Deoster Posted February 5, 2020 I'm just curious if it is possible to change a levels name in the automap and intermission screen, so that map01 would be "something" instead of "entryway". I'm pretty new, I'm only using doom builder 2, is there anything else I need to do this? 0 Quote Share this post Link to post
Nine Inch Heels Posted February 5, 2020 you need SLADE, and then you either need to create either a dehacked (works for every format) or a mapinfo (works for Zdoom family formats). You can also do both, if you wanna be on the safe side. There are dehacked files in other wads you can just copy and edit, same for mapinfo. 6 Quote Share this post Link to post
Pegleg Posted February 5, 2020 I agree with NIH that simplest way is just to find another map that does it and copy their Dehacked/Mapinfo file. There are only two things I would add. While you can just make a text file in Slade and call it DEHACKED and add in your code (HUSTR_1 = SOMETHING), it will only be read by ports starting at Boom and going up (Crispy might, but I'm not sure). To display the new level name in Chocolate Doom (or vanilla Doom, for that matter), you'll need an external .deh file that contains all the name information. The external file has to be called on the command line separately with the -deh command, but it will work with all ports. The internal dehacked is read by the port automatically. For vanilla compatibility, you are limited to a maximum of 2 or 3 letters more than the original name. So, for example, you could replace "Entryway" with "Something" but not "The Entrance to Darkness Calls to Me." 1 Quote Share this post Link to post
Gez Posted February 6, 2020 Vanilla-compatible DeHackEd uses a non-intuitive format for string replacement, because you're actually supposed to use a program to generate the patch. (I suggest using Whacked.) You put the old string you want to replace, and then immediately after the new string, without even a space or other separator. Boom-compatible DEHACKED can use the Boom mnemonics (like the aforementioned HUSTR_1) and that makes them easier to just write in a text editor, using just a reference for the names of the mnemonics. 1 Quote Share this post Link to post
Diabolución Posted February 6, 2020 This will work on Chocolate Doom (requires the -dehlump parameter) and PrBoom-Plus, at least: A few of graphics named CWILVxx (for doom2.wad, tnt.wad or plutonia.wad, where xx is the slot of the map minus one), an easy way of generating them is using DoomWord; then you will need Slade3 to import them and convert them to Doom format (be sure of choosing the cyan colour as transparency). For doom.wad, these lumps are named WILVxz, where x is the episode minus one and z is the map slot minus one. A bex patch with that secret directive of Chocolate Doom, you can write it using any plain text editor and you can use as template (notice that the text strings of the maps of tnt.wad and plutonia.wad differ from the ones of doom2.wad) this lump of Freedoom; then use Slade3 to embed it as a lump named DEHACKED: Patch File for DeHackEd v3.0 Doom version = 19 Patch format = 6 # *allow-extended-strings* [STRINGS] HUSTR_1 = level 1: something Posted as a WAD: https://diabolucion.000webhostapp.com/example.zip 0 Quote Share this post Link to post
ShadowTheDemon Posted February 9, 2020 Yeah, you're gonna need Slade but you could go in there, make a lump and name it MAPINFO and then put in the following information map map01 "Name here" next map02 music YOURMUS (your midi file, default is D_RUNNIN) cluster 1 sky1 sky1 0.0 (2nd sky1 would be your skybox file) 0 Quote Share this post Link to post
fraggle Posted February 10, 2020 On 2/5/2020 at 7:17 PM, Diabolución said: # *allow-extended-strings* Please don't include this comment in your dehacked files. Your dehacked patches are not vanilla compatible if you do. 0 Quote Share this post Link to post
Diabolución Posted February 10, 2020 @fraggle So I guess that magic comment is meant only for supporting Freedoom, and authors shouldn’t use it. Fair enough. 0 Quote Share this post Link to post
fraggle Posted February 10, 2020 Exactly. If you want a dehacked-compatible patch, use the dehacked string format; the vanilla-compatible version of your example patch is this: Patch File for DeHackEd v3.0 Doom version = 19 Patch format = 6 Text 17 18 level 1: entrywaylevel 1: something If you want to use BEX format, use it, but be upfront: you're making a Boom-compatible WAD now. I ask politely because I put this in as a one-off backdoor for this specific case (ie. make Choco able to run nicely with Freedoom). If I find people start using it in their dehacked patches for all kinds of stuff I'm likely to either remove the feature or replace it with something much more restrictive. 1 Quote Share this post Link to post
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