mmaulwurff/target-spy

Feature Request: A way to exclude pk3/wad file name from monster

Closed this issue · 8 comments

I'm loading wads from a pk3 and it's a lot of info to see:

MonsterName@Realm667.pk3@Monstername.wad@Decorate

All I want to see is "MonsterName", anything from the first "@" is useless to me

BTW, I'm loving this mod! Thank you for your work on this!

Can you please share a link to the pk3 you are talking about?

To me it looks like an error in Realm667.pk3. Enemies defined twice - in DECORATE and in ZScript. GZDoom even complains about it on loading:

Script warning, "Realm667.pk3:sniperzombie.wad:DECORATE" line 1:
Tried to define class 'SniperRifleGuy' more than once. Renaming class to 'SniperRifleGuy@Realm667.pk3@sniperzombie.wad@DECORATE'

Or maybe this pk3 isn't supposed to be loaded in this way. Is this mod setup common and/or conventional?

Oh... I suppose I shouldn't use both ZSCRIPT and DECORATE in my wads? I think I'll go back through and redo all the numbers into the ZSCRIPT files and disable the DECORATE files. Thank you, I've been wondering about those warnings.

Just noting that spawn numbers cannot be used in ZScript like they are used in Decorate:

Game, DoomEdNum, SpawnID and ConversationID cannot be used in ZScript. Use MAPINFO for these instead.
https://zdoom.org/wiki/MAPINFO/Spawn_number_definition

I've went ahead and disabled all the ZSCRIPT instead, since I was using entirely DECORATE. It seems to have resolved my issue. Probably a lazy solution, but this project is a huge undertaking and I just wanted to get it working. Thank you for your help in this matter!

https://www.dropbox.com/s/9eigqcleen6w7fu/Realm667.pk3?dl=0

Updated version (still has warnings, but with secondary things)

Screenshot_Doom_20200607_100845
Problem solved.