To answer the second question first - the sprites have to be in a data wad and given the names of the IWAD sprites they're replacing.
I wanted to know how (if there's a way) to basically make my own enemies? how do i get the sprites into whacked and what not? Hey, I'm making a wad for Doom 2 with Doom Builder and Whacked2. Editting Doom2.wad? No! No! Bad touch! Bad touch! It's about ten hundred thousand times easier to edit the DB vanilla doom configuration file to add the dark imp in the list of monsters than it is to learn DeHackEd, slaver over the most accurate possible DeHackEd recreation of the dark imp, and edit the DB vanilla doom configuration file anyway.Īnd. Since you play with GZDoom anyway, you don't have to restrict yourself to not use non-map format features just because you don't want to use the map format features. You can make vanilla Doom-in-Doom maps which use effects granted by GZDoom's DECORATE, TERRAIN, GLDEFS, ANIMDEFS etc. DB will say they're unknown things, but as long as the port knows what they are, it's all that matter.Įven if you don't use map features, map features are not the only thing a port offers. You can still input thing editor number directly. It will not magically make the monster appear in DB2's configuration. Have a look at the new monsters in the NDCP2.įirst reason: It's useless. You can't replicate the DECORATE behavior. I REALLY want the dark imp in my next WAD, can I modify the SS Nazi or Commander Keen monster, and change it to the dark imp? Somebody mentioned that I can edit current monsters in Vanilla. But then how do I get my default textures :| I add the sprites to th dummy, and open the dummy in doombuilder to use. (So if your mapping for zDoom, and you use textures/flats from the DOOM2.WAD, you would add the custom sprites to the DOOM2.WAD.) I guess that was wrong.Ĭan I get just a basic guide to adding custom monsters? What I'm thinking is that I make a dummy WAD, for editing in SLumpeD. So how do you add monsters to doom then? The way I was taught was to add the sprites to the IWAD that you edit with. Thats okay, I still have the original somewhere on my HDD. Where the sprites would normally be, I see red diamonds with yellow exclamation marks. I don't really know what I did, but even if I just play Doom 2 on gzDoom, there are no sprites. I guess I can map for zDoom, I'll make it as vanilla like as possible - to the exception of custom monsters and skyboxes :P Well I always played my IWADS using gzDoom, but I was kind of into mapping for vanilla. Can I use custom monsters in Vanilla Doom? Everything else wouldn't work! What is going on?Ģ. None of the other monsters worked either! The only functional monster was the Dark Imp.
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I even used idfa cheat code and the only weapons that worked where the fist, chainsaw, pistol, and the chaingun. When I put a shotgun in the sector, it won't show up in gameplay. None of the weapons work in Doom in Hexen format. So I changed me config to zDoom (Doom in Hexen Format) and the sprites showed up! I could make a sector and add the Dark Imp and kick its ass, without a problem.ġ. I was thinking that maybe custom monsters are impossible in Vanilla Doom? This was a disappointment, because I'm mainly a Vanilla Doom mapper. I couldn't find the monster sprites anywhere. I went into Doom Builder and tried to make a map using the Doom 2 configuration. from the NamiDarkImp WAD and pasted the into DOOM2.WAD. It crashes every now and then for no apparent reason, but at least it works. It was a huge improvement, I could actually run the damn thing. ini file, changed my administration privileges, and ran the program in compatibility mode for XP. I tried downloading all of the versions, messing around with the. I read all of the threads related to XWE not working on Vista and have tried literally, everything. So I wanted to start adding custom monsters to my maps, so I started off with something basic, NamiDarkImp.