The [Monster Resource Wad] NG* (Update: 11/12, Page 15)

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Tormentor667
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Post by Tormentor667 »

@Jimmy - Good Job, that works quite well now :)

@ZDUser - The second one is the one in the /idgames archive and just an update of the first one. And thx for your wishes ;)
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Post by ZDUser2 »

Which version does it run on, Torm?
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Post by Jimmy »

Download the latest version of Zdoom (2.1.4) and it works fine with that. :D
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Post by ZDUser2 »

Thanks. And in that case, I noticed something unusual in there. The place where the Snake Imp used to be is this red crawler with an Imp head. When it attacks, it looks like it's exploding for a few seconds, then comes back to normal. When I kill it, it's death sprites are that of the Snake Imp's death sprite.

Also, one of the ghosts (wraithverge ghosts) dont attack. I dont know if this is normal.

The Cyberdemon's projectiles are missing, same with the cyber-mastermind.

Might want to check these out.
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Post by Siggi »

The following should probably not be in the resource.

Code: Select all

//ZombieMan
ACTOR DEZombieMan : ZombieMan 3004 
{ 
States 
   { 
   Spawn: 
       POSS AB 10 A_Look 
       Loop 
   See: 
       POSS AABBCCDD 4 A_Chase
       Loop 
   Missile: 
       POSS E 10 A_FaceTarget 
       POSS F 8 Bright A_PosAttack 
       POSS E 8 
       Goto See 
   Pain: 
       POSS G 3 
       POSS G 3 A_Pain 
       Goto See 
   Death: 
       POSS H 5 
       POSS I 5 A_Scream 
       POSS J 5 A_NoBlocking 
       POSS K 5 
       POSS L -1 
   XDeath: 
       POSS M 5 
       POSS N 5 A_XScream 
       POSS O 5 A_NoBlocking 
       POSS PQRST 5 
       POSS U -1 
   Raise: 
       POSS KJIH 5 
       Goto See 
   } 
} 
//End of Zombieman
//Arachnotron
ACTOR DEArachnotron : Arachnotron 68 
{ 
Radius 48 
}
//End of Arachnotron
//Shotgun Guy
Actor DEShotgunGuy : ShotgunGuy 9
{
  dropitem "DEShotgun" 256
}
//End of Shotgunguy
Also, this resource would be ten times more useful if it wasn't a single large DECORATE lump, but several smaller ones each containing information for a single monster.
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Post by Tormentor667 »

Psycho Siggi wrote: Also, this resource would be ten times more useful if it wasn't a single large DECORATE lump, but several smaller ones each containing information for a single monster.
That's very true... could this be done with folders somehow?
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Post by Nash »

Can't you create a single DECORATE lump that #includes individually-named monster definition lumps?
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Post by Tormentor667 »

Nash wrote:Can't you create a single DECORATE lump that #includes individually-named monster definition lumps?
Something like:

Code: Select all

#include "darkimp.txt"
#include "hectebus.txt"
#include "cockodemon.txt"
???

Is this possible?
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Post by Ryan Cordell »

In WADS, it's actually like

Code: Select all

[Inside Decorate]
#include "HECTEBUS"
#include "HISSY"
#include "MANCUSE"
With the names being the names for the lumps containing the proposed actor. :P
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Post by Nash »

Torm, if you're using WADs instead of ZIPs, then it would be better to do what Blade Nightflame posted.

And... WTF Cockodemon? ROFL
Last edited by Nash on Fri Aug 04, 2006 1:28 pm, edited 1 time in total.
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Post by Tormentor667 »

So if I use PK3s, is something like

Code: Select all

#include "decorate/hectebus.txt"
also possible?
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Post by Nash »

Using PK3, yes. Look at gzdoom.pk3 for an example.
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Post by Siggi »

Yes, that is possible. For instance the Wolf 3D TC does it.

Code: Select all

#include "actors/wolf3d/enemies.txt"
#include "actors/wolf3d/items.txt"
#include "actors/wolf3d/weapons.txt"
Obviously, if you are using this technique in a wad file, there won't be .txt on the end of the lump names.
If you are going to be using a .wad, then you could just create more than one lump named DECORATE. I believe LWM did it that way.

This is something which makes the .pk3 format very useful, because ZDoom will only recognise the first 8 figures in a file name and it also ignores the extention. So if you were to add several files to your .pk3 file, of which all files began with the word 'decorate' and the rest of the file name something else, then all those files would be recognised by ZDoom as decorate lumps. As an example, in one of my little projects I named the files like so:

Code: Select all

decorate.zombieman.txt
decorate.shotgunguy.txt
decorate.chaingunguy.txt
..etc
All of these get loaded as decorate lumps.

It's very handy :)
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Post by Tormentor667 »

Nash wrote:And... WTF Cockodemon? ROFL
Yeah, touch and please him! :)
Image
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Post by Tormentor667 »

@PsychoSiggi - Thx, thats very useful :)
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