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How do I make story text happen after certain levels in boom and boom derivative ports?


mxrgan

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Hello, Im currently making a boom format map and I want to know how to make my own story text screen happen after the first map. I know it is possible with GZDoom using map clusters in MAPINFO, but I want to make this compatible with boom ports, so I want to know if that is possible to do that (preferably with Dehacked).

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From the get go, i would say to you that, Boom has the same limitation on text screens as Vanilla Doom, thats it, one after map06, other after ma11, another after map20 and the last after map30, and the two secrets.


But what you want is possible with UMAPINFO right now :)

Here is a page that explains how to do it:
https://raw.githubusercontent.com/coelckers/prboom-plus/v2.5.1.7um/prboom2/doc/umapinfo.txt

Ports that support UMAPINFO right now are GZDoom, PRBoom+ 2.1.7, Doom Retro, Crispy and i think Woof! will be implementing it soon if it isn't already supported.

Otherwise, what you can do, is put the player at the start of the second map into a conveyor belt and put some passable linedefs along it with the story text.
If you doi it right, it could be and awesome and interesting thing to look at.

Kinda like the wolf warp tunnel on the first map of Ancient Aliens, but instead of it being a switch activated, you start at it.

Edited by P41R47

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4 minutes ago, P41R47 said:

From the get go, i would say to you that, Boom has the same limitation on text screens as Vanilla Doom, thats it, one after map06, other after ma11, another after map20 and the last after map30, and the two secrets.


But what you want is possible with UMAPINFO right now :)

Here is a page that explains how to do it:
https://raw.githubusercontent.com/coelckers/prboom-plus/v2.5.1.7um/prboom2/doc/umapinfo.txt

Ports that support UMAPINFO right now are GZDoom, PRBoom+ 2.1.7, Doom Retro, Crispy and i think Woof! will be implementing it soon if it isn't already supported.

Otherwise, what you can do, is put the player at the start of the second map into a conveyor belt and put some passable linedefs along it with the story text.
If you doi it right, it could be and awesome and interesting thing to look at.

Kinda like the wolf warp tunnel on the first map of Ancient Aliens, but instead of it being a switch activated, you start at it.

How can I set it up in SLADE 3? Do I make a lump called UMAPINFO?

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Just now, PSI Boredom Ω said:

How can I set it up in SLADE 3? Do I make a lump called UMAPINFO?

Yes, same as you would make a MAPINFO lump, but change it name to UMAPINFO

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12 minutes ago, P41R47 said:

Yes, same as you would make a MAPINFO lump, but change it name to UMAPINFO

And also, do you need that specific fork made by Graff or can I use PRBboom+ 2.5.1.5 (The latest version I believe)

Edited by PSI Boredom Ω

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26 minutes ago, PSI Boredom Ω said:

And also, do you need that specific fork made by Graff or can I use PRBboom+ 2.5.1.5 (The latest version I believe)

What Gez said.
Sorry i mean version PrBoom+ 2.5.1.7 

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11 hours ago, P41R47 said:

Ports that support UMAPINFO right now are GZDoom, PRBoom+ 2.1.7, Doom Retro, Crispy and i think Woof! will be implementing it soon if it isn't already supported.

 

Nope. Not sure about Doom Retro, but neither Crispy nor Woof! do currently support UMAPINFO. 

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3 hours ago, fabian said:

 

Nope. Not sure about Doom Retro, but neither Crispy nor Woof! do currently support UMAPINFO. 

oh, seem like i missunderstood all the UMAPINFO thread. :(

Sorry for this.

But, are there plans about implementing it?

 

DoomRetro, at least, have partial support right now.

Not all the variables work, like boss action per map. But it support new text screens and new secret exit

It works better for Doom2 mods, as it uses the MAPxx format. Mods for UDoom are kinda bugged as the ExMx format lead to some unintended behaviours or crashes right now.

But i think Brad may be working on it really hard  to fully implement it as he was updating DoomRetro on a monthly basis and now since August, if i remember right, is no update.

Edited by P41R47

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