[Done] Master Levels Menu Interface

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[Done] Master Levels Menu Interface

Postby Zippy » Thu Feb 05, 2009 3:07 pm

DOWNLOAD (idgames)

This is effectively a pk3 but the extension has been left as zip to simplify things for those who will add the Master Levels directly to the menu package.

Requires ZDoom 2.5.0 or GZDoom equivalent.
Contains no playable levels, but is intended to be used with The Master Levels for Doom II. If you don't have The Master Levels you can get them from Steam. If you don't have The Master Levels, the menu is still usable but you naturally won't be able to play any maps.

UPDATE
Brought it up to the latest version of ZDoom to fix all know issues that were found up when I initially made this available. A basic summary of the changes:
  • Included Gez's instructions for the simplified setup for the Master Levels maps taking advantage of the way ZDoom reads map wads out of the maps folder of pk3/zips. The old instructions are included below the new instructions, for whatever reason. (INSTRUCTIONS.txt in the zip file.)
  • Fixed weapon replacements not working. Thanks to new additions to ZDoom that came in the interim between last release and now, the inventory reset could be achieved without manually manipulating the player's inventory, which broke replacements.
  • Chopped out the player 5-8 starts in the menu map. It occurred to me the Master Levels themselves were vanilla, so the extra starts won't get you anything.
  • Got rid of NOSKILLMENU from the MAPINFO. You can still change the skill from the Master Levels menu anytime you want, but the main menu one lets you set a default starting value.
  • Par times! Chosen just about as arbitrarily as the ones from the retail games.
  • Included all the Goddamn skies so nobody can complain. Every map has the correct sky.
  • Spruced up the TITLEMAP with a high resolution image of the old background (4x the resolution to be precise.) Provided courtesy of Mr. Romero.

I believe that's everything of significance. If I don't hear of any problems after awhile this goes off to the archives where I can be done with it.


DESCRIPTION
The Master Levels Menu Interface is just a simplistic menu interface for ZDoom, driven by the GetPlayerInput feature. The Master Levels For Doom II is a classic collection of levels made by various community authors that was released by id Software in 1995. Because it was a collection of separate wad files instead of levels collected together into a single wad, the Master Levels was released with a separate program that would let you choose the wad you wanted to play and start Doom II with the correct level loaded for you. This project provides an in-game menu to replace that behavior, allowing the Master Levels to be played without having to restart ZDoom for each level (and at the same time provides a few bonuses: for example the option to keep inventory between levels).

The project is just a zip containing basically the menu level itself. Players who wish to use it in conjunction with the Master Levels For Doom II must already own that product (and will have to either load the wad files alongside the zip or pack them into it, instructions included as INSTRUCTIONS.txt and some at the bottom of this forum post). The zip can still be used without the Master Levels and the menu will work, but you will naturally be unable to play any of the levels.

It can hopefully serve as a fairly simple demo of one way to use GetPlayerInput to make an in-game menu. So I hope it will help some people who wish to work on their own GetPlayerInput-based contraptions.


INSTRUCTIONS
This zip contains no playable levels, only the menu interface level. Given that, it will work for people who don't have The Master Levels for Doom II, but ZDoom will drop you to the console if you try to select a level. So, people without the The Master Levels can still look at the menu.

If you have do have The Master Levels, here's a copy-paste of the instructions from INSTRUCTIONS.txt on how to get the menu running with The Master Levels.
Spoiler: Instructions


Obligatory screenshots.
Spoiler: Screenshots
Last edited by Zippy on Thu Sep 02, 2010 4:12 pm, edited 5 times in total.
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Re: Master Levels Menu Interface

Postby Siggi » Thu Feb 05, 2009 3:15 pm

That's pretty cool. I approve.
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Re: Master Levels Menu Interface

Postby BoldEnglishman » Thu Feb 05, 2009 3:48 pm

Awesome, this will definetly be handy for playing the Master Levels. Hated having to quit the game every time, check what the .wad was called, check what level is replaced...
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Re: Master Levels Menu Interface

Postby Enjay » Thu Feb 05, 2009 4:18 pm

I love how it looks like the old DOS launchers of days gone by.
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Re: Master Levels Menu Interface

Postby randi » Thu Feb 05, 2009 6:23 pm

Though that dark gray text on a dark blue background hurts my eyes.
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Re: Master Levels Menu Interface

Postby Graf Zahl » Thu Feb 05, 2009 6:26 pm

Indeed- A horrible clash of colors...
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Re: Master Levels Menu Interface

Postby Zippy » Fri Feb 06, 2009 12:34 am

Enjay wrote:I love how it looks like the old DOS launchers of days gone by.
I love how I can use that as an excuse, when in reality it was just far less work intensive to do it like that.

randy wrote:Though that dark gray text on a dark blue background hurts my eyes.
CR_BLACK actually. It turns the font a dark gray for whatever reason. The text that is actually black is only so because it's part of the background image.

