X54321 Posted July 31, 2013 Problem is FIXED! Yay! Ok, so I watched the 2 video tutorials out there about importing custom monsters. They say that you have to put a number on the end, the type number, in order for the monsters to work. Well, when I try importing any custom monster at all, they are replace with a big fat exclamation mark and in the console it says "unknown type XXXXX". I posted this problem in the video's comment section, but seeing it's from two years ago, I probably won't be getting any replies. UPDATE: Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot... 0 Share this post Link to post
Canofbacon Posted July 31, 2013 Wait, you are opening monstername.wad with something like XWE and putting the number (say for example 5757) in the DECORATE code right? 0 Share this post Link to post
X54321 Posted July 31, 2013 Yes, if they don't have one already. I also tried making my own decorate file which inherits from the Pinky Demon with an id of 15000. That didn't work either. 0 Share this post Link to post
Canofbacon Posted July 31, 2013 X54321 said:Yes, if they don't have one already. I also tried making my own decorate file which inherits from the Pinky Demon with an id of 15000. That didn't work either. I don't think you can use numbers that high. I'm pretty sure it has to be only four digits or less, but I've never tried anything higher so I'm not sure. It would help if you posted the DECORATE code so we could get a better understanding of your problem. 0 Share this post Link to post
chesse20 Posted July 31, 2013 wasp has 32000 as its id and it works just fine? try using numbers that high 0 Share this post Link to post
Canofbacon Posted July 31, 2013 Also be sure that a monster doesn't have the same ID as something else. 0 Share this post Link to post
X54321 Posted July 31, 2013 Well, the list of monster id's of every in doom (combined with the monsters in hexen, heretic, ect) ended at about 14300 or something. So I don't think they are overriding anything. 0 Share this post Link to post
Canofbacon Posted July 31, 2013 X54321 said:Well, the list of monster id's of every in doom (combined with the monsters in hexen, heretic, ect) ended at about 14300 or something. So I don't think they are overriding anything. Are you making a Doom map or a Doom 2 map? 0 Share this post Link to post
X54321 Posted July 31, 2013 I'm making a Doom 2 mod, and I have new information. Ok, so I tried setting the id number really high, (32040 instead of 32000, which was already taken) and still nothing. I also tried leaving the monster files in the external WAD and just including it as a resource, which basically did nothing different. 0 Share this post Link to post
Canofbacon Posted July 31, 2013 X54321 said:I'm making a Doom 2 mod, and I have new information. Ok, so I tried setting the id number really high, (32040 instead of 32000, which was already taken) and still nothing. I also tried leaving the monster files in the external WAD and just including it as a resource, which basically did nothing different. Like I said, post the DECORATE code, you must be doing something wrong. If you are interested, here is the tutorial I used when I was learning how to add custom monsters. http://www.youtube.com/watch?v=zrMdK-_sW6Q 0 Share this post Link to post
X54321 Posted July 31, 2013 Well, the current monster I'm using for testing is this giant bat: ACTOR GiantBatSleep 12358 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +SPAWNCEILING +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH A 10 A_LookEx (0, 0, 192, 256) Loop Idle: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_ChangeFlag (SPAWNCEILING, 0) BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } ACTOR GiantBat 12359 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } actor BatDamage { Radius 2 Height 2 Speed 0 damagetype "giantbat" Projectile +NODAMAGETHRUST +BLOODLESSIMPACT States { Spawn: TNT1 A 1 TNT1 A 1 A_Explode ((2), 40, 0) stop } } I'd try using a different monster, but the clone of an existing monster with lower health I was trying to make didn't work either. BTW, I don't know if it matters, but I'm using Zdoom(doom-in-hexen format), and it didn't work with doom-in-doom format either. 0 Share this post Link to post
BaronOfStuff Posted July 31, 2013 Going to ask a stupid question; do you have S_START and S_END markers in your WAD with all the sprite lumps in between? Because it sounds like you don't. 0 Share this post Link to post
X54321 Posted July 31, 2013 Well, they're between SS_start and SS_end, but yeah they basically are. 0 Share this post Link to post
GreyGhost Posted August 1, 2013 If the custom monster wad hasn't been merged with your map wad, add it to the Map Options resource list so it's loaded when testing. 0 Share this post Link to post
Obsidian Posted August 1, 2013 Hopefully this'll help. I just copied and pasted all the info from the monster wad into my wad using SLADE, so I don't really know where you went wrong. 0 Share this post Link to post
X54321 Posted August 1, 2013 Well, I tried your thing but it has the same results. I even tried creating a new WAD to test it. Is it something to do with the doom-in-hexen format? I don't know. Maybe later I'll send a link to my wad for dissection. 0 Share this post Link to post
X54321 Posted August 1, 2013 Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot... 0 Share this post Link to post
Canofbacon Posted August 1, 2013 It worked fine for me. http://tinypic.com/r/24enxhd/5 EDIT: By the way, I liked your WAD. Just fix some of the doors, and maybe add a bit more ammo. Also, I bet you'll be changing this, but on like map03 I think, text randomly appeared that said "Hello World!" I'm looking forward to the finished project. 0 Share this post Link to post
X54321 Posted August 1, 2013 Well, It said Hello World because I was trying to test a print script, but nothing showed up for some reason. The engine I am using is Zdoom(doom-in-hexen format). I am not sure what is going on here. 0 Share this post Link to post
X54321 Posted August 1, 2013 SOLUTION! I tried it with skulltag, and all of my problems are instantly fixed. BUT, there's one problem, I don't like skulltag. These coordinates are always showing on the screen (Im sure theres a way to turn it off) and the FOV alterations and all that fancy stuff makes it feel like a *shudder* MODERN GAME! So I'm going to try reinstalling zdoom and see if that helps. 0 Share this post Link to post
Canofbacon Posted August 1, 2013 X54321 said:These coordinates are always showing on the screen When I was playing the coordinates were showing but they went away after awhile. I was using ZDoom. 0 Share this post Link to post
X54321 Posted August 1, 2013 OK, So I redownloaded zdoom and all that other stuff, only to find it wasn't that different than skulltag accept for the fact I was able to tweak more settings to make it look more like the real doom. I guess I was just using the wrong engine the whole time. 0 Share this post Link to post