skillsaw Posted August 10, 2014 I'm trying to create a scripted encounter that uses some actors modified with an MBF format DeHacked patch. The actors perform their intended behavior when I load the patch in ZDoom or Eternity, but do not in PrBoom-plus. I suspect the failure has to do with using the extended range of sprites and frames available in MBF (e.g., the dog frames and the beta BFG frames) as the actors seem to vanish when they reach those frames (at least, to my eye). I've tried running PrBoom-plus in various complevels with no luck. Are the additional frames unsupported? Here's a copy of the DeHackEd file in a test map if anyone is willing to take a look. I'm at my wit's end. http://www.mediafire.com/download/i3pa2eooek133w0 Thanks! 0 Quote Share this post Link to post
Da Werecat Posted August 10, 2014 Latest 2.5.1.4.test: three pillars attacked me with plasma balls, one torch attacked me like an arch-vile. 2.5.1.3 (last stable release): nothing worked. MBF compatibility was improved in the latest test versions. Although I thought that only beta emulation code pointers were unsupported before that. http://prboom-plus.sourceforge.net/history.html 0 Quote Share this post Link to post
skillsaw Posted August 10, 2014 Oh, excellent. I was using 2.5.1.3. Version 2.5.1.4 seems to work perfectly. Thank you! 0 Quote Share this post Link to post
Da Werecat Posted August 10, 2014 Anytime. Sadly, it crashes on me from time to time, but that's to be expected from a version in development. 0 Quote Share this post Link to post
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