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Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Wed Jul 20, 2011 7:35 pm
by Kate
if you want to add monsters, you'll need the following files in addition to editing the Decorate as well:

PokeDOOM_Src.zip
ACS Sources
(33.86 KiB) Downloaded 228 times

DMRGDEX.acs is the file that you want to change in your addon, specifically the NUM_MONSTERS, and you'll need stats for the new monster being added (should be self-explanatory if you've played pokémon before - AP is PP for all moves by the way)

The ACS you compile it into replaces the standard Doomdex. To get new monsters to appear, you need to make a new spawner for them - see any of the existing Generator* actors in the Actors/Monsters directory in the Doomdex.

HUGE NOTE: I'm still working on this, so be careful because future versions will probably not retain any kind of compatibility at all. In other words, if and when I update this in the future, do be prepared to change your add-ons to keep up with my changes if you want it to still work properly. This should be a given, considering it IS a WIP.

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Mon Mar 05, 2012 7:09 am
by mallo
@PS I hope you will doesn't get mad if I'll use it for my Pokemon mod.

You know: Pokemon cities, pokemons (sprites from mystery dungeon) etc.
I know somebody is creating WAD like that, but he doesn't seem to release it soon. And i wanna create my OWN. :)

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Mon Mar 05, 2012 11:07 am
by Tapwave
You could've just pmed her instead of bumping the topic.

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Mon Mar 05, 2012 1:06 pm
by Xaser
terranova wrote:You could've just pmed her instead of bumping the topic.

No, it's on topic and continues a previous line of discussion. It's not a content-less "is it done?" or "lol bump," so why shouldn't he use the thread that's set aside for this particular topic to speak about this particular topic?

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Mon Mar 05, 2012 2:16 pm
by Tapwave
Xaser wrote:
terranova wrote:You could've just pmed her instead of bumping the topic.

No, it's on topic and continues a previous line of discussion. It's not a content-less "is it done?" or "lol bump," so why shouldn't he use the thread that's set aside for this particular topic to speak about this particular topic?

Yeah, sorry, but usually supposedly codes/resources bits requests from other projects that are in threads who were left unactive for quite some time are done via pm, right?

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Tue Apr 01, 2014 5:27 am
by TheNHDOOM
The launchers link is broken, so I have to drag and drop the pk7, and that doesn't give me a starter, nor does it allow me to capture monsters.

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Thu Apr 03, 2014 8:02 am
by Josh771
You could try using a batch file to run it; that's what I do for all my various mod setups. Just create a text file in your ZDoom/GZDoom directory and type in:

zdoom -file firstFile.wad secondFile.pk3 thirdFile.pk7

...and so on. Of course, you'll want to use the files' actual names and type 'gzdoom' if you're using that instead. Then rename the .txt file to a .bat and double-click it. Instant shortcut to Pokemon Doom (or whatever mod).

Re: [ON HOLD] Pokémon DOOM: Titanium

PostPosted: Fri Apr 04, 2014 2:55 am
by TheNHDOOM
It doesn't work. I still get a Decorate script error when trying to load doomdex.