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THMG

Custom Monsters/Weapons not loading in GZDoom Builder?

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The question is basically in the title, but certain monsters and weapons don't load into GZDoom builder's things index, while others will.

For example, Blot.wad, BabyCaco.wad, Nightmare.wad, and GATLASER.wad (all from realm667) all will show in the things window, while Poltergeist.wad and BlackHoleGenerator.wad will not show in the things window, but will still be summonable in game. Is there a solution to this?

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For a new actor to appear in GZDoom Builder, it needs to have a unique Doom Editor Number attached to it.  Some custom monsters on Realm 667 have a DoomEdNum assigned already, some don't and you need to add one, which is why they're not appearing.

 

To check if there's one there, open the new actor's WAD in Slade and look for a lump (a file) called DECORATE.  This is a text file that defines the new actor.

 

Depending on how complex the monster or weapon is, there'll be one or more blocks of text that look something like this:

 

ACTOR NewMonsterName
{
A variable
Another variable
Lots more variables
etc. etc.
}

After where it says the actor's name (e.g. NewMonsterName in this example) you need to add in a DoomEdNumber.  This can be any number between 1 and 32767, however the base game has used up a lot of the lower ones (and each number can only be used once) so start at like 15000 or something.  So it'd look like this:

 

ACTOR NewMonsterName 15000
{
A variable
Another variable
Lots more variables
etc. etc.
}

 

Then it'll appear in the editor.  The reason many custom monsters don't include this by default is they don't want to accidentally use a number some other custom monster you're using also uses.  So you're going to need to look through all your custom monsters/weapons and make sure they are all using different DoomEdNums.

 

One thing to note: the DECORATE files will define all the things related to that monster or weapon, for example the monster itself, any projectiles it fires, any special effects etc. etc.  You only need to the give the base monster the DoomEdNum, because that's the only thing you'll be placing in your map.  You wouldn't place an Imp Fireball for example, you'd only place the Imp.  So you'll need to identify the block of text that refers to the core monster or weapon itself.  It's usually the one right at the top and is usually named something obvious (like the name of the monster or the name of the weapon).

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Thanks! I'm still in the learning process of using custom content, and didn't even know that it was editor numbers that I needed to change.

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No problem at all!  There are a few little things like that in Doom editing that you will likely bump into when you first begin playing with new content.  Don't worry about not being able to instantly work them out: if you're stuck and Google isn't helping, feel free to ask as many questions as you like on here.  We're all extremely happy to help.

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