Monster Resource Wad

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Graf Zahl
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Post by Graf Zahl »

Marines should be a separate monster pack. They are rarely used together with other monsters.
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Macil
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Post by Macil »

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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Xenaero
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Post by Xenaero »

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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Janizdreg
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Post by Janizdreg »

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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Nanami
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Post by Nanami »

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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Giest118
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Post by Giest118 »

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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Nanami
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Post by Nanami »

Don't worry, I'll finish the rest of the angles and stick it in the next update.
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Graf Zahl
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Post by Graf Zahl »

Here's mine:

Code: Select all

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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Xenaero
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Post by Xenaero »

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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Xaser
 
 
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Post by Xaser »

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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Nanami
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Post by Nanami »

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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Xenaero
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Post by Xenaero »

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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Graf Zahl
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Post by Graf Zahl »

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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Nanami
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Post by Nanami »

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 12:43 pm, edited 1 time in total.
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Giest118
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Post by Giest118 »

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