Provides variety to DOOM I/II monsters & enemies. Using official/ semi-official contents
From Readme.txt
/*
--------------------------------------------
TKBS_Monsters:
--------------------------------------------
TITLE: TKBS_Monsters.pk3
Author: TKBS
GAME: DOOM1/ DOOM2
INFO: Provides Variety to Monsters, using only official Monsters.
Inclds: Alpha, Beta, Demo, Press Release, Nintendo 64 and RPG versions
CREDITS:
To Their respective Authors. example: RPGVariations.pk3 (uses sprites from)
....BUT! i fixed them etc, its just a time-saving thing, no infringement.
xxxlostsoulbeta code on zdoom wiki etc
xxxid software, for 30years+ of Doom still being broken
Changelog:
Added "TKBS_BetterStealth_Monsters.pk3"
Includes:
* Default, better and additional Stealth Monsters.
...this is just the stealth monsters that were missing...
... and stealth versions of the other added monsters (commander keen alive, Lost Souls etc)
--------------------------------------------
Instructions:
--------------------------------------------
* Open console window and type commands:
SUMMON xxx
SUMMONFRIEND xxx
SUMMONFOE xxx
* See SUMMONLIST for individual Spawns.
SUMMON PainElemental
^^ randomly summons 1 of the Pain Elementals
SUMMON LostSoul
^^ randomly summons 1 of the Lost Souls
^^ will spawn respectively from their Host Pain elemental
--------------------------------------------
Known Issues & Fixes:
--------------------------------------------
SPRITES:
The Original Doom sprite issues include;
- Unneccesary file size, unoptisimsed, wasted blank sapce.
- Pixel issues: pizels incorrctly placed, Piece of Skull in fire etc
- Sprite image size to Collision radius is not accurate..
This pack known issues:
- baronof hell fucks up for 1 frame. hands go green instead of red. - only tested in doom1.
- All "spritefix" files online & the "RPGVariations.pk3" still include the incorrect skull pixel and other issues - ridiculous "30 years of commuunity effort" therefore not included.
** Sprites have been fixed for Another Lost Soul Mod "ALS".
- N64 Baron of hell was working, then magically stopped working for no reason. some users version online only changed the projecilets, i batch changed the hands, and what a suprise, a frame messed up for no reason- so fuck it.
----------------
Notes:
----------------
/*
// Image file sizes reduced/ CRUSHED With "png out"
*/
* The 21 Spawn Limit should remain, i do not like things taken passed vanilla without only the bare minimum required/ essential fixes, official variety etc.
...BUT! i do feel that the PainElemental Should not be left unable to attack entirely, it should switch to a high flee rate at least, and re-charge or have a reserve, low damage, fire mode..
N64 PE fires 2 x random LostSouls by default
N64 PE ALT version that fires Projectiles is included
N64 PE Health set to 250, instead of 400, (because it fires 2 x LS)
----------------
Unfinished: // TO DO
----------------
- ADD 21 spawn limit attack
- re-texture all sprites for consistency (colors, levels etc)
...currently uses some RPGVariations.pk3 sprites to save time, but Fixed versions them
//TO DO
//N64 Sounds
//ALSO
//...makes a low sinister laugh when it has sighted the player
//https://doomwiki.org/wiki/Pain_elemental
//UNUSED
//- missile:
//- TKBP F 0 Bright A_DualPainAttack("Nightmare")
//INCOMPLETE
//... making it fire 2 Lost Souls that Death on Impact
- (Optional) Add Uber Lost Soul ?
... One with Ressurection frames .
... a lost soul that the archvile can revive
... unused sprite included for this...
/*
-------------------
Important note:
-------------------
replacing boss monsters Must USE REPLACE!
(Arachnotron, BaronOfHell, Cyberdemon, Fatso, Ironlich, Minotaur, Sorcerer2 and SpiderMastermind)
*/
------------------------
RenderStyles:
------------------------
How the actor is rendered:
STYLE_None Do not draw
STYLE_Normal Normal; just copy the image to the screen
STYLE_Fuzzy Draw silhouette using “fuzz” effect
STYLE_SoulTrans Draw translucent with amount in transsouls CVAR
STYLE_OptFuzzy Draw as fuzzy or translucent, based on user preference
STYLE_Stencil Draw as single color
STYLE_AddStencil Draw as single additive color
STYLE_AddShaded Treats 8-bit indexed images as an alpha map while applying additive translucency.
Index 0 = fully transparent, index 255 = fully opaque.
STYLE_Translucent Draw translucent
STYLE_Add Draw additive
STYLE_Shaded Treats 8-bit indexed images as an alpha map. Index 0 = fully transparent, index 255 = fully opaque.
STYLE_TranslucentStencil Draw as single translucent color
STYLE_Shadow Draw dark translucent stencil
STYLE_Subtract Draw subtractive