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100% Vanilla Doom ROLLCALL excludes SS Guard.


Cacodoomonic

Question

Is there a way to add the SS Guard to the rollcall in 100% vanilla modding? It's kind of a problem that when my map pack is completed, it doesn't include my new custom monster because it's a SS replacement. Seems very "off". Is this fixable using WhackED or something similar so it is 100% vanilla compatible?

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You would have to swap the custom monster with something that is in the roll call. So for example you could turn SS into Zombieman copy and then use Zombieman slot for your custom monster.

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11 hours ago, magicsofa said:

You would have to swap the custom monster with something that is in the roll call. So for example you could turn SS into Zombieman copy and then use Zombieman slot for your custom monster.

So essentially, if my mod uses every monster type then the SS guard monster cannot be added. There will always be one monster missing from the roll call? I thought so but it's still a real shame.

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Two actually, since the spectre doesn't make the cast list either.

 

I have a potential idea to make this work, that involves sacrificing a few decoration slots (there are a few spares like duplicate hanging corpses, not a huge deal IMO), to have multiple monsters on at the same time during the roll call, so that you could get all the monsters displayed. e.g. you could have Baron and Hell Knight standing Caco and Pain Elemental flying beside each other and that would free up a slot for another monster to appear. It's going to complicate your mod up quite a bit though, and I haven't tested to see if it will actually work, so it would probably be more trouble than it's worth. But if it's REALLY important to you, I can look into it.

 

edit: I just realized it's even more limiting than I thought, since a lot of monster slots are hard-coded for specific interactions. And will also mess up Icon of Sin spawners. But still kinda possible.

Edited by plums

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The Commander Keen, Barrel, and Romero Head are also lacking from the cast call despite being things you can "kill" in-game.

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5 minutes ago, Nihlith said:

What if you were using gzdoom? Is there a way to make an end credits sequence with tons and tons of monsters?

Yes, this can be done, my GZDOOM massive project which is still in progress, "Cries Of Doom" does this. But it will not be Vanilla compatible.

Edited by Cacodoomonic

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11 hours ago, Shepardus said:

In GZDoom you can set cast properties in MAPINFO.

That's awesome, thanks! Do you know where I could find this sort of code in action? I was looking at the page and the mapinfo lumps in gzdoom and it's not quite gelling for me.

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9 hours ago, Nihlith said:

That's awesome, thanks! Do you know where I could find this sort of code in action? I was looking at the page and the mapinfo lumps in gzdoom and it's not quite gelling for me.

Give this a go.

 

MAPINFO:

Intermission CriesCast
{
	Cast
	{
		CastClass = "ZombieManCast"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}
	Cast
	{
		CastClass = "ShotgunGuyCast"
		CastName = "$CC_SHOTGUN"
		AttackSound = "Missile", 1, "shotguy/attack"
	}
	Cast
	{
		CastClass = "DoomImpCast"
		CastName = "$CC_IMP"
		AttackSound = "Missile", 2, "imp/melee"
	}
	Cast
	{
		CastClass = "DemonCast"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "SpectreCast"
		CastName = "$TAG_SPECTRE"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "NightmareSpectreCast"
		CastName = "$CC_NIGHTMARESPECTRE"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "LostSoulCast"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "CacodemonCast"
		CastName = "$CC_CACO"
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "BaronOfHellCast"
		CastName = "$CC_BARON"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "CyberdemonCast"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
	}
	Cast
	{
		CastClass = "SpiderMastermindCast"
		CastName = "$CC_SPIDER"
		AttackSound = "Missile", 1, "grunt/attack"
		AttackSound = "Missile", 2, "grunt/attack"
	}

	Cast
	{
		CastClass = "JoanCast"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = CriesCast
}

This is a very early build of my cast rollcall in Cries Of Doom (it's missing a lot of my monsters as it's an early version as I said.)

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1 hour ago, Cacodoomonic said:

Give this a go.

 

MAPINFO:


Intermission CriesCast
{
	Cast
	{
		CastClass = "ZombieManCast"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}
	Cast
	{
		CastClass = "ShotgunGuyCast"
		CastName = "$CC_SHOTGUN"
		AttackSound = "Missile", 1, "shotguy/attack"
	}
	Cast
	{
		CastClass = "DoomImpCast"
		CastName = "$CC_IMP"
		AttackSound = "Missile", 2, "imp/melee"
	}
	Cast
	{
		CastClass = "DemonCast"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "SpectreCast"
		CastName = "$TAG_SPECTRE"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "NightmareSpectreCast"
		CastName = "$CC_NIGHTMARESPECTRE"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "LostSoulCast"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "CacodemonCast"
		CastName = "$CC_CACO"
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "BaronOfHellCast"
		CastName = "$CC_BARON"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "CyberdemonCast"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
	}
	Cast
	{
		CastClass = "SpiderMastermindCast"
		CastName = "$CC_SPIDER"
		AttackSound = "Missile", 1, "grunt/attack"
		AttackSound = "Missile", 2, "grunt/attack"
	}

	Cast
	{
		CastClass = "JoanCast"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = CriesCast
}

This is a very early build of my cast rollcall in Cries Of Doom (it's missing a lot of my monsters as it's an early version as I said.)

That's interesting. It looks like these are all native monsters with specially designed attacks but "grunt/attack" is not the normal spider mastermind attack. Where/how do you define these so they can be called here? Are they just the attacks defined in your custom zscript lump? Would it work if the monster script just said "A_Custommissile" or "A_Spawnprojectile" and that were reiterated here or does it need to be turned into a custom function before it can be used here?

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22 minutes ago, Nihlith said:

That's interesting. It looks like these are all native monsters with specially designed attacks but "grunt/attack" is not the normal spider mastermind attack. Where/how do you define these so they can be called here? Are they just the attacks defined in your custom zscript lump? Would it work if the monster script just said "A_Custommissile" or "A_Spawnprojectile" and that were reiterated here or does it need to be turned into a custom function before it can be used here?

"grunt/attack" should be the Zombieman attack sound, but this is incorrect for the Spider Mastermind as it uses a shotgun sound (its attack is a "chainshotgun"/"super chaingun"). Ironically Doom 2 fucks this up and uses the shotgun sound (both in-game and in the cast roll) for the Chaingunner even though its attack is that of a standard chaingun.

Edited by Individualised

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