A debug Sprite Viewer has been implemented. The intermission screen is now implemented, although it is very incomplete. The high-resolution mode is very unfinished, and will usually cause the game to crash. The high color mode is the same as the previous alpha, failing the set the mode properly on most hardware. Unfinished implementation for high-color (or rather the Sierra Hi-Color DAC) and high-resolution modes are present. The status bar is still different from the final, but it actually partially works. You can be hurt and killed by damaging floors such as sludge. Monsters can be killed with weapons - they just vanish even though their death frames are present in the WAD data - though the Bayonet and the Rocket Launcher have no effect. Actor collision detection is now implemented you can bump into monsters, rather than phasing through them. Windows are now present, but parallax skies aren't yet implemented so the view looks very barren. The tick rate has been reduced to 35hz, from the 70hz used in earlier builds. The menu now functions very similar to the final game. smeghammer/snippets/raw/maste.iled/flamerbaron.wadīitte Anmelden oder Registrieren um der Konversation beizutreten.The debug Sprite Viewer displaying the graphics for the Imp. (it's the standard BoH, but in upraised hand pose) smeghammer/snippets/blob/mast.esources/FLBRNE1.png The flamethrower projectile code uses the existing Baron of Hell green hellfire sprites. Sprites: Uses unmodified frames from base Baron of HellĪn upgraded variation to the original Baron of Hell, replacing the melee attack with 'long range' (256 units) melee flamethrower style attack from upraised hand. Sounds: from FlamerZombie (scalliano, GreyGhost, Ghastly) It is a subclass of the standard Baron of Hell, modified to use the flamethrower action of the Flamer Zombie I found on this very site last year.Īctor modifications: No (but extends existing BoH)Ĭode: Smeghammer, adapted from original flamer code from FlamerZombie (scalliano, GreyGhost, Ghastly) This is my first post here, so apologies for errors.Īnyway, I've been hanging out at DW and tinkering with mapping for about a year and I finally built my first DECORATE custom monster.