RandomManInVan Posted April 12, 2020 I'm new to this and have been trying to find out how to modify this but nothing I've tried has worked. How would I do this? 0 Share this post Link to post
3 Kappes Buur Posted April 13, 2020 (edited) 8 hours ago, RandomManInVan said: I'm new to this and have been trying to find out how to modify this but nothing I've tried has worked. How would I do this? Use https://zdoom.org/wiki/Creating_new_player_classes as a reference. The two examples on top show you how to do this: DECORATE actor MyPlayer : DoomPlayer 20000 { Health 500 } 20000 is the unique DoomED number so the editor can use the actor. MAPINFO GameInfo { PlayerClasses = "MyPlayer" } These two lumps are added to your pwad with the lump editor Slade3. Then, in the map editor (GZDBBF, UDB, Eureka, etc), insert the new actor, which will have the increased health (in Things Mode), instead of the regular Player1. 0 Share this post Link to post
1 Kappes Buur Posted April 13, 2020 (edited) Open your pwad with Slade3. Spoiler Highlight the lump at the very bottom, in this case ENDMAP, then click on New Entry Spoiler Give the new entry the name DECORATE Spoiler Click on DECORATE, then View as Text Spoiler Enter the text (copy/paste from above post) Spoiler and Save. Do the same procedure with MAPINFO. Highlight the lump DECORATE, click on New Entry Give ithe entry the name MAPINFO Highlight MAPINFO and click on View as Text Enter the text (copy/paste from above post) Spoiler and Save. Save the pwad. Slade3 is also a map editor, so you could doubleclick on MAP01 to open the map editor or open the pwad with a different map editor (I use UDB) and insert the new player Spoiler Spoiler Edited April 13, 2020 by Kappes Buur 2 Share this post Link to post
1 boris Posted April 13, 2020 32 minutes ago, RandomManInVan said: Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad? Since you're targeting GZDoom you should use ZIPs as WAD replacement. 1 Share this post Link to post
0 RandomManInVan Posted April 13, 2020 6 hours ago, Kappes Buur said: Use https://zdoom.org/wiki/Creating_new_player_classes as a reference. The two examples on top show you how to do this: DECORATE actor MyPlayer : DoomPlayer 20000 { Health 500 } 20000 is the unique DoomED number so the editor can use the actor. MAPINFO GameInfo { PlayerClasses = "MyPlayer" } These two lumps are added to your pwad with the lump editor Slade3. Then, in the map editor (GZDBBF, UDB, Eureka, etc), insert the new actor, which will have the increased health (in Things Mode), instead of the regular Player1. Well, I am Very New, so some of this is still confusing. The two files I use is DECORATE.txt and MAPINFO.txt, I tried making a decorate and mapinfo file into the WAD using Slade3 but it never worked. Can I just use the MAPINFO and DECORATE file to change up my character and health or do I need to use Slade to do this as well? 0 Share this post Link to post
0 Kappes Buur Posted April 13, 2020 (edited) Just a quick note about the actor MyPlayer. MyPlayer obviously is the new actor. The : denotes inheritance and in this case will inherit all attributes from DoomPlayer. DoomPlayer is already defined in the GZDoom engine. Therefore, the only attribute to increase or decrease the MyPlayer's health is HEALTH, all other attributes will stay the same. 0 Share this post Link to post
0 RandomManInVan Posted April 13, 2020 44 minutes ago, Kappes Buur said: Just a quick note about the actor MyPlayer. MyPlayer obviously is the new actor. The : denotes inheritance and in this case will inherit all attributes from DoomPlayer. DoomPlayer is already defined in the GZDoom engine. Therefore, the only attribute to increase or decrease the MyPlayer's health is HEALTH, all other attributes will stay the same. Before you responded I had done what you said but using my DECORATE.txt and MAPINFO.txt and it worked when I ran the files with gzdoom. Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad? Also, I made a new monster using inheritance and I was wondering how I would get them to work. I tried using SpawnNums but I must have put it in wrong because it didn't work, I put it in MAPINFO. 0 Share this post Link to post
0 RandomManInVan Posted April 13, 2020 1 hour ago, boris said: Since you're targeting GZDoom you should use ZIPs as WAD replacement. Why? 0 Share this post Link to post
0 Kappes Buur Posted April 13, 2020 (edited) 1 hour ago, RandomManInVan said: Why? When you are using just a few new resources then it does not matter much, wad structure or pk3 structure, it's a toss up. However, if you use more than 5-7 new monsters, weapons it could get quite hairy to keep everything sorted. The pk3 file structure has separate folders, ans possibly subfolders, to organize everything in a neat fashion. Then, if an error occurs or if something needs updating, it is a very simple process to do so. To see how a pk3 is properly set up I like to refer to Enjay's Gene-Tech and the github page for Project Brutality. 0 Share this post Link to post
0 Kappes Buur Posted April 13, 2020 (edited) 3 hours ago, RandomManInVan said: Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad? Stick any relevant data into those text lumps, as long as the map will work as expected. 3 hours ago, RandomManInVan said: I tried using SpawnNums but I must have put it in wrong because it didn't work, I put it in MAPINFO. Spawn numbers can be used in action specials, scripting and DECORATE/ZSCRPT actors. DoomEd numbers are given to actors to identify them, in the DECORATE actor heading, see the 20000 above. If you do not give an actor a DoomEd number it will not be seen by the editor. Then you have two choices, include the DoomEd number in DECORATE or add the DoomEd number in MAPINFO. 0 Share this post Link to post
I'm new to this and have been trying to find out how to modify this but nothing I've tried has worked. How would I do this?
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