Always some time to play around with the colors I guess. Or maybe I can leave all the text white and highlight the selection background, or move an arrow or asterisk in front of it, etc...
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Re: Master Levels Menu Interface

Postby Zippy » Wed Mar 04, 2009 6:30 pm

Finally set aside some time to clean this up. It's basically done now; I'm just missing par times for the maps as they never had any to begin with. That's no reason to keep me from releasing it, so I'm just going to take some time tonight or tomorrow to look over everything to make sure it's right and then I'll put it up for download.

The first post has been updated with newer screenshots.
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Zippy » Thu Mar 05, 2009 9:42 am

And done.

You can download the version without par times from the first post or RIGHT HERE. Remember that this is intended to be used with The Master Levels for Doom II. Because some of The Master Levels have conflicting map lump names I've included some simple instructions for how to get them to work in the first post. Anybody who doesn't have The Master Levels can still run the file and try out the menu, but ZDoom will drop you to the console if you try to play one of the maps.

Requires ZDoom 2.3.0 or GZDoom equivalent.



I'll put together some par times at another point and upload it to the archives after that. Though another thing I've thought about is having the menu take some sort of action after you beat all the levels. Currently it does nothing and you can replay the levels infinitely, but I could have it throw up the end game cast call or something.
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Crashbanito » Thu Apr 16, 2009 11:05 pm

Im new to this but could you explain a bit more on how you do this renaming map lump thing. Nothing I do seems to work.
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Tormentor667 » Fri Apr 17, 2009 6:43 am

Out of curiosity, does the "Best Play Results" get saved during different play sessions?
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Zippy » Fri Apr 17, 2009 7:44 am

Crashbanito wrote:Im new to this but could you explain a bit more on how you do this renaming map lump thing. Nothing I do seems to work.
Open the wad file (e.g. ATTACK.WAD) in XWE or SLumpEd. Select the MAPxx lump (e.g. MAP01). Rename that lump to match the file name without the extension (e.g. in ATTACK.WAD, rename MAP01 to ATTACK). Do that for all the wads. Except in TEETH.WAD there are two maps. MAP31 should be TEETH, MAP32 should be TEETH2.

Tormentor667 wrote:Out of curiosity, does the "Best Play Results" get saved during different play sessions?
No. Generally speaking that would require features ZDoom does not support. Alternatively it could be done by compressing the user's play results into a "password" and letting them input the password when playing it, but that's out of the scope of the project as far as I'm concerned.

Instead, just save your game when you feel like stopping and load the game when you feel like playing again.
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Tormentor667 » Fri Apr 17, 2009 11:21 am

Ok, nevermind then, this is just awesome Zippy, great job :)
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Crashbanito » Fri Apr 17, 2009 11:51 am

Thanks for the help with renaming the maps. I have to say that you did a very good job with this. The only thing that I could see to be improved would be keeping the par times saved. Other than that good work.

Note:I decided to change around the nextlevl options in the mapinfo to give the game more flow.
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Re: [Done-ish] Master Levels Menu Interface (Download available)

Postby Gez » Fri Apr 17, 2009 12:44 pm

Rather than renaming each lump in each file, it's possible to put all levels in a "maps" folder in the zip. Then the only thing to do is to duplicate TEETH.wad (to have TEETH.wad and TEETH2.wad) and then delete MAP32 from TEETH and MAP31 from TEETH2.

Personally, I also made some other changes as well, because several of those levels (MANOR and all those from "Dr Sleep's Cantos series") are meant to use a star sky texture while the others are not. So I copied the STARS patch into a patches folder, added a "starsky" entry in the textures lump (I nearly named it "hutch" :P), and altered the mapinfo lump accordingly. And finally, I took the liberty of correcting Sverre Kvernmo's spelling and changed "Maosoleum" to "Mausoleum".
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