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Dehacked skies?


Bri

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I've been testing on Crispy doom lately. Unfortunately it can't read any MAPINFO that I'm aware of, so I'm wondering if it's possible to display the right skies in my levels via dehacked?

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I forgot to mention I'm using straight Doom 2 format. :P

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You wouldn't use dehacked to change skies. If you're using vanilla/limit removing (and you're not opting for mbf sky transfers) you'd be locked into whatever the RSKY1/RSKY2/RSKY3 textures are depending on map slot.

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Had no idea transfer skies would work before. Thanks so much for your help!

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23 minutes ago, Bri said:

Had no idea transfer skies would work before. Thanks so much for your help!

 

You can thank me for that. Pretty sure Lee implemented that in MBF based on one of my requests back in the day.


But yeah, Dehacked could never dictate what skies show where. Since the code logic dictates what shows where, you could hypothetically hack it so long as the texture names and map numbers were the same length (good luck trying though) but you couldn't change the basic principle of show sky one from maps A to B, sky 2 from C to D, and 3 from E to F. So you couldn't make it for example show sky 1 on map 1, sky 2 on map 2 etc etc. Make sense? EXE hacks, be they Dehacked or manual, can only change existing values, not make new ones or change the way the logic is processed.

Edited by Murdoch

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Sort of makes sense. I did assume it could be done similar to how level names are done and maybe I just needed the right string commands, but evidently not. But I'm a clueless idiot when it comes to code. :P I'm just thankful that transfer skies work regardless if it's not boom format. Good stuff to know!

 

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