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myhouse compatibility?

A topic by JockLock98 created Dec 23, 2024 Views: 1,529 Replies: 11
Viewing posts 1 to 6

is there any way to make this pk3 work with myhouse.pk3? i'm getting an error that has something to do with the "chainsawremover" thingy (which conflicts with something in myhouse.pk3, on line 206)

the mod only really works with the untampered .wad file of myhouse, but i'd like to play the pk3 version 

thanks if you can find out how

You can use SLADE to edit myhouse.pk3.

You need to edit the MAPINFO file.

And replace the first part of it with this:

gameinfo

{

  //PlayerClasses = "ActionPlayer"

  //AddEventHandlers = "ChainsawRemover"

  AddEventHandlers = "BillboarderHandler"

}

Essentially, just comment out the lines PlayerClasses = "ActionPlayer" and AddEventHandlers = "ChainsawRemover". This will let you start the two .pk3's together. I am not sure if this breaks anything though. Don't get too excited, it probably WILL break things!

( 3 day old post that was stuck in Limbo. )

hey.

Well, I can see you have the DOOM Guy fist, but your Status face is Daisy???

Weird...

I guess it only sort of works.

So I am wondering if this might have something to do with the smoothdoom part of myhouse.wad, at least, thats my uninformed guess

I played through a bit, I def did not get to the true beach, but...


I got through the backwards underhalls, and never was able to equip the smooth fists... So IDK...

I did notice that the mirror enemies are all "non furries, I mean, because they are completely different enemies from the normal ones.

Also, you can't pick up the super shotgun in the backwards underhalls.

So, that sucks!

I don't really want to play through myhouse again at this moment, so...

I will just tell you... stuff for sure broke! Lol.

Sorry I wasn't of more help.

thanks, wuill reply later

(1 edit)

Sorry for the necro, but I think I might have gotten this to work. myhouse defines its own custom weapons, but they look exactly like vanilla DOOM's weapons until you enter the altered house, where you're given a hidden item that the weapons are programmed to look for. When you get it, the weapons become smooth. I removed the parts of the code that replaces the weapons, so FurDoom's weapons now properly work. I also tested the bug Calcium Boxer mentioned where you can't pick up the SSG in sllahrednU, it looks like it works properly now.

Here are some other things/bugs I've noticed:

  • You can see Daisy in normal mirrors, unlike vanilla myhouse where the player is invisible.
  • The secret chainsaw at the start of the game upwarps to the top of the boxes when the secret is opened. I guess the bat is too long, but you can grab it if you hug the box when you open it.
  • I broke the hospital secret. Oops.
  • Also pointed out by Calcium, all the enemies in esouH yM and sllahrednU are unchanged.
  • The final secret still tries to give the player SmoothFist, even though I swapped it to Fist. Maybe I missed something??
  • I haven't tested this all the way just yet, so there might be some crashes I missed. I'll edit my post or make a new one if I do.

Here's a download to my modified .pk3.

Script error, "myhousecompat.pk3:mapinfo" line 53:

DoomEdNums: Unknown top level keyword

getting this error. any help?

Should add this here, we won't ever support myhouse.pk3, it's more like a experience that should be played with no mods.

You are free to do whatever you want, tho future versions of furdoom will break things.

That's perfectly fair, I wasn't expecting any official support. I was just doing this for fun. -w-

myhouse should absolutely be played vanilla on the first few playthroughs, but once you've seen everything that the house has to offer, I'd say there's nothing wrong with making a few... renovations? :P

thank you java very cool

also aw manm