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DECOHack only writes things to the resultant DeHackEd file if any defaults change. Projectilegroup 1 are defaults on BaronOfHell and HellKnight. It won't write those thing headers unless something is modified on those things, as well.
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New Release: https://github.com/MTrop/DoomTools/releases/tag/2023.08.02-RELEASE DECOHack -------- ### Changed for 0.30.4 * `Fixed` `Fast` and other MBF21 flags were not being respected in state bodies. (Issue #95) WTEXport -------- ### Changed for 1.5.1 * `Fixed` Textures can also be entry names. (Issue #96)
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Hmmm... you're right! It isn't getting set. Maybe some kind of default is to blame, somewhere? Made an issue to track: https://github.com/MTrop/DoomTools/issues/95
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DECOHack should write MBF21 Bits = 1 for a "Fast" state. I tried some of my own code and it looks like it's working. Do you have any sample code? I want to rule out that you may be setting states that already have it set (e.g. Pinky Demon states).
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New Release for DoomTools: https://github.com/MTrop/DoomTools/releases/tag/2023.06.20-RELEASE DoomMake -------- ### Changed for 0.22.0 * `Fixed` [GUI] DoomMake did not output `TODO.md` in new projects. * `Fixed` [GUI] "Do Nothing" option after project creation did not close the dialog (it *literally* did nothing). * `Added` DoomMake now outputs property usage into the project with documentation. (Enhancement #94) WadMerge -------- ### Changed for 1.10.0 * `Added` New command: CREATEBUFFER (Enhancement #93).
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Maybe one day in the future, but at the moment, it is not planned. Sorry.
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Texport only works on texture packs that are Doom/Boom format, with one or more TEXTUREx lumps and a PNAMES lump. It does not work on texture packs with a ZDoom-style TEXTURES or ANIMDEFS lump.
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For the editor stuff and syntax highlighting? Here: https://github.com/bobbylight/RSyntaxTextArea
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Currently, no. It must be attached to a state marker. This was due to me feeling like offsets would still be unclear. What's your use case?
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🟠Blocked-Out! - A Boom 2 Community Project (37/37) ⚪
MTrop replied to Matacrat's topic in WAD Releases & Development
@Matacrat Fixed and released. Update your DoomTools! -
New Release for DoomTools: https://github.com/MTrop/DoomTools/releases/tag/2023.05.04-RELEASE DECOHack -------- ### Changed for 0.30.3 * `Fixed` If DroppedItem was the only change to a Thing, it would not be saved in the patch. (Issue #91) WTexScan -------- ### Changed for 1.2.1 * `Fixed` WTexScan will silently error out (print a message) instead of NPE if a map does not contain SIDEDEFS or SECTORS, due to faulty map detection from DoomStruct. (Issue #92).
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🟠Blocked-Out! - A Boom 2 Community Project (37/37) ⚪
MTrop replied to Matacrat's topic in WAD Releases & Development
I've created an issue for tracking: https://github.com/MTrop/DoomTools/issues/92 Could somebody provide me with an example WAD/Map that I can use for testing? EDIT: Never mind - I grabbed Sneezy McGlassface's latest map. -
Created issue: https://github.com/MTrop/DoomTools/issues/91 I'll have to look into this ASAP. Thanks for finding it!
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The combo of WTexScan/WTEXport will create a separate WAD of the included textures from a set of maps and texture WADs, but it does not do any removing. None of the utilities out-of-the-box are destructive; they will not remove textures from a set. This may not be the correct thread for what you are looking for. DoomTools cannot do this.
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The chainsaw selection sound plays whenever the chainsaw is selected. It's hardcoded into Doom. The chainsaw idle sounds are also played when the chainsaw is the current weapon and A_WeaponReady is called on state 67. Also hardcoded. You're better off changing the sound for the saw for the first situation.