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Help again (serious) ("Is it possible to add custom monsters in udb without using gzdoom: doom 2 (udmf) format? I want to add custom monsters using the format Doom: Doom 2 format")


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Is it possible to add custom monsters in udb without using gzdoom: doom 2 (udmf) format?

I want to add custom monsters using the format Doom: Doom 2 format

Using slade of course

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Custom monsters have absolutely nothing to do with the map format, so this question seems rather confused.

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What do you want help with exactly? Do you want to have custom enemy behaviour or custom enemy sprites?

Edited by volleyvalley

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There are several ways to do this, depending on the compatibility you are aiming for.

For GzDoom exclusively, you can use ZScript.

For Decorate-compatible sourceports, you can make your monsters with a Decorate lump.

Different sourceports have different deHacked capabilities. MBF21 I think is the most capable standard among them (Woof, DSDA), there is also DehExtra.

You can also use DeHacked if you want your wad to be vanilla compatible.

And as a final resource, if you want to save yourself some work, you can simply replace the monster sprites by placing sprites with the same name as the original sprites inside the wad.

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For future reference, it's a good idea to put your query in the thread title and give people an ideas as to what you're asking from the get-go. 👍

 

In regards to your format specifically, you'll want to look into DeHackEd: do some reading up, find the editor that works for you (I recommend WhackEd4 if you're on Windows) and do a little bit of tinkering.

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Think OP means the make his new monsters visible in the editor as a thingtype that can be selected from the menu?  UDB can read decorate files. If not (like it doesn't with EE) you'll have to manually add them to (a copy of) the UDB config files. You can find those in the folder Configurations and Includes.

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1 hour ago, volleyvalley said:

What do you want help with exactly? Do you want to have custom enemy behaviour or custom enemy sprites?

i downloaded some sprites of realm 667 

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45 minutes ago, Obsidian said:

For future reference, it's a good idea to put your query in the thread title and give people an ideas as to what you're asking from the get-go. 👍

 

In regards to your format specifically, you'll want to look into DeHackEd: do some reading up, find the editor that works for you (I recommend WhackEd4 if you're on Windows) and do a little bit of tinkering.

I use whacked 4 but i only found a tutorial that used udmf format for the "decorate" lump to work. I dont want it to be on udmf format cuz i need gzdoom to run it but i want to run it in woof!

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1 hour ago, Edward850 said:

Custom monsters have absolutely nothing to do with the map format, so this question seems rather confused.

I only know the "decorate" lump but that only works on udmf formats.

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52 minutes ago, Obsidian said:

For future reference, it's a good idea to put your query in the thread title and give people an ideas as to what you're asking from the get-go. 👍

 

In regards to your format specifically, you'll want to look into DeHackEd: do some reading up, find the editor that works for you (I recommend WhackEd4 if you're on Windows) and do a little bit of tinkering.

I mostly use slade for custom monsters cuz i mostly get them from realm 667

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4 minutes ago, Tarry111 said:

I only know the "decorate" lump but that only works on udmf formats.

That's not true at all, decorate works on any map format in gzdoom. Not sure where or why you came up with this idea as it's simply incorrect.

 

However it is redundant to use only a vanilla map format if you intend to use decorate, as there's no such thing as a vanilla port with decorate support.

Edited by Edward850

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Just now, Edward850 said:

That's not true at all, decorate works on any map format in gzdoom.

 

However it is redundant to use only a vanilla map format if you intend to use decorate, as there's no such thing as a vanilla port with decorate support.

I tried the decorate lump on doom 2 format but that didnt seem to work, i dont know if i did something wrong.

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1 minute ago, Tarry111 said:

I tried the decorate lump on doom 2 format but that didnt seem to work, i dont know if i did something wrong.

You did something wrong. But again, it's redundant to do it anyway.

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2 minutes ago, Edward850 said:

That's not true at all, decorate works on any map format in gzdoom.

 

However it is redundant to use only a vanilla map format if you intend to use decorate, as there's no such thing as a vanilla port with decorate support.

When u said gzdoom did u mean the builder or the port?

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I've replaced the commander keen with "Bloody demon"

Commander keen's id is 72 so i change that to the bloody demon using the decorate lump.. here is it, but when i go to udb i cant see the bloody demon, the commander keen is still there and nothing has been replaced. (I've saved my changes in slade)

Class BloodDemonClone : Actor 72
{
  Default
  {
    Health 300;
    Speed 12;
    Height 56;
    Radius 30;
    Mass 400;
    PainChance 180;
    REACTIONTIME 8;
    SeeSound "blooddemon/sight";
    PainSound "blooddemon/pain";
    DeathSound "blooddemon/death";
    ActiveSound "blooddemon/active";
    //MeleeSound "blooddemon/melee";
    HitObituary "%o Was chewed up and spat out by a Mech-demon.";
    MONSTER;
    +FLOORCLIP
  }

  States
  {
  Spawn:
    SRG2 AB 10 A_Look();
    Loop;
  See:
    SRG2 A 0 A_PlaySound("blooddemon/walk");
    SRG2 AABB 2 A_Chase();
    SRG2 C 0 A_PlaySound("blooddemon/walk");
    SRG2 CCDD 2 A_Chase();
    Loop;
  Melee:
    SRG2 E 0 A_PlaySound("blooddemon/melee");
    SRG2 EF 8 A_FaceTarget();
    SRG2 G 8 A_CustomMeleeAttack(5*Random(1,8));
    Goto See;
  Pain:
    SRG2 H 2;
    SRG2 H 2 A_Pain();
    Goto See;
  Death:
    SRG2 I 8 ;
    SRG2 I 0 A_FaceTarget();
    SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128);
    SRG2 J 8 A_Scream();
    SRG2 K 4;
    SRG2 L 4 A_NoBlocking();
    SRG2 M 4;
    SRG2 N -1;
    Stop;
  Raise:
    SRG2 NMLKJI 5;
    Goto See;
  }
}

