Arsinikk Posted March 24, 2022 (edited) So hey guys, Recently I've working on a vanilla megawad (complevel 2) and was looking at ways I could force some comp options like for ZDoom with ZMAPINFO. I was looking specifically to force options for the PrBoom / DSDA Doom... also Eternity Engine since it's kinda weird when it comes to comp settings. Browsing the Eternity Documentation I found out about the OPTIONS Lump and it got me super excited. Unfortunately one of the comp settings I wanted to force within the wad seems to not work correctly: comp_vile While comp_vile does allow for crushed monsters to be ghosts (like one of my maps does), it also introduces a new MBF bug that can make archviles become glued to a monster it resurrects. Then again, I could be wrong, but I think Eternity might have Archviles resurrecting crushed monsters as ghosts on by default? Either way using the OPTIONS lump doesn't seem that useful since I think it's missing some options like ZMAPINFO's compat_light to use Vanilla Doom's light changing algorithm instead of Boom's. I guess the only way people will be able to play the wad correctly is by -complevel 2 for PrBoom/DSDA Doom or -vanilla for Eternity. I was just trying to make it easier for players to just drag and drop the wad, instead of having to use arguments. This is what my OPTIONS lump would look like for the wad: comp_telefrag 1 comp_dropoff 1 comp_falloff 1 comp_pain 1 comp_overunder 1 comp_theights 1 comp_respawnfix 1 comp_zombie 1 I am wondering what other comp settings in OPTIONS also don't work correctly (like comp_vile)? Also should I even bother including OPTIONS since I can't force all the options to make it work exactly like Vanilla Doom? Edited March 24, 2022 by Arsinikk 0 Quote Share this post Link to post
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