EarthQuake Posted December 2, 2018 Eh, I don't normally do this for Doom mods, but since I was writing a GZDB game configuration for my project, I decided to change the thing editor numbers in DeHackEd. I'm mostly testing in PrBoom+, so I didn't notice it until after I was done. Eternity just gives me <!>'s for everything. It seems to work in PrBoom+, GZDoom, and Retro Doom, so I'm not sure if it's a bug or something to do with how everything is defined in EDF. Is there an easy workaround or should I just revert back to the default editor numbers? I should note that I know nothing about EDF. 0 Share this post Link to post
Edward850 Posted December 2, 2018 Eternity supports changing doomed numbers from Dehacked fine. Here's a functional example: dehtest.zip You've done something else wrong. 0 Share this post Link to post
EarthQuake Posted December 2, 2018 Huh... I actually don't know what's going on here, then. I tried to replicate some of my changes in a new patch, and they are working as you've showed me. It probably has something to do with how I moved things and states around in my mod. I reverted the editor numbers in my patch and everything works as intended... If I happen to stumble upon what's causing the problem, then I'll post a followup. Anyways, thanks for the reply. 0 Share this post Link to post