Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT

Posts: 3891
Registered: 12-00 |
On the gettable items thing, In my mod, all the keys use different frames than their original ones, and still work as pick ups with the correct behaviour. It has been this way since ver 1.22. Mind you, I was just changing the frames the keys used, and not trying to make the item act as another pick up by changing its frames. A few of the other pick ups have been played around with too, but most of this was done via frame and graphic changes. No fundamental change to the way the pickup worked was made by changing the frames, nor was it intended to.
I have made major changes to weapon frame allocations, including totally swapping all the frames from one weapon to another, and extending the animations of weapons using non weapon frames. This all worked perfectly.
Cheat code changing has been disabled in Zdoom 1.23 because it was causing problems, it was a pain in the ass and because of the console in zdoom, you could get round it anyway.
My mod also edits the teleport fog and item respawn fog frames. The teleport uses a shortened animation, and calls on different frames to normal (though the first frame is the same) and the Item respawn fog uses a colour shifted version of the edited teleport fog. I have also used different sprites for these, and completely reallocated the IFOG grahics to something else.
My mod actually started off as one for BOOM, and has slowly been added to and updated through Zdoom 1.22 and all Zdoom 1.23 betas. The process has been pretty painless. I can't remember any time where anything major just stopped working. The only things were where I had done something a little wrong and Zdoom had got a bit fussier between versions. In those cases, what I had done had worked more by luck than anything else in the earlier version, and I was kind of greatfull that Zdoom had picked up my error for me. Although with a patch as big as I am using, it can be a bitch to track down.
So, what I am trying to say is most of what you seem to be trying to do should be possible with Zdoom 1.23. Possibly through a slightly different route to what you had initially tried, but it should be possible.
It is always worth double checking things like have you made sure you correctly set "next frame" numbers in the frame table, and correctly allocated durations and code pointers to them. Also double check the things to see if the "bits" are as you want them, and other fields like first frame, attack frame, death frame and so on are also correct. If you have a conflict between those things, you may be convinced you have got things right, but Zdoom could be reading the one bit you forgot to change/changed incorrectly and is using that to determine the behaviour. It's happened to me plenty of times anyway.
On the Zdoom Decals, you can switch them off by typing CL_Maxdecals 0 at the console (Type CL_Maxdecals 1024 to return to the default value). Or you could include invisible graphic replacements for the decal lumps in your mod, or even create your own decals. They are defined in the DECALDEF lump in Zdoom.wad. It took me a little while to get my head round, but it is actually fairly straight forward, and I have manged to create a set of totally new decals for my own use.
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