Hi there.
I'm working on a new critter and got the usual sound problem again. This time I wasn't prepared about it though: I simply edited one of the existing human NPCs to use my custom sprites.
So, what's the problem now? Does the engine read the .FRMs names? I know that the original .FRMs are named after a specific list... Is it hardcoded?
The critter is in a specific unregistered test map, it was placed it on the purpose (I mean I didn't have to rebuild the map and have the engine read the newly edited proto), it has no script attached, and it crashes the mapper upon PC's attack.
Gents, any leads?
I'm working on a new critter and got the usual sound problem again. This time I wasn't prepared about it though: I simply edited one of the existing human NPCs to use my custom sprites.
So, what's the problem now? Does the engine read the .FRMs names? I know that the original .FRMs are named after a specific list... Is it hardcoded?
The critter is in a specific unregistered test map, it was placed it on the purpose (I mean I didn't have to rebuild the map and have the engine read the newly edited proto), it has no script attached, and it crashes the mapper upon PC's attack.
Gents, any leads?