In my copy of Doom Builder 2, there are only 8 player starts max in the player start category (excluding Team starts etc). But I thought SkullTag/Zandro supported up to 16 separate starts? I'm guessing they were removed from the configs at some point between revisions, so my questions are this:
1. Does SkullTag/Zandro still support those extra starts or am I wrong and were they actually removed at some point?
2. What are the DoomEdNums for the extra starts if they are still useable? I'll simply add them back to the configs myself but I don't want to get the wrong numbers down.
Doom Builder 2 missing player start EdNums?
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RE: Doom Builder 2 missing player start EdNums?
Judging by the source code, you should be able to use editor number 4001 onwards, all up to 4032. Not sure about that, though. However, it's restricted to 4001-4008 in Strife, and in Hexen the starts begin from 9100.
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RE: Doom Builder 2 missing player start EdNums?
32 player starts are supposed to be supported. If you can't use all of them, it's a bug.Dusk wrote: Judging by the source code, you should be able to use editor number 4001 onwards, all up to 4032. Not sure about that, though.
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RE: Doom Builder 2 missing player start EdNums?
I suppose I should reply and state that adding the numbers into the DB2 configs manually worked just fine. Thank you for your responses. :)
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RE: Doom Builder 2 missing player start EdNums?
Here, have a modified config.
Put it in "<DB2 Folder>\Configurations\Includes". There is a new category called "Player Starts (Skulltag)" that contains the Skulltag-specific player starts because of DB2's alpha-numerical ordering (e.g. 18,19,2,20,21).
Put it in "<DB2 Folder>\Configurations\Includes". There is a new category called "Player Starts (Skulltag)" that contains the Skulltag-specific player starts because of DB2's alpha-numerical ordering (e.g. 18,19,2,20,21).
Last edited by Minigunner on Sun Jul 15, 2012 6:20 pm, edited 1 time in total.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?