[MAPPING] GZDoom Builder Monster Spawn for Invasion?

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sirshootsalot
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[MAPPING] GZDoom Builder Monster Spawn for Invasion?

#1

Post by sirshootsalot » Tue Mar 07, 2017 10:55 pm

First of all i'm kinda new to the zandronum forums, i've been a lurker for a long time but i made my account yesterday
I'm working on an invasion map for multiplayer Zandronum but i can't find the monster spawns, i have the game configuration set to Zandronum: Doom 2 (UDMF) if that matters, this is my first time making an invasion map and if it requires ACS or DECORATE i know how to work with them

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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#2

Post by Combinebobnt » Tue Mar 07, 2017 11:29 pm

u have to enable skulltag things in the config

go to your gzdoombuilder configs folder and find the zandronum one. i believe there are all the skulltag things in them, but they are commented out. delete the // or whatever to uncomment them out

edit: if that isnt it they should be there somewhere in the folder as skulltag stuff or something idk.

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fr blood
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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#3

Post by fr blood » Wed Mar 08, 2017 9:03 am

If you want here are the configs already edited for your GZDB to show the invasion actors.

1 - Download this: http://www.mediafire.com/file/11clmr65c ... remake.pk3
2 - Extract the Include folder from the remake .pk3(using winrar)
3 - Make a copy of the Include folder where you will find it easily in the future
4 - Get to your GZDB folder and then go in the Configuration and Include folder.
5 - Copy all the .cfg files from the Include folder that you downloaded to the one of GZDB.
6 - And now you should be able to see the actors, also normaly GDZB will show any invasion spot in yellow but I've edited the colors to make them like the regular actors which means:
monster invasion spot in red, health invasion spot in blue...
7 - Each time you update GZDB, the copy that you have changed will be erased so you will have to restart from the step 4 again.

Hoping it will help you.

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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#4

Post by ZZYZX » Wed Mar 08, 2017 9:24 pm

Does Zandronum configuration not have the invasion things? What should be added?

edit: it actually doesn't, even though the actors are there. Is there any valid reason for that? Or the config is too old or something?
My point is that I could add this to GZDB-BF, but I first need to know why weren't they added by MaxED.

edit2: added these modified configs in R2939-R2942.
Also reenabled Skulltag stuff by default and made the sprites optional, i.e. it won't produce errors if you don't want Skulltag and don't have skulltag_data loaded.

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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#5

Post by sirshootsalot » Thu Mar 09, 2017 5:54 pm

ZZYZX wrote:edit2: added these modified configs in R2939-R2942.
Thank you for this update

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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#6

Post by sirshootsalot » Fri Mar 10, 2017 11:32 pm

I apologize for the bump and the off-topic question but since i updated GZDoom Builder my texture browser looks like this
Image
Is there a way to change it back to the old browser that had "Recent textures" and no folders

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[MAPPING] Re: GZDoom Builder Monster Spawn for Invasion?

#7

Post by ZZYZX » Sat Mar 11, 2017 2:39 am

1) update to this, not GZDB.
2) use "classic view" in the bottom of the texture browser window.

Note that you will still have folders though.

Alternatively, downgrade to like R2750 or so, before the texture select change.

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