Poormetheus Posted April 21, 2016 Guys . . . I HATE the spectres in Brutal Doom. I am currently in the process of trying to 'mod them out' of the BD pk3 file. I use Slumped to edit wads, by the way. Do you know of any way I could import the classic spectre, but retain the sprite dynamics of BD (gibs, death animations, etc.)? I've tried many different things but clearly I'm not doing it right. 0 Share this post Link to post
Walter confetti Posted April 21, 2016 eh, i was actually thinking of finding a level with such a title in this post, someone could be done it... about your request i don't know how to help you, sorry... 0 Share this post Link to post
Azuruish Posted April 22, 2016 Poormetheus said:Do you know of any way I could import the classic spectre, but retain the sprite dynamics of BD (gibs, death animations, etc.)? Damn... It's so easy that it doesn't require super programming skill. Just open main pk3 (brutal19.pk3 or whatever version you use), go to SPRITES/MONSTERS/SPECTER, take these pics inside that folder and add some more details instead just two eyes. You can take from original wad and just replace. It's very important to create duplicate of your old pk3 if you destroy it somehow and keep experimenting. Back in old time i could replace all weapons and add to Rocketlauncher - grenadelauncher, Plasmagun - railgun, Bfg10000 + bfg9000. 0 Share this post Link to post
Poormetheus Posted April 22, 2016 Cool, thanks for the advice! I am still tinkering with SlumpED trying to perfect my Brutal Doom wad (making a backup of course). One minor snag is that, somehow, the armor pickups in my original wad are all now angled rather than straight on - I think this is because I launched the wad while SlumpED was open, and maybe it corrupted something . . . Any thoughts on how to rectify slanty armor ?? 0 Share this post Link to post
Yugiboy85 Posted April 22, 2016 Wouldn't you want to use slade 3? I mean, AFAIK, it integrates slumped and is much better imo. But, that's just me ^^ 0 Share this post Link to post
Azuruish Posted April 22, 2016 Using Slade for opening pk3 file? It can be opened by Winrar or 7-zip. 0 Share this post Link to post
Empyre Posted April 22, 2016 Slade can do things that WinRar and 7-Zip can't. 0 Share this post Link to post
Poormetheus Posted April 23, 2016 Azuruish said:Just open main pk3 (brutal19.pk3 or whatever version you use), go to SPRITES/MONSTERS/SPECTER, take these pics inside that folder and add some more details instead just two eyes. You can take from original wad and just replace. Would that it were just that simple! On closer inspection, the Brutal Doom Spectre has an 'incomplete' walk cycle, because he is almost always totally transparent, so Sgt Mark didn't need to bother animating a walk for him. His attack seems to be a copy/paste of the original Pinky Demon (you'll notice that he becomes visible when he attacks you). So my problem remains . . . I've sourced the Nightmare Spectre model from the PSX DOOM and tried copying that into Brutal DOOM, replacing its Spectre sprite, but some big ass error messages appear when I try to launch. Any help would be appreciated. If I manage to crack this then I'll post it as a downloadable wad for everyone interested. 0 Share this post Link to post
scifista42 Posted April 23, 2016 Poormetheus said:On closer inspection, the Brutal Doom Spectre has an 'incomplete' walk cycle, because he is almost always totally transparent, so Sgt Mark didn't need to bother animating a walk for him. He did, because sprites with rotations must include all rotation frames, not just some, even if most of them would be "empty/invisible" sprites, as long as at least one rotation exists. For example, if the wad/pk3 contains a "forward angle" rotation of a particular sprite (lump name "ABCDE1", substitute letters A-E by any letters you want / you have in the wad/pk3), and all remaining angles (ABCDE2-ABCDE8) were supposed to be invisible, the wad/pk3 needs to contain some (invisible) sprites named ABCDE2-ABCDE8 anyway, otherwise there will be error at startup of the engine. Maybe it's the same error you're currently experiencing. 0 Share this post Link to post
