Monster Resource Wad

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Postby Graf Zahl » Mon Jun 28, 2004 7:06 pm

Marines should be a separate monster pack. They are rarely used together with other monsters.
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Postby Agent ME » Mon Jun 28, 2004 7:22 pm

I've coded the marine skin pack's marines and the regular one (the regular one has an assault rifle that shoots in bursts) in DECORATE.
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Postby Xenaero » Mon Jun 28, 2004 7:33 pm

Actually, I got a VERY VERY nice set of marines (all with diff sprites) for my project, but I don't wanna release them before the project is done. :)
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Postby Janizdreg » Mon Jun 28, 2004 8:56 pm

Agent ME wrote:I've coded the marine skin pack's marines and the regular one (the regular one has an assault rifle that shoots in bursts) in DECORATE.
:!: gimme gimme gimme :!:
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Postby Nanami » Mon Jun 28, 2004 11:08 pm

Putting the touches on some stuff. Expect a new version sometime soon.

In the meantime, anyone think I should include this monster? It was meant as a joke but maybe someone somewhere will want to use it. If anyone actually wants it, I just need to finish the angles to two walking frames and the pain frame:

Image Image
Image Image
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Postby Giest118 » Tue Jun 29, 2004 12:31 am

I'd love that monster! I won't even need angles! But having said that... I could just copy those pics to my comp and convert then to BMP format with Irfanview...

EDIT: Actually, this seems to have caused more inconvenience than I thought it would.... Please send the frames to me at giest118@hotmail.com .
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Postby Nanami » Tue Jun 29, 2004 12:50 am

Don't worry, I'll finish the rest of the angles and stick it in the next update.
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Postby Graf Zahl » Tue Jun 29, 2004 5:54 am

Here's mine:

Code: Select allExpand view
ACTOR RapidFireTrooper : ZombieMan 10720
{
   Health 30
   Obituary "%o was surprised by the zombie's weaponry."
   States
   {
   Spawn:
      RFTR AB 10 A_Look
      Loop
   See:
      RFTR AABBCCDD 4 A_Chase
      Loop
   Missile:
      RFTR E 10 A_FaceTarget
      RFTR F 5 A_PosAttack
      RFTR E 5 A_CPosRefire
      Goto Missile+1
   Pain:
      RFTR G 3
      RFTR G 3 A_Pain
      Goto See
   Death:
      RFTR H 5
      RFTR I 5 A_Scream
      POSS J 5 A_Fall
      POSS K 5
      POSS L -1
      Stop
   Raise:
      POSS KJ 5
      RFTR IH 5
      Goto See
   }
}


An incomplete version of this zombie's sprites has been in several WADs. I added all the missing rotation frames and created a new attack for him.

Note: In this case inheritance is not an issue because it has no effect whatsoever on hitscan attack monsters and this one borrows heavily from the original zombie.
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Postby Xenaero » Tue Jun 29, 2004 6:47 am

Graf Zahl wrote:Marines should be a separate monster pack. They are rarely used together with other monsters.


Perhaps not with monsters...but perhaps allied with YOU :p KEKEKE *Shuts up*

Nanami: I would actually use that monster in my project...please complete it. :D
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Postby Xaser » Tue Jun 29, 2004 8:53 am

Heh. That "Cyber Mastermind" is cool. I'd use it for HELLDOOM. In fact, I'd probably use almost all of these guys for HELLDOOM. :P

Anyway, Nami, I'm just about to e-mail my monster to you, so be prepared. :P


EDIT: ARGH!!! My e-mail server won't let me send any attachments. That's probably because I don't have a good internet connection and stuff. Is there any way we could meet on IRC or something? I can send stuff with that, strangely. :P
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Postby Nanami » Tue Jun 29, 2004 11:22 am

Graf, the reason I wanted to make it so no monsters used inheritance is in case the original monsters were changed with DeHacked. In the monster you posted, it inherits some information and also uses some frames of the original zombie. If those are changed, it'd mess some things up.

Edit: Actually, I don't know if having the monster changed via DeHacked can be inherited or not, but it still uses some of the original frames, which could cause problems if they were changed. I'll add the missing frames in.

Also Xaser, irc.oftc.net #youfailit
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Postby Xenaero » Tue Jun 29, 2004 12:46 pm

Nanami, you have not said anything about me cnotributing theo riginal doom2 monsters yet...and i've posted asking about it for 3 times already. :rolleyes:


BTW, Nanami, you go to other IRC channels? I have no idea why, but i'm banned from #youfailit (I do fail it :p )
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Postby Graf Zahl » Tue Jun 29, 2004 1:28 pm

Nanami wrote:Edit: Actually, I don't know if having the monster changed via DeHacked can be inherited or not, but it still uses some of the original frames, which could cause problems if they were changed. I'll add the missing frames in.




Of course it can inherit Dehacked changes. I never thought of that! :?
That I understand. Don't forget the extreme death sequence which is completely inherited.
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Postby Nanami » Tue Jun 29, 2004 1:38 pm

All right, new copy of the wad is up: Get it here.

New monsters include:

* Blood Demon from SkullTag
* Cacolantern from SkullTag
* Belphegor from SkullTag
* Scorpion Mastermind, by LilWhiteMouse
* Zombie Marine, by Bouncy
* Rapid Fire Trooper, by Graf Zahl
* Snake Demon, by Espi

Changes to old monsters include:

* Stone Imp has more health, more mass, +NORADIUSDMG
* Arachnophyte has new graphics
* Warlord drops eggs 20% (instead of 25%), and sometimes shoots 5 green blobs instead of 3
* Satyr obit changed, scaled to .9

Enjoy!

I still have to get the TNT3 monsters (I keep forgetting to do this), and DD_133 is working on all the original monsters.

Oh yeah, if anyone's interested, the following monsters could uses new sounds:

* Satyr
* Belphegor
* Scorpion Mastermind
* Snake Demon
Last edited by Nanami on Tue Jun 29, 2004 1:43 pm, edited 1 time in total.
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Postby Giest118 » Tue Jun 29, 2004 1:43 pm

... Did you include the CyberMastermind??????????/// :P
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