Jakub Majewski Posted October 31, 2021 I have attempted to construct a custom enemy for Boom compatible ports using Dehextra, but something went a bit wrong. The enemy, while, it does spawn and render as it should, seems to for the most part get stuck on a single frame, until it ends up in pain or death states. It also doesn't seem to produce sounds, so I don't know if they are badly defined, or the call for them never gets reached.  I believe I have set the frames to loop properly, so I am not sure what the issue is. Below are screenshots of Whacked Beta. Spoiler  I am also including a zipfile that contains the ready-to-use wad with the assets, the bex patched and a test map in one file. And the bex patch itself as a standalone file as a bonus. Shrekplease.zip 1 Share this post Link to post
Jakub Majewski Posted November 2, 2021 Okay, I took the suggestion from a decinocord patron and edited the dehacked file by hand with a text editor. It had turned out that the frames weren't pointed to like Whacked had shown. I managed to fix it. However, the sounds still don't seem to work for some reason. I checked the textfile, it should work. But it doesn't play, even if I conver the sounds to imp files.  here's the new code: Spoiler Patch File for DeHackEd v3.0 # Created with WhackEd4 1.3.0 BETA # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 Thing 151 (Shrek) ID # = 300 Initial frame = 2000 Hit points = 120 First moving frame = 2002 Alert sound = 499 Reaction time = 10 Attack sound = 500 Injury frame = 2006 Pain chance = 200 Pain sound = 501 Close attack frame = 2007 Death frame = 2010 Death sound = 502 Speed = 9 Width = 1310720 Height = 3670016 Mass = 400 Bits = NOTDMATCH+SHOOTABLE+COUNTKILL+SOLID+DROPOFF Respawn frame = 2015 Projectile pass height = 3670016 Frame 2000 Sprite number = 145 Duration = 10 Next frame = 2001 Frame 2001 Sprite number = 145 Sprite subnumber = 1 Duration = 10 Next frame = 2000 Frame 2002 Sprite number = 145 Duration = 6 Next frame = 2003 Frame 2003 Sprite number = 145 Sprite subnumber = 1 Duration = 6 Next frame = 2004 Frame 2004 Sprite number = 145 Sprite subnumber = 2 Duration = 6 Next frame = 2005 Frame 2005 Sprite number = 145 Sprite subnumber = 3 Duration = 6 Next frame = 2002 Frame 2006 Sprite number = 145 Sprite subnumber = 7 Duration = 4 Next frame = 2000 Frame 2007 Sprite number = 145 Sprite subnumber = 4 Duration = 8 Next frame = 2008 Frame 2008 Sprite number = 145 Sprite subnumber = 5 Duration = 8 Next frame = 2009 Frame 2009 Sprite number = 145 Sprite subnumber = 6 Duration = 6 Next frame = 2000 Frame 2010 Sprite number = 145 Sprite subnumber = 8 Duration = 6 Next frame = 2011 Frame 2011 Sprite number = 145 Sprite subnumber = 9 Duration = 6 Next frame = 2012 Frame 2012 Sprite number = 145 Sprite subnumber = 10 Duration = 5 Next frame = 2013 Frame 2013 Sprite number = 145 Sprite subnumber = 11 Duration = 5 Next frame = 2014 Frame 2014 Sprite number = 145 Sprite subnumber = 12 Frame 2015 Sprite number = 145 Sprite subnumber = 11 Duration = 8 Next frame = 2016 Frame 2016 Sprite number = 145 Sprite subnumber = 10 Duration = 6 Next frame = 2017 Frame 2017 Sprite number = 145 Sprite subnumber = 9 Duration = 6 Next frame = 2018 Frame 2018 Sprite number = 145 Sprite subnumber = 8 Duration = 6 Next frame = 2000 Frame 2019 Sprite number = 0 Next frame = 0 Frame 2020 Sprite number = 0 Next frame = 0 Sound 499 (FRE000) Value = 32 Sound 500 (FRE001) Value = 32 Sound 501 (FRE002) Value = 32 Sound 502 (FRE003) Value = 32 [CODEPTR] FRAME 2000 = Look FRAME 2001 = Look FRAME 2002 = Chase FRAME 2003 = Chase FRAME 2004 = Chase FRAME 2005 = Chase FRAME 2006 = Pain FRAME 2007 = FaceTarget FRAME 2008 = FaceTarget FRAME 2009 = SkelFist FRAME 2011 = Scream FRAME 2013 = Fall   0 Share this post Link to post
Blue Phoenix Posted November 9, 2021 sound lumps need to be named DSFRE*** 1 Share this post Link to post
Jakub Majewski Posted November 9, 2021 Thanks. I have already figured it out by myself a few years ago by looking at Heretic invades Doom though. Only thing left to improve on would be the sound quality. Â LMP files work, but the alert sound is bad quality. PrBoom+ UM supports WAVs, and I heard they will play fine if you add reverb to them, but no luck on my end; it just plays at a low pitch. Â Submitting it so others can look how I fixed it in case they need help with it themselves. Shrekpls.7z 0 Share this post Link to post