Poormetheus Posted April 23, 2016 scifista42 said:The wad still needs to contain invisible sprites named ABCDE2-ABCDE8, otherwise there will be error at startup of the engine. Maybe it's the same error you're currently experiencing. Ah, see this is why I love this forum: guy like scifista42 with great knowledge! Precisely. I am receiving a message like "error: SPECA is missing frames" which I try to launch. I probably deleted those 'dummy frames' by accident. Looks like I'll need to open up my original BD pk3, find their names, and re-insert them into my revised spectre wad. I'll let you know how it goes! 0 Share this post Link to post
Azuruish Posted April 23, 2016 copy this into SPECTRE file Spoiler ACTOR Spectro: Demon Replaces Spectre { GibHealth 35 //Radius 30 Scale 1.1 Height 52 Radius 22 Mass 400 Speed 8 -FASTER damagefactor "Crush", 10.0 damagefactor "SSG", 5.0 damagefactor "Avoid", 0.0 damagefactor "Saw", 0.3 PainChance "Kick", 255 Monster damagefactor "Avoid", 0.0 damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Shrapnel", 0.3 damagefactor "Saw", 0.3 +FLOORCLIP SeeSound "demon/sight" AttackSound "demon/melee" PainSound "demon/pain" DeathSound "demon/death" ActiveSound "demon/active" BloodType "NashGore_Blood", "BloodSPlatterReplacer", "SawBlood" DamageType Eat MaxStepHeight 48 MaxDropOffHeight 48 DropItem "DemonStrengthRune" 2 RenderStyle Add Alpha 0.45 Obituary "%o has been sodomized by a Spectre." States { Spawn: SARG ZA 10 A_Look Loop See: TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0) SARG AAAAAA 1 A_Chase SARG BBBBBB 1 A_Chase SARG CCCCCC 1 A_Chase SARG DDDDDD 1 A_Chase Loop Melee: SARG E 6 A_FaceTarget SARG F 6 A_FaceTarget TNT1 A 0 A_CustomMissile("DemonAttack",40,0,0,0) SARG G 12 A_CustomMissile("DemonAttack",5,0,0,0) Goto See Pain: SARG H 2 SARG H 2 A_Pain Goto See Pain.Kick: TNT1 A 0 A_Pain TNT1 A 0 //TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (14) SARG H 18 Goto See Death: TNT1 A 0 A_Jump(128, 13) SARG I 8 SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 TNT1 A 0 A_SpawnItem ("DeadDemon", 1) TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) Stop TNT1 AAAAAAAAA 0 TNT1 A 0 A_Jump(128, 13) TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathDemonArm", 35, 0, random (0, 360), 2, random (0, 160)) SAAR A 8 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR DEF 8 TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) TNT1 A 0 A_SpawnItem ("DeadDemonNoArm", 1) Stop TNT1 AAAAAAAAA 0 TNT1 AA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeathBrain2", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath4", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("MuchBlood", 60, 0, random (0, 360), 2, random (0, 160)) SARH A 11 SARH B 12 A_Scream SARH C 12 A_NoBlocking SARH D 12 TNT1 A 0 A_SpawnItem ("DeadDemonNoHead", 1) TNT1 A 0 A_SpawnItem ("MediumBloodSpot") TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) Stop Death.Burn: BBTS A 0 A_SpawnItemEx("Flames", 0, 32, 0, 1, 0, 0, 0, 0, 0) Goto Death Death.Saw: TNT1 A 0 A_Jump(32, "Death") TNT1 A 0 A_CustomMissile ("XDeathStomach", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath4", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("Instestin2", 60, 0, random (0, 360), 2, random (0, 160)) SARG O 8 SARG P 8 A_Scream SARG Q 4 A_NoBlocking SARG RST 4 TNT1 A 0 A_SpawnItem ("DeadDemonHalf", 1) TNT1 A 0 A_SpawnItem ("MediumBloodSpot") TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) Stop Death.Cut: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(32, "Death") TNT1 A 0 A_CustomMissile ("XDeathHalfDemon", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathStomach", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160)) SARC ABCD 9 TNT1 A 0 A_SpawnItem ("MediumBloodSpot") TNT1 A 0 A_SpawnItem ("DeadDemonHalf23", 1) Stop Death.CutLEss: TNT1 A 0 A_Jump(180, "Death") TNT1 A 0 A_CustomMissile ("XDeathStomach", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath4", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("Instestin2", 60, 0, random (0, 360), 2, random (0, 160)) SARG O 8 SARG P 8 A_Scream SARG Q 4 A_NoBlocking SARG RST 4 TNT1 A 0 A_SpawnItem ("DeadDemonHalf", 1) TNT1 A 0 A_SpawnItem ("MediumBloodSpot") TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) Stop Death.SuperPunch: Death.ExtremePunches: Death.Blast: Death.SSG: SARC A 1 A_Pain SARC A 1 A_FaceTarget //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("XDeathDemonArm", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SARC ABCD 9 TNT1 A 0 A_SpawnItem ("MediumBloodSpot") TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) SARC D -1 Stop Death.GreenFire: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160)) EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360)) XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43) Stop Death.SuperPlasma: Death.Plasma: Death.Plasma2: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160)) EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360)) CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 10 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110)) CARB J -1 Stop Death.Fire: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) SARG IIII 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130)) SARG JJJJ 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130)) SARG KKKK 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130)) SARG LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130)) TNT1 A 0 A_Playsound("props/redfire") CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130)) CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 10 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110)) CARB J -1 Stop Death.Stomp: TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 A 0 A_SpawnItem ("CrushedRemains") TNT1 A 1 TNT1 A 1 A_XScream TNT1 A 1 A_NoBlocking Stop Death.Fatality: TNT1 A 0 A_Pain TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1) Goto Death.ExplosiveImpact TNT1 A 0 A_GiveToTarget("GoFatality", 1) TNT1 A 0 A_Jump(128,5) TNT1 A 0 A_GiveToTarget("DemonFatality", 1) Stop TNT1 AAAAAAA 0 TNT1 A 0 A_GiveToTarget("DemonFatality2", 1) TNT1 A 1 TNT1 A 0 Stop XDeath: TNT1 A 0 A_SpawnItem ("EvilRedSmokeSpawner", 1) TNT1 A 0 A_CustomMissile ("BullXDeath", 0, 0, random (0, 360), 2, random (0, 160)) Stop Raise: SARG N 5 SARG MLKJI 5 Goto See Crush: TNT1 A 0 A_PlaySound("misc/xdeath4") CRS2 A 5 CRS2 A -1 Stop Pain.KillMe: Pain.Taunt: TNT1 A 0 Goto See Death.KillMe: Death.Taunt: TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_SpawnItem("Demon") Stop Pain.Kick: TNT1 A 0 A_Pain TNT1 A 0 //TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (14) SARG H 18 Goto See Death.Eat: TNT1 A 0 A_GiveToTarget("EatMe",1) Goto Death+3 Stop } } Must help. 0 Share this post Link to post
Poormetheus Posted April 23, 2016 ERROR - "Bad numeric content A_Custom Missile" My .exe is simply not having that spectre code you've given me! 0 Share this post Link to post
Azuruish Posted April 24, 2016 What? What a version of Brutal Doom do you use? what a source port do you use? You just tried modify exe file and put that code or you tried to modify the file inside BRUTALV19EE.PK3/SPECTRE ? Everything works fine for me: p.s. code like 'TNT1 A 0 A_JumpIfInventory("EatMe", 1, "Eat")' isn't necessary. Remove it. 0 Share this post Link to post
Poormetheus Posted April 24, 2016 Cool, thanks! Incidentally, I've managed to concoct a Spectre that is exactly the same as the original Pinky (including fatalities) but retains its translucence. Now I'm working on how to have it retain its translucence for its death animations. It looks a little different to your Spectre there . . . perhaps less visible. I think I prefer the appearance of your guy! 0 Share this post Link to post