Thank you, I've figured out a couple of things, and Zdoom wiki is useful. I suspected that (KKK) may be what causes three fireballs to be shot, but had no way to be sure. That's a quite obfuscated loop syntax for sure.
I was modding my cute afrit here and there, and it actually works ingame. Then it occured to me it's not going to end well if I just mod it directly in basepak.pk3 . I would like a proper gameplay mod, properly separated from base game. And I'm unable to progress:
1) There are very few or no gameplay mods which use the recommended "separate directory" approach. In most cases, like Wicked Doom, download links are long gone.
2) The wiki doesn't seem to be up to date.http://www.vavoom-engine.com/wiki/index ... ile_system
I think I performed point 5 right: I copied progs from separate archive (prog sources 1.31, game logic). I'm trying to create a Hexen mod. My directory structure is, so far, as follows. In vavoom's root directory:
Is this correct ?
I'm trying to launch my modified game, I specify "myhexgame" as custom game in vavoom launcher. The same way I used for others mods with a separate directory. The game runs, but I get no indication that my mod affects the game. It's just progs, so I commented out afrit's sound and removed 'ripping' effect from mage's wand. No effect. I thought vavoom no longer requires progs to be compiled ?
By the way, where should 'actors' directory be located in my mod ? Currently, "DECORATE files" are used from basepak.pk3, from basev ( I know this because Afrit shoots more fireballs than 3). I would like to mod using DECORATE, while having "myhexgame" as a custom game.
If you can answer my questions it would be best to update the wiki:http://www.vavoom-engine.com/wiki/index ... ile_system
I got "actors" directory to work from "myhexgame" directory, but "progs" are still taken from basev, not from "myhexgame".