The Monster Resource Wad

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HobbsTiger1
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Post by HobbsTiger1 »

If you PM me some of this stuff so I can read and reply properly I'll be glad to help.
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Phobus
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Post by Phobus »

Actually, you can just load up the monsters resource wad like a texure wad. But you could merge it and the start of a wad together as well.
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Vader
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Post by Vader »

Optojay wrote:I don't understand why I can't just load in the monsters.wad like a texture file in doombuilder and add a THING using the editor numbers, like 3103 for a stoneIMP or 3108 for a SnakeImp?
Like Phobus said, you can!
However, the problem is that Doombuilder doesn´t show decorate entries right now (will propably be fixed in future versions).
They´ll always show up as unknown things, even with the monster.wad loaded.
Another problem is, that the new thing-category "Zdoom monster pack", the monsters are put in through the decorate lump, is also not shown in Doombuilder (for absolutely no reason it seems :?:).
Though you can find some of the new monsters under the thing-category DECORATE.
These enemys miss the respective line in the lmp that tries to put them into the "Zdoom monster pack" category, so they automatically are assigned to DECORATE...

To make a long story short;
either

1. Just place things with the monster number you want into your map and trust Zdoom to load the external monsters properly (though it can get annoying to have to look up the editor numbers in the decorate lump)

or

2. Load up the decorate lump with XWE and delete this line of code from every monster entry:

Code: Select all

//$Category "Zdoom monster pack"
This will put the monsters automatically into the thing category 'DECORATE', so you can choose them from within DB.

Keep in mind the things will be marked as unknown though :wink:
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Zero
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Post by Zero »

I made this exact thing already for the Boss, Human, and Monster Resource Packs, I'll link you to it. The only difference between it and the SkullTag one is that some of the monsters are renamed to avoid conflicts with SkullTag ones. It doesn't actually change the ID number though, so everything should be fine. It shows all of the monsters as known ones, and includes their pictures.

http://www.skulltag.com/forum/viewtopic.php?t=1923
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Bashe
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Post by Bashe »

Well...at least you have something to contribute...but it's still a bump. :P
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Zero
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Post by Zero »

17 days isn't THAT bad of a bump :p
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Shadelight
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Post by Shadelight »

Zero wrote:I made this exact thing already for the Boss, Human, and Monster Resource Packs, I'll link you to it. The only difference between it and the SkullTag one is that some of the monsters are renamed to avoid conflicts with SkullTag ones. It doesn't actually change the ID number though, so everything should be fine. It shows all of the monsters as known ones, and includes their pictures.

http://www.skulltag.com/forum/viewtopic.php?t=1923
only problem is... is that it's for skulltag. change it so it works for zdoom please?
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DomRem
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Post by DomRem »

Umm...just download the original. The only reason the ST one exists was so the names didn't conflict with anything else.

It's called READING THE POST.
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Shadelight
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Post by Shadelight »

when's the next MRW update?
killingblair
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Post by killingblair »

I think its done.
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Vader
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Post by Vader »

KingofFlames wrote:when's the next MRW update?
When KDIZD is released!
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solarsnowfall
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Post by solarsnowfall »

KingofFlames wrote:when's the next MRW update?
http://www.solarsnow.drdteam.org

Stuff here too. Although the Afrit and Imp Warlord are far cooler...
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Inuyasha_989
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Post by Inuyasha_989 »

The Imp Warlord and the Afrit are my favorites :P
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dljosef
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Post by dljosef »

The Hell Warrior, the Lord of Heresy, the Rifle Zombie, the Stealth Fighter, the Fast Imp, the Dark Imp (all three versions), and the Nightmare Cacodemon are my favorites.
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Kirby
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Post by Kirby »

:?
Please try not tp pointlessly bump threads
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