Class BloodDemonArm : Actor
{
  Default
  {
    Radius 8;
    Height 8;
    Speed 8;
    +DOOMBOUNCE;
    +DROPOFF;
    +Missile;
  }

  States
  {
  Spawn:
    SG2A ABCDEFGH 2;
    Loop;
  Death:
    SG2A I -1;
    Loop;
  }
}

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14 minutes ago, Edward850 said:

That's not true at all, decorate works on any map format in gzdoom. Not sure where or why you came up with this idea as it's simply incorrect.

 

However it is redundant to use only a vanilla map format if you intend to use decorate, as there's no such thing as a vanilla port with decorate support.

i use Woof! for my testing does that work?

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12 minutes ago, Tarry111 said:

When u said gzdoom did u mean the builder or the port?

The port.

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Just now, Tarry111 said:

i use Woof! for my testing does that work?

Woof does not support decorate in any capacity, and thus cannot use the resources from realm667.

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1 minute ago, Edward850 said:

Woof does not support decorate in any capacity, and thus cannot use the resources from realm667.

well why doesnt it show up on doombuilder even tho ive replaced the commander keen id with boody demon?

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13 minutes ago, Tarry111 said:

well why doesnt it show up on doombuilder even tho ive replaced the commander keen id with boody demon?

Because UDB is likely not bothering to parse the decorate file for the chosen configuration. Gzdoom will however, and if it works is irrelevant to what the map editor thinks, but...

 

7 minutes ago, Tarry111 said:

Ill use prboom but i still cant find the replacement on db.

Prboom will not load decorate either. As I previously stated, decorate is a gzdoom only feature.

Edited by Edward850

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9 minutes ago, Edward850 said:

Because UDB is likely not bothering to parse the decorate file for the chosen configuration. Gzdoom will however, and if it works is irrelevant to what the map editor thinks, but...

 

Prboom will not load decorate either. As I previously stated, decorate is a gzdoom only feature.

Well how do I add custom monster without using gzdoom, while using sourceports like woof, prboom, or dsda doom

Edited by Tarry111

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26 minutes ago, Tarry111 said:

Well how do I add custom monster without using gzdoom, while using sourceports like woof, prboom, or dsda doom

You have the choice of Dehacked or MBF21. There's no simple drag and drop of new resources for these as they modify the frame table rather than adding to it.

Edited by Edward850

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35 minutes ago, Edward850 said:

You have the choice of Dehacked or MBF21. There's no simple drag and drop of new resources for these as they modify the frame table rather than adding to it.

how do i add custom monster sprites to dehacked

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I think the problem that you might have is that you are confusing several things.

 

DECORATE is like a programming language that is compatible with zDoom, gzDoom and some other source ports, but not with PrBoom or Woof, and it is used to create monsters, decorations, weapons, etc. And generally speaking, as long as your engine supports DECORATE, you could potentially use that monster in Hexen, Heretic or Doom indifferently.

 

Another thing is the map format that, as the name suggest, only tells the map editor what kind of map actions such as doors or lifts, etc your map is allowed to use, and there is no connection between map format and decorate.

For example, you can create a Doom Format map for PrBoom, but also for gzdoom, but you cannot use Hexen Format maps in PrBoom because PrBoom only understands Doom or Boom map actions.

 

In your case, if you want to use that monster that is programmed in DECORATE, your only option is to select zdoom or gzdoom as game engine in the map editor.

If you want to add a monster for PrBoom, Woof or dsda doom, your only option is Dehacked or mbf21, as @Edward850 already suggested.

 

DEHACKED is another type of programming language that is compatible with most, if not all, source ports. I would recommend you to take a look to the links that @Edward850 kindly gave to you just above.

 

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1 minute ago, Scyon said:

I think the problem that you might have is that you are confusing several things.

 

DECORATE is like a programming language that is compatible with zDoom, gzDoom and some other source ports, but not with PrBoom or Woof, and it is used to create monsters, decorations, weapons, etc. And generally speaking, as long as your engine supports DECORATE, you could potentially use that monster in Hexen, Heretic or Doom indifferently.

 

Another thing is the map format that, as the name suggest, only tells the map editor what kind of map actions such as doors or lifts, etc your map is allowed to use, and there is no connection between map format and decorate.

For example, you can create a Doom Format map for PrBoom, but also for gzdoom, but you cannot use Hexen Format maps in PrBoom because PrBoom only understands Doom or Boom map actions.

 

In your case, if you want to use that monster that is programmed in DECORATE, your only option is to select zdoom or gzdoom as game engine in the map editor.

If you want to add a monster for PrBoom, Woof or dsda doom, your only option is Dehacked or mbf21, as @Edward850 already suggested.

 

DEHACKED is another type of programming language that is compatible with most, if not all, source ports. I would recommend you to take a look to the links that @Edward850 kindly gave to you just above.

 

Thanks man but how do i add custom monsters to dehacked

 

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