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Seeking Doom Monster Replacer Help

Posted: Tue Jul 01, 2014 12:25 am
by raysuko
Hey there community, need a bit of help with Monster Replacing.

I need some help trying to find monster replacer mods. Im not talking about ones that are imbedded in other mods/mappacks like Real Guns Advanced 2, Complex Doom, etc; im talking about a pk3 or something that contains monster replacement data that I can use within mods or mappacks of my own choosing. For example: wanting to play Wrath of Cronos 1.7 Beta + Community Chest + A monster replacer. Been searching a LOT through Doomworld, ModBB, etc to find replacers. But I cant seem to find anything. Anyone know a place I can find some pk3 monster replacers for Doom/Doom2?

Now secondly, people have mentioned to other players that if you want your own replacer made, that you should use Realm667's Monster Bestiary. Which I did find and I was very happy to see all the ones I really wanted. But they are in Wad form and only used as a resource instead of implementing them as is when loaded into a game. With that being said, I am completely lost on how to use them. Does that mean I need to implement them into my own games through another way? Or do I need to make my own Mod just so I can use these Monsters from Realm667's Bestiary? And if so, how and what program?

Thanks for taking the time to help me. I really appreciate any comments, posts, or link that would help me figure this stuff out.

RE: Seeking Doom Monster Replacer Help

Posted: Tue Jul 01, 2014 2:20 am
by Ænima
raysuko wrote: I need some help trying to find monster replacer mods. Im not talking about ones that are imbedded in other mods/mappacks like Real Guns Advanced 2, Complex Doom, etc; im talking about a pk3 or something that contains monster replacement data that I can use within mods or mappacks of my own choosing. For example: wanting to play Wrath of Cronos 1.7 Beta + Community Chest + A monster replacer.
That usually doesn't work because most gameplay mods replace the monster actors in some way, even if they look and behave identical to the originals. You'll usually get DECORATE conflicts if you try to combine like that, and you'd need to make a patch custom-tailored for that mod.
raysuko wrote: Now secondly, people have mentioned to other players that if you want your own replacer made, that you should use Realm667's Monster Bestiary. Which I did find and I was very happy to see all the ones I really wanted. But they are in Wad form and only used as a resource instead of implementing them as is when loaded into a game. With that being said, I am completely lost on how to use them. Does that mean I need to implement them into my own games through another way? Or do I need to make my own Mod just so I can use these Monsters from Realm667's Bestiary? And if so, how and what program?
http://slade.mancubus.net/
http://zdoom.org/wiki/Decorate

RE: Seeking Doom Monster Replacer Help

Posted: Wed Jul 02, 2014 12:52 pm
by Konda
Now secondly, people have mentioned to other players that if you want your own replacer made, that you should use Realm667's Monster Bestiary. Which I did find and I was very happy to see all the ones I really wanted. But they are in Wad form and only used as a resource instead of implementing them as is when loaded into a game. With that being said, I am completely lost on how to use them. Does that mean I need to implement them into my own games through another way? Or do I need to make my own Mod just so I can use these Monsters from Realm667's Bestiary? And if so, how and what program?
Open the realm667 monster file (it's a .wad file) with a program called Slade 3. In slade on the left you will find a list of strangely named files with big letters. These files are called lumps. Find and click the lump named DECORATE. It's usually on the top of the list. That lump contains the code that defines the monsters and their behavior. If, for example you want to include a nail borg (r667 monster) replacement for a zombie man, find this line in DECORATE:

Code: Select all

actor Nailborg [some number]
Replace that with:

Code: Select all

actor Nailborg replaces Zombieman
Save the lump and the wad file and load the wad file with Zandronum.

Now that you know Decorate is the lump where entities are defined, you can mess with that and use the aid of the zdoom wiki Aenima slapped you with in his post and learn a bit about making mods. After some time you will have the knowledge to make your own monsters, or weapons, or items, etc.

Note that this way you can't have 2 or more monsters replacing Zombieman. If you want to know how to do that, learn from the zdoom wiki about the RandomSpawner, make an actor that inherits the RandomSpawner and use that actor as the replacement for the Zombieman.

Edit: here is a list of Doom monster names you can use for replacing in DECORATE: http://zdoom.org/wiki/Classes:Doom#Monsters