
Posted by Boingo As you know, I am working on more than one project, and I am doing a lot of DEHackEd work. With all the changes I am making in multiple projects, it is hard to keep track of which DooM monster is actually the flemoids bipedus in The Ultimate Chex Quest, or which of the various hanging bodies is actually a land mine in DeiM. In order to get around this confusion, I decided to give each of my altered things unique I.D. numbers, then alter DooMCAD's doom.ini file so that DooMCAD would indentify the new I.D.s correctly. Now, if I wanted a land mine or a flame thrower marine in DeiM, or one of the various flemoids in Chex Quest, all I had to do was pick the right object from the list. No muss. No fuss. Then came the problem. When I ran Legacy with the I.D. altered objects, they simply didn't appear in the game! I presume it has something to do with the code that prevents DooM II objects from being used in regular DooM. I know it is not a problem that affects many, but it is a problem that does affect me. Could you please look into it?
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on October 19, 2003, 8:16 pm
What was supposed to make things a little easier for me exposed a bug in Legacy instead.
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