My first attempt at editing, questions ensue

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worldendDominator
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My first attempt at editing, questions ensue

Post by worldendDominator »

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?
Last edited by worldendDominator on Sun Jan 24, 2016 11:24 am, edited 3 times in total.
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Hellser
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Re: My first attempt at editing, questions ensue

Post by Hellser »

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:

Code: Select all

#include "filenamegoeshere"
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 "spawner.dec"
#include "actors/monsters/monsters.dec"
Last edited by Hellser on Sun Jan 24, 2016 9:43 am, edited 1 time in total.
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The Zombie Killer
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Re: My first attempt at editing, questions ensue

Post by The Zombie Killer »

Alternatively, you can call it decorate.spawners, however either of the methods mentioned by Hellser are a million times more sane
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worldendDominator
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Re: My first attempt at editing, questions ensue

Post by worldendDominator »

Thank you. What about the second matter, with class number collision?
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Re: My first attempt at editing, questions ensue

Post by edward850 »

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.
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worldendDominator
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Re: My first attempt at editing, questions ensue

Post by worldendDominator »

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!
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worldendDominator
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Re: My first attempt at editing, questions ensue

Post by worldendDominator »

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.
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cocka
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Re: My first attempt at editing, questions ensue

Post by cocka »

Is there enough space for those cacos to be spawned?
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worldendDominator
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Re: My first attempt at editing, questions ensue

Post by worldendDominator »

cocka wrote:Is there enough space for those cacos to be spawned?
Yes, there is.

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.
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