My first attempt at editing, questions ensue
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- worldendDominator
- Posts: 291
- Joined: Sun May 17, 2015 9:39 am
My first attempt at editing, questions ensue
I tried to make a small patch that would let me play Eternal Doom IV with Complex Doom without conflicts. For that, I wanted to replace ED's custom monsters with spawners based on Complex. Writing the code was no problem, but making it playable was.
First attempt: I named the file spawners.dec (same as in Complex), packed it into a zip archive and changed its extension to pk3. Result: ED custom monsters are replaced properly, vanilla monsters are unchanged.
Second attempt: Named it spawners2.dec, then same. Result: vanilla monsters are replaced, custom monsters are not (except for one unrelated case where sprite name collision happened).
Third attempt: Named it DECORATE, then same. Everything works.
So why did it work that way? What is proper way of naming files?
And another problem I've faced. There is a collision between class numbers in ED and CD, which causes all chandeliers to turn into rocket zombies. How do I deal with this?
First attempt: I named the file spawners.dec (same as in Complex), packed it into a zip archive and changed its extension to pk3. Result: ED custom monsters are replaced properly, vanilla monsters are unchanged.
Second attempt: Named it spawners2.dec, then same. Result: vanilla monsters are replaced, custom monsters are not (except for one unrelated case where sprite name collision happened).
Third attempt: Named it DECORATE, then same. Everything works.
So why did it work that way? What is proper way of naming files?
And another problem I've faced. There is a collision between class numbers in ED and CD, which causes all chandeliers to turn into rocket zombies. How do I deal with this?
Last edited by worldendDominator on Sun Jan 24, 2016 11:24 am, edited 3 times in total.
- Hellser
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Re: My first attempt at editing, questions ensue
DECORATE is the lump name that ZDoom specifically looks for, not "spawners.dec", if you wish to include your own named files, type in the following in the DECORATE lump:
An example would be if you had a file named "Spawner.dec" in the "Root" directory of your PK3 and you have a file called "Monsters.dec" in a folder called actors, and a subfolder called Monsters
Code: Select all
#include "filenamegoeshere"
Code: Select all
#include "spawner.dec"
#include "actors/monsters/monsters.dec"
Last edited by Hellser on Sun Jan 24, 2016 9:43 am, edited 1 time in total.
- The Zombie Killer
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Re: My first attempt at editing, questions ensue
Alternatively, you can call it decorate.spawners, however either of the methods mentioned by Hellser are a million times more sane
- worldendDominator
- Posts: 291
- Joined: Sun May 17, 2015 9:39 am
Re: My first attempt at editing, questions ensue
Thank you. What about the second matter, with class number collision?
Re: My first attempt at editing, questions ensue
You need to change the editor numbers, plain and simple. Most mods simply aren't designed with other mods in mind, and thus things like the editor numbers will usually clash.
- worldendDominator
- Posts: 291
- Joined: Sun May 17, 2015 9:39 am
Re: My first attempt at editing, questions ensue
It worked when I took that file (monsters.dec from CD), changed the number, and added it to the patch without changing its name. Thanks for the help, everyone!
- worldendDominator
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- Joined: Sun May 17, 2015 9:39 am
Re: My first attempt at editing, questions ensue
I have found another strange problem: a script that was supposed to spawn several cacodemons (Thing_SpawnFacing(47,19,0)) does nothing, even though other scripts using that function with different monsters (imps, revenants, SM) work properly. I am really unsure what may cause this, since caco spawner is no different from other spawners.
EDIT: Apparently, this is caused not by the script itself, but by the key that is supposed to trigger it. Goddamn Complex and its not-disappearing keys... Case closed.
EDIT: Apparently, this is caused not by the script itself, but by the key that is supposed to trigger it. Goddamn Complex and its not-disappearing keys... Case closed.
Re: My first attempt at editing, questions ensue
Is there enough space for those cacos to be spawned?
- worldendDominator
- Posts: 291
- Joined: Sun May 17, 2015 9:39 am
Re: My first attempt at editing, questions ensue
Yes, there is.cocka wrote:Is there enough space for those cacos to be spawned?
Complex was meant for cooperative play (for whatever reason), and it changes the keys in such way that their pickup state ends with Fail unless you have "shared keys" variable set. So picking up the key doesn't count as picking it up and doesn't trigger the script.