MONSTER_RESOURCE_PK3 (abandoned by request)

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MONSTER_RESOURCE_PK3 (abandoned by request)

Postby WARCHILD_89 » Mon Feb 16, 2015 12:19 pm

Abandoned by request :blergh:
Last edited by WARCHILD_89 on Fri Jul 31, 2015 4:24 pm, edited 5 times in total.
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Re: MONSTER_RESOURCE_PK3 v1.0

Postby Ozymandias81 » Mon Feb 16, 2015 1:02 pm

Finally we could create some MMORPG with GZDoom... :lol: :lol: :lol: :lol:
Nice work, expecially for newbie users that wants to use some new monsters...

PS: I've recently added some fresh movies for Gore...

[EDIT:] Have you ever add all needed credits? If not this will be frustrating for users...
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Re: MONSTER_RESOURCE_PK3 v1.0

Postby WARCHILD_89 » Mon Feb 16, 2015 2:16 pm

Normally, a txt file should be included in every wad by the author himself...
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Re: MONSTER_RESOURCE_PK3 v1.0

Postby Ozymandias81 » Mon Feb 16, 2015 3:33 pm

WARCHILD_89 wrote:Normally, a txt file should be included in every wad by the author himself...

Sorry, I've just downloaded now the file, realizing that each wad/file contains properly credits. :bang:
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby Tormentor667 » Wed Jul 29, 2015 6:09 am

Honestly, this is garbage. Why should anyone add a 50 MB file to his mod with all monsters available if he can download them seperately and add those to his mod he actually really needs? All this does is producing bandwidth.
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby Enjay » Wed Jul 29, 2015 6:16 am

Further to Torm's point, my fear with something like this is that people will just dump the whole thing into their projects like they used to do with the old monster/weapon resource mods (which were never intended to be used like that) instead of being selective. As a result, you ended up with unnecessarily huge downloads which were packed with far too many weapon and monster types either creating a mod with far too much wasted size or, at the other end of the scale, far too many weapons/monsters to be a good, playable mod. Sorry warchild but I think this may end up causing more harm than good.
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby Enjay » Wed Jul 29, 2015 6:55 am

Unfortunately, the resource is also just a dumping of a bunch of WADs into a zip and renaming it to be a PK3. As a result, it doesn't look as if things have been checked properly and there are a number of errors reported at startup:

Spoiler:


There are also a few problems in how things actually work (possibly as a result of some of those errors above). e.g.
Spoiler:

I noticed quite a few other errors too but I didn't make a note of them.
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby phantombeta » Wed Jul 29, 2015 4:04 pm

Another problem is that you're loading 50 MB of WADs to RAM, which is a huge waste of RAM.
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby TheRailgunner » Wed Jul 29, 2015 5:18 pm

I see no reason why this needs to stick around - it's basically a bunch of monsters that aren't yours in an ensemble of cells. While I like the idea of an interactive bestiary (an ooooold concept project of mine was going to feature such a level - containing anywhere from one to a bunch of each monster type just to showcase the insanity), it'd be preferable to do so with your own work.
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Re: MONSTER_RESOURCE_PK3 v1.0 (perfect for beginners)

Postby WARCHILD_89 » Fri Jul 31, 2015 6:09 am

this source was intended to be a source with TIDs and categories given, so anyone else does not waste his time doing it. I also did not say that the monster are my work, I just wanted to help beginners, so they don´t have to waste time searching for a specific actor, but finding it easy in the pk3, as I mentioned there are many monsters from other websites (youtube and such)

I threw together what I found and left them in their wad files. So If you only want some specific monsters, just copy them out of the pk3, it´s simple.

Some bugs appear because an actor is overwriting something from another actor, as seen with the infernal spider that has same sprite names like the spirit

same sh**t for some bugs reported while loading. Most of them should be avoidable by having a selection where actors do not overwrite each other, but I´ll have a look at the bugs asap.


the sense of the map itself is only to demonstrate actor behavior, nothing more, nothing less. The idea came with finding a weapons resource wad. But there isn´t such thing for monsters anywhere...


also: I posted this at the time realm 667 was offline... now that it´s online again, it still does NOT have ALL monsters included as this pk3 has...
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Re: MONSTER_RESOURCE_PK3 (bugfix and additional actors asap!

Postby Tormentor667 » Fri Jul 31, 2015 6:40 am

Still my recommendation stands: Scrap it, it's simply of no use.
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Re: MONSTER_RESOURCE_PK3 (abandoned by request)

Postby Big C » Sat Aug 01, 2015 4:28 am

Good or bad, I'm not sure if blanking the original post was the greatest idea...It's at least considered a faux pas here on this forum as far as I know of.
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Re: MONSTER_RESOURCE_PK3 (abandoned by request)

Postby Enjay » Sat Aug 01, 2015 4:48 am

Yes, blanking the original post is a bad move and makes all the posts following it out of context and difficult to follow.

It would be nice if there was some way for the forum to cache posts to enable the mods to restore blanked posts. This is not a serious suggestion for consideration or anything. I can see plenty of impracticalities in that (not least of which would be the space needed to cache all the forum posts just in case an occasional one got blanked, and what about legitimate edits, and the mod's time etc). The system would be entirely unmanageable.
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Re: MONSTER_RESOURCE_PK3 (abandoned by request)

Postby wildweasel » Sat Aug 01, 2015 10:29 am

Enjay wrote:Yes, blanking the original post is a bad move and makes all the posts following it out of context and difficult to follow.

I get the feeling that nobody pays attention when I update the Official Forum Rules thread, because yes, there is a rule about blanking posts! Please don't do that!

And now this thread's going to have to get locked. Which I probably would have done by request.
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