Decaldef question

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jaevlafitte
Posts: 18
Joined: Sat Nov 05, 2005 5:47

Decaldef question

Post by Jaevlafitte »

How do I disable bullet chips from decaldef?.
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jallamann
Posts: 66
Joined: Wed Nov 23, 2005 10:01

Post by jallamann »

I *think* adding this should help.

Code: Select all

decalgroup BulletChip
{
}
Of course, I may be wrong.

Also, your username isn't exactly friendly ;)
Jaevlafitte
Posts: 18
Joined: Sat Nov 05, 2005 5:47

Post by Jaevlafitte »

And indeed you are, it crashed the game, but thanks anyway 8)

Also, considering it was gonna be "jævlasvensken", the current one seems friendly enough to me :biggrin:
Jaevlafitte
Posts: 18
Joined: Sat Nov 05, 2005 5:47

Post by Jaevlafitte »

Is the question too stupid to bother replying to or you people have no clue?.
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Graf Zahl
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GZDoom Developer
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Location: Germany
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Post by Graf Zahl »

Impatience will get you nowhere here.

In any case, extract the DECALDEF from gzdoom.pk3, remove everything except the lines that say 'Generator BulletChip' and change them to 'Generator None'. Then load that file along with your WAD.

And since the question has been answered and your last post was borderline questionable I'll close this thread now to prevent a descent into true uglyness.
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