Hello, can anyone reproduce ( apparently I can't as no knowledge )...
...If I have created wad file which contains maps, and maps has stealth monsters, do they appear as normal monsters in vanilla doom, while appearing stealth ones in ZDoom?
If I want to make wad file which can be played in vanilla doom, do I need to take off stealth monsters, or could they appear alternatively in ZDoom?
Thanks for the help ( Also, where I could see this? )
EDIT: Also, how about Doom95? I can't reproduce that either as no DPLAY.DLL file at all, maybe I should take one somewhere, but I think I need to edit the whole thing a bit to get it work and see to myself, apparently, that is impossible as long as being noob
ZDoom and Vanilla Doom stealth monsters
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- UnknownMaster21
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Re: ZDoom and Vanilla Doom stealth monsters
Vanilla Doom wouldn't be able to load Decorate, or even detect it, the same for other lumps such as Mapinfo, i don't really know if it would crash or output a load of error messages about the unknown things in the maps, but that seems the logical thing to happen.
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Re: ZDoom and Vanilla Doom stealth monsters
Yeah, as I have done wad file with Doom Builder 2, I also want it can run completely vanilla. So I have to take off them
- Caligari87
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Re: ZDoom and Vanilla Doom stealth monsters
Just make sure you use the right configuration profile in DoomBuilder then. There should be one called "Doom in Doom Format", which will be vanilla-compatible. If you use "Doom in ZDoom" or "Doom in Hexen", it won't be vanilla compatible. Also, the vanilla profile simply won't include stealth monsters.

Re: ZDoom and Vanilla Doom stealth monsters
[wiki]Stealth monsters[/wiki] were never in vanilla.
Re: ZDoom and Vanilla Doom stealth monsters
What you can do is make two .wad files, one is version with Stealth monsters and other ZDoom stuff, while other one is 100% vanilla-flavoured.
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Re: ZDoom and Vanilla Doom stealth monsters
To answer the question in a way that makes the most sense to you, no. Stealth monsters will count as invalid things. I'm not sure what that means in vanilla, but I'm pretty sure it'd just not spawn anything at all.
Also, what Caligari_87 said isn't true. While you might be able to play the map in vanilla, any line and sector actions that aren't in vanilla DOOM will not work properly. Since, well, they won't exist.
Your best bet to make something vanilla compatible is to make it in DOOM or DOOM 2 format. If you want to make it playable in most limit removing ports, use Boom format. Only use ZDoom formats when you want to limit the map to ZDoom and it derivatives; errors are prone to happen otherwise.
Also, what Caligari_87 said isn't true. While you might be able to play the map in vanilla, any line and sector actions that aren't in vanilla DOOM will not work properly. Since, well, they won't exist.
Your best bet to make something vanilla compatible is to make it in DOOM or DOOM 2 format. If you want to make it playable in most limit removing ports, use Boom format. Only use ZDoom formats when you want to limit the map to ZDoom and it derivatives; errors are prone to happen otherwise.
