Making enemy corpses disappear when using jDRP
I have a DEH patch which sets the death frame duration for all monsters to 60, meaning the corpses disappear a second or two after they die. When I don't use jDRP this works for all monsters. However with jDRP enabled it doesn't work for the ArchVile, Cacodemon, Baron of Hell, or HellKnight but does for all the rest. Here is my DEH file:
I've temporarily worked around the issue by removing the 4 models from jdrp101+11a+fixes.pk3 but I would prefer to be able to use the new models instead.
Patch File for DeHackEd v3.0
# Created with WhackEd4 1.0.2
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
Frame 193
Duration = 60
Frame 202
Duration = 60
Frame 226
Duration = 60
Frame 235
Duration = 60
Frame 280
Duration = 60
Frame 350
Duration = 60
Frame 397
Duration = 60
Frame 428
Duration = 60
Frame 434
Duration = 60
Frame 461
Duration = 60
Frame 469
Duration = 60
Frame 495
Duration = 60
Frame 515
Duration = 60
Frame 548
Duration = 60
Frame 577
Duration = 60
Frame 631
Duration = 60
Frame 659
Duration = 60
Frame 700
Duration = 60
Frame 748
Duration = 60
Frame 757
Duration = 60
Is anyone familiar enough with jDRP to figure out how to make the corpses I mentioned above disappear while using jDRP? FYI I'm running jdrp101+11a+fixes.pk3.I've temporarily worked around the issue by removing the 4 models from jdrp101+11a+fixes.pk3 but I would prefer to be able to use the new models instead.
Comments
http://www.doomworld.com/idgames/?file=levels/doom2/megawads/ksutra.zip
I like wads with many monsters as you just said, so I will download that one. I really like wads that make the exit of a level and the entrance of the next level look connected, like the next level is connected to the one you completed. Feels more like a real environment.