kassianoaguiar Posted July 4, 2020 What is missing in "MAPINFO" so that doom 2 has its final animated credits? If you know, describe the script because I want to put new drawings ... 0 Quote Share this post Link to post
1 P41R47 Posted July 4, 2020 (edited) Take a look here:https://zdoom.org/wiki/MAPINFO/Map_definition There you will find how to start the cast roll after the final message screen. To change the monsters during the cast roll, i think that you need to replace them via decorate, zscript or dehacked. Here is the Doom classes that you can change: https://zdoom.org/wiki/Classes:Doom Edited July 4, 2020 by P41R47 0 Quote Share this post Link to post
0 kassianoaguiar Posted July 5, 2020 8 hours ago, P41R47 said: Take a look here:https://zdoom.org/wiki/MAPINFO/Map_definition There you will find how to start the cast roll after the final message screen. To change the monsters during the cast roll, i think that you need to replace them via decorate, zscript or dehacked. Here is the Doom classes that you can change: https://zdoom.org/wiki/Classes:Doom I found! but what I mean is that I simplified "endgameC" by the script in the following image ... note: what should I do or where to write the script for placing new monsters? 0 Quote Share this post Link to post
0 P41R47 Posted July 5, 2020 Nope, if you just want to show the cast roll as always, just put endgamec. Then, to change the monsters, use the second link, and and change them one by one. You have to write the new monsters that replaces the original ones with DECORATE or ZScript. 0 Quote Share this post Link to post
0 Nevander Posted July 6, 2020 You'll need to write a new intermission cast sequence. But first, you will need to change your MAPINFO format to the new one, or else it won't work. https://zdoom.org/wiki/MAPINFO/Intermission_definition New format examples: https://zdoom.org/wiki/MAPINFO/Map_definition#Examples 0 Quote Share this post Link to post
0 kassianoaguiar Posted July 6, 2020 Can any of you two send me the decorate ready to run? you can take that image that I sent and edit it. I already did it anyway and I couldn't. 0 Quote Share this post Link to post
0 Nevander Posted July 7, 2020 There's no way for us to give you ready to use code if we don't know what you want to put in a new cast sequence. We need the class names. Basically you need to use MAPINFO (in the new format) to define a new cast sequence intermission that includes new monsters. Then point to the new cast in the final map next property. 0 Quote Share this post Link to post
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kassianoaguiar
What is missing in "MAPINFO" so that doom 2 has its final animated credits?
If you know, describe the script because I want to put new drawings ...
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