fabiangreffrath / woof

Woof! is a continuation of the Boom/MBF bloodline of Doom source ports.
GNU General Public License v2.0
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Some MBF21 flags not working properly, also bad sfx error. #236

Closed AureliusGit closed 3 years ago

AureliusGit commented 3 years ago

Using the 6.1.0 version, it seems that some of the MBF21 flags are still not supported. I have a melee weapon with the +SILENT flag, but still wakes up all monsters in a regular fashion, and a projectile that has the +RIP flag but does not pierce through enemies.

I'm also still getting a "bad sfx #:0" error. It seems to happen when I set Args3 to 0 for A_MonsterMeleeAttack (the arg that determines what sound is played on hit).

Provided is a DEHACKED that:

dehacked.txt

fabiangreffrath commented 3 years ago

Thank you for your report!

I'm also still getting a "bad sfx #:0" error. It seems to happen when I set Args3 to 0 for A_MonsterMeleeAttack (the arg that determines what sound is played on hit).

By setting it to 0 you want to achieve that no sound is played at all?

AureliusGit commented 3 years ago

By setting it to 0 you want to achieve that no sound is played at all?

I assumed it to be the correct way, since clearing a sound in DEHACKED means you set it to 0, and DSDA Doom seemed not to mind the notation. According to the MBF21 documentation, the Arg3 for A_MonsterMeleeAttack is an unsigned integer, but there is no specific mention of what value should be considered as "no sound".