01-03 at 16:27