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Text screen secret level?


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23 minutes ago, DavidN said:

Are you making a wad for vanilla Doom or a modern source port like GZDoom?

I am playtesting on GZDOOM.

The code is written on Slade.

 

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1 minute ago, ViolentBeetle said:

MAPINFO supports text for entering the level.

 

ttt.png.353f083f9366de2bf12941dcd7127898.png

 

I know how to write exit text, but I can't figure out how to either:

1. Have no exit text for entering the Secret level

2. Have a different exit text for entering the Secret level

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2 minutes ago, ChestedArmor said:

I am playtesting on GZDOOM.

The code is written on Slade.

 

you need to create a MAPINFO lump, and then define on it the different things you want for your mapset.
Map names, map slot, skies, secret exits and cluster.

Cluster is the relative space the maps are grouped in, for exmple map01 to map06 are on cluster 1, map07 to map11 on cluster 2, map12 to map15 on cluster 3 map31 on cluster 4, map 32 on cluster 5, map16 to map20 on cluster 6, and map21 to map 30 on cluster 7.
Those are the usuals, but you can change the amount of maps inside the clusters or the number of cluster if you want
When you reach the last map of a cluster, a text screen appears, and you can define what it saids on the cluster definition inside the MAPINFO.

 

Hope this helps.

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22 minutes ago, P41R47 said:

you need to create a MAPINFO lump, and then define on it the different things you want for your mapset.
Map names, map slot, skies, secret exits and cluster.

Cluster is the relative space the maps are grouped in, for exmple map01 to map06 are on cluster 1, map07 to map11 on cluster 2, map12 to map15 on cluster 3 map31 on cluster 4, map 32 on cluster 5, map16 to map20 on cluster 6, and map21 to map 30 on cluster 7.
Those are the usuals, but you can change the amount of maps inside the clusters or the number of cluster if you want
When you reach the last map of a cluster, a text screen appears, and you can define what it saids on the cluster definition inside the MAPINFO.

 

Hope this helps.

Does the lump reference the map you finished or the map you are going next?

Edited by ChestedArmor

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4 minutes ago, ChestedArmor said:

Does the lump reference the map you finished or the map you are going next?

both.


every map should look like this:
 

map E1M1 lookup "HUSTR_E1M1"
{
   levelnum = 1
   titlepatch = "WILV00"
   next = "E1M2"
   secretnext = "E1M9"
   sky1 = "SKY1", 0
   cluster = 1
   par = 30
   sucktime = 1
   music = "$MUSIC_E1M1"
}

and the cluster definition as follow:
 

cluster 5 
{
	flat = OGRATB02
	music = D_READ_M
 	exittext = 
 	"In the farthest reaches, a Light",
	"awoke, and cast his luminous rays",
	"on all around him.",
	" ",
	"He fashioned a world unto his image,",
	"created beasts of his will, and declared",
	"himself eternal, ruler of his domain.",
	" ",
	"But his hubris cast a sickness, and",
	"from distant worlds called forth ",
	"the agent of retribution, drawn ",
	"through the cosmos by his pride.  ",
	" ",
	"It cast down his beasts, it rejected ",
	"his rule, and through lands eternal ",
	"it brought forth his doom."
}

you need to respect the '' '' and the , where they appeard.

Otherwise, it will not work as intended.

Edited by P41R47

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4 minutes ago, P41R47 said:

both.


every map should look like this:
 


map E1M1 lookup "HUSTR_E1M1"
{
   levelnum = 1
   titlepatch = "WILV00"
   next = "E1M2"
   secretnext = "E1M9"
   sky1 = "SKY1", 0
   cluster = 1
   par = 30
   sucktime = 1
   music = "$MUSIC_E1M1"
}

Then you write the text screens, you need to respect the '' '' and the ,

Otherwise, it will not work as intended.

I can't do much with this code.

Mine looks like this:

grafik.png.eff568b5275428f1256047d03eee1e34.png

It does everything I want (besides the question of this topic).

I guess you're just using a different code language?

Mine is "ZDoom MapInfo".

 

 

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2 hours ago, ChestedArmor said:

I can't do much with this code.

Mine looks like this:

grafik.png.eff568b5275428f1256047d03eee1e34.png

It does everything I want (besides the question of this topic).

I guess you're just using a different code language?

Mine is "ZDoom MapInfo".

 

 

you are using the old syntax.
But the information and how it is ordered is the same.

 

Intead of the map02 having ''next map03'' put ''secretnext map03'' and it will go to a secret map.
You can still put a ''next'' parameter to another map.

here is the informaton of the old syntax, it has pretty much anything you need.
https://zdoom.org/wiki/MAPINFO_(old_format)

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