by Ed the Bat » Sun Sep 30, 2018 20:12
Then yes, I misunderstood. Well, if we're keeping the Doom monsters in "Six Ways to Die" and "SpaceX", I can certainly go along with that, but we still need a way to accommodate them. If Doom 2 isn't being loaded alongside the game, these monsters will have no sprites and sounds. I suppose I could copy in the files from Freedoom, or something, or stop players from playing these maps unless Doom 2 is detected...
And I have held off on converting the maps to UDMF, specifically so as to help accommodate your mapping. I know you prefer older tools that don't support UDMF, and that's totally fine with me. I do feel it might be useful to you to someday spend some time playing with a newer tool like GZDoom Builder Bugfix, but I'd never try to force you. Besides, converting to UDMF would only grant me a few small conveniences, so it's no big deal to stay with Hexen format, for now.
Then yes, I misunderstood. Well, if we're keeping the Doom monsters in "Six Ways to Die" and "SpaceX", I can certainly go along with that, but we still need a way to accommodate them. If Doom 2 isn't being loaded alongside the game, these monsters will have no sprites and sounds. I suppose I could copy in the files from Freedoom, or something, or stop players from playing these maps unless Doom 2 is detected...
And I have held off on converting the maps to UDMF, specifically so as to help accommodate your mapping. I know you prefer older tools that don't support UDMF, and that's totally fine with me. I do feel it might be useful to you to someday spend some time playing with a newer tool like GZDoom Builder Bugfix, but I'd never try to force you. Besides, converting to UDMF would only grant me a few small conveniences, so it's no big deal to stay with Hexen format, for now.