Gez Posted September 8 13 minutes ago, Lizardcommando said: Ok, sorry if this has been answered in this thread already (not even really sure if this fits in this specific thread or not), but I'm still very confused as to what wad needs to be included in the GAMECONF lump if you want to use any of the Legacy of Rust stuff in the KEX Engine. Is the pwadfiles section supposed to have the id1.wad file there or is it the id24res.wad file? id24res.wad only contains the sprites and sounds for the new things (weapons included). Plus a modified status bar to accommodate for two new weapons and one new ammo type. id1-res.wad and id1-weap.wad contain the nearly full Legacy of Rust resources, including the texture set and the MBF21-standard actor code (in DEHACKED lump, plus the DECOHACK source). It does not, however, contain the music, or the SKYDEFS, or the intermission maps. In the future, if all you want is just the new things and weapons, you're not supposed to do anything besides setting "executable" to "id24". That'll have the engine automatically load the id24res.wad resource, and the MBF21 standard DEHACKED lump will no longer be needed. At the moment, though, you still need it. What you're supposed to use is having "pwadfiles" set to "id1-res.wad", so you'll get the new actors and also the new textures. If you want the new weapons, then you also need "id1-weap.wad". 1 Share this post Link to post
Lizardcommando Posted September 8 (edited) So if I wanted the music from LoR in my custom map, would I also set "id1.wad" in the pwads section or does the UMAPINFO lump take care of that? 1 Share this post Link to post
Edward850 Posted September 9 8 hours ago, Lizardcommando said: So if I wanted the music from LoR in my custom map, would I also set "id1.wad" in the pwads section or does the UMAPINFO lump take care of that? Ye, include "id1.wad" in the pwads. UMAPINFO doesn't have a spec for that. 1 Share this post Link to post