covaro Posted May 14, 2000 TCount is now ZDoom Wad compatible. Thanks to the work of Andrew Francis, we have a working (although still alpha) version that will work with a ZDoom wad. You can get the full shimmy on what it can and can't do over at this lil' page. It is built right off the original TCount source, so it works on the same premises as the original. 0 Share this post Link to post
Guest Rick Clark Posted May 15, 2000 Tarin, of DoomHQ, also built a version which you can get here: http://www.doomhq.com/tarin/download/zcount.zip Rick 0 Share this post Link to post
locust Posted May 15, 2000 Tarin went and did a complete rewrite... ouch! Can't try it since I'm at uni, but from a look at it I'd say grab this one over mine - it's 32 bit and autodetects ZDoom/Doom. 0 Share this post Link to post
Guest Rick Clark Posted May 15, 2000 I updated the dats for both programs to include the ZDoom specific stuff like Stealth monsters, etc. You can grab them on my maps page. Good work guys. Rick 0 Share this post Link to post
boris Posted May 15, 2000 Does anybody of you know where to get monster hitpoints and all that stuff for Heretic and Hexen? 0 Share this post Link to post
locust Posted May 15, 2000 Once again, I can't check (still at uni :), but I'd suggest the Heretic/Hexen source code - info.h in particular, which contains the definitions of all the things. Since ZDoom has support for all three games, it's source is probably the first place to check. It *should* (crossing fingers) just be a matter of parsing the file, or writing a C wrapper at access in the info in the header file, to obtain all the info (it would probably need scaling to fit to the current tcount3x.dat values, which are based on the Doom Specs) 0 Share this post Link to post
boris Posted May 15, 2000 I've put up version 1.1 of my program on my page (now also linked on the downloads page). Ricks new data file is already included. Now the /l command line switch is also there. 0 Share this post Link to post