Captain Red Posted July 13, 2002 I've been working on a boomdeh patch for zdoom to make doom a little more like PSX doom. So far, I have slowed the reverent's movements, and changed the archvile into a nightmare specter, but I'm stuck on two things: 1. I can't figure out how to make the Chaingun guy and spidermastermind make the pistol / chaingun noise and 2. I also can't finger out how the hell (if it's even possible) to make the blue health flasks and amour give 2% health instead of just 1% also, if there's anything I'm forgetting from psx doom please let me know. PS if there's an idiot proof tutorial on *.bex files, aside from the boomdeh.txt that's shipped with doom, it would be helpful cheers. 0 Share this post Link to post
Vegeta Posted July 13, 2002 For the health and armour bonus, I know two ways, with your level editor put two items in the exact position, or being a coder. For the pistol sound, the best way is changing with Dehacked the codepointer that make the monster fire a shotgun blast, with the former human codepinter that make him fire a pistol. With that the Heavy Weapon Dude will attack like a REAL chainguner instead of a "super" chainguner like the Spider Mastermaind. There is a list of all the code pointers in some place of this site. 0 Share this post Link to post
Lobo Posted July 14, 2002 Ct_red_pants said:the boomdeh.txt that's shipped with doom WTF?? 0 Share this post Link to post
Captain Red Posted July 14, 2002 that should read: "the boomdeh.txt that's shipped with Boom" and thanks... link would be handy though. 0 Share this post Link to post
Enjay Posted July 14, 2002 Seeing as how this is for Zdoom, the latest version of that does allow setting different sounds for the SSGuy, ChainGuy and Spider using the Sndinfo lump These are the entries you need to use, but they will only work with the latest Zdoom version. wolfss/attack chainguy/attack spider/attack 0 Share this post Link to post