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[fixed]BossEye actor always invisible - DEHACKED problem

Posted: Sun Oct 16, 2005 22:42
by Enjay
The BossEye actor doesn't seem to be able to be made visible using dehacked. By default, the actor is invisible, but I had DEHACKED it to behave like a more normal enemy. However, on checking a level, I seemed to be being attacked by an invisible enemy. After a bit of investigation, I found that it was a BossEye that had been spawned with a script.

I'm not sure if it's just the visibility or all the bits of the actor (hard to tell when you can't see him) but all other attributes of the DEHACKED patch seemed to work. ie, it had different sounds, health, was moving around and shooting me...

I don't know how much you are bothered by this - I only noticed it because I have been converting some of my DEHACKED enemies to DECORATE ones but I'd missed an instance where I'd spawned the BossEye actor using Spawnspot (so the original featured in the level rather than the DECORATE defined actor).

For a quick test, this dehacked patch demonstrates the problem. It simply makes the default actor visible (it uses the Wolfenstein guy sprites). Load it in 2.0.63a, 2.0.96x or 2.0.97 and summon a BossEye at the console and you will see a stationary SS Nazi appear in front of you (and make the Icon of Sin wake-up noise). Do it in GZDoom, and you hear the actor, but you don't see it.

Code: Select all

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 27 (Demon Spawner)
Bits = 16
As far as I can tell, all my other DEHACKing from the original mod where I noticed the problem is working as it should. However, it's now about 50/50 DEHACKED and DECORATE, so I'm kind of loosing track of what is what.

Posted: Sun Oct 16, 2005 23:58
by Graf Zahl
Hmm. I had to make it invisible by other means because it didn't react to sound anymore. The thing is, there is absolutely no way to make it 100% Dehacked compatible and react properly to sound.

Now I make it invisible by giving it an invisible sprite. The default is the SS Nazi and IMO that is rather useless anyway so hopefully it doesn't interfere with Dehacked.

Posted: Tue Dec 20, 2005 17:05
by nwbeeman
Graf Zahl wrote:Hmm. I had to make it invisible by other means because it didn't react to sound anymore. The thing is, there is absolutely no way to make it 100% Dehacked compatible and react properly to sound.

Now I make it invisible by giving it an invisible sprite. The default is the SS Nazi and IMO that is rather useless anyway so hopefully it doesn't interfere with Dehacked.
I know this is old, but in certin DOOM2 IWADS (Gemany) the SS Nazi sprites and Wolf3d secret levels do not exist. Would this cause a crash?

Posted: Tue Dec 20, 2005 20:43
by Graf Zahl
The German IWAD only omits the levels. All the textures and sprites are in there.

Posted: Tue Dec 20, 2005 21:21
by TheDarkArchon
I take it the MAP15 secret exit is also edited out.

Posted: Tue Dec 20, 2005 22:04
by Graf Zahl
No. It just leads to MAP16. The secret exit code actually checks whether MAP30 is present and if not pretends to perform a normal exit.

I think the most telling thing is that there's an official patch to add the 2 maps back in.

Posted: Tue Dec 20, 2005 22:46
by Enjay
So what's actually missing from the IWAD? Is it just the levels or all the Nazi related stuff (sprites, textures, sounds, etc)?

I knew there was a patch, but I didn't realise it was an official one. That is interesting.

Posted: Tue Dec 20, 2005 23:01
by Graf Zahl
AFAIK just the 2 levels. But that's only indirect information. Back then everybody playing the game had a complete WAD. I don't know a single person who bought that amputated thing.