EsmerInHell Posted December 8, 2020 I've managed to change the level names (automap) in a way that works for vanilla source ports like Chocolate Doom using Slade and WhackEd 4, but there is a problem where the level name remains unchanged in the intermission screen before the level. For example, I changed e1m8 to say "Starport" instead of "Phobos Anomaly" but it still says the default level name before entering. I'm really at a loss of what to do, so really any advice would help. This is the Dehacked file looks like in Slade if this means anything. Is there something I should write here so the rename applies to the intermission screen? Patch File for DeHackEd v3.0 # Created with WhackEd4 1.2.4 BETA # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 Text 20 14 E1M8: Phobos AnomalyE1M8: Starport 0 Quote Share this post Link to post
DynamiteKaitorn Posted December 8, 2020 the .DEH file I believe edits the automap not the actual end of level text. That's an internal texture file called CWILV00 (Entryway) to CWILV31 (Grosse) inside DooM 2 that has to be manually changed for every map. 1 Quote Share this post Link to post
Noiser Posted December 8, 2020 (edited) You can also find some useful info here: Edited December 8, 2020 by Noiser 0 Quote Share this post Link to post
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