[V1.1] Spear: Return to Danger

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

Captain J wrote:did you see that.
i'm okay with this.
i hope see some weapons that can explode.
good luck! :D
I'll add a grenade weapon to the weapons mod.

There won't be any explosives in the level mod, but there will be a new weapon but I'm gonna keep it a secret. :wink:
Spoiler:
Caleb26
Posts: 200
Joined: Sun Feb 07, 2010 4:53 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Caleb26 »

Hey guys! While Sgt. Shivers is working on his mod you should check out my project.
WOLFENDOOM - SPEAR OF DESTINY: RETURN TO DANGER AND THE ULTIMATE CHALLENGE FOR EDGE SOURCEPORT.
http://forum.zdoom.org/viewtopic.php?f= ... 3&p=652180
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] Spear of Destiny: Return to Danger

Post by wildweasel »

Caleb26 wrote:Hey guys! While Sgt. Shivers is working on his mod you should check out my project.
Please don't advertise your project in other peoples' threads.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

Only 2 more maps and a bit of MAPINFO editing left to go until the first 2 episodes are released!
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Spear of Destiny: Return to Danger

Post by Captain J »

nice job, keep working!
also, i made some chaingun rotation for lost level bosses.
it's no need, but this is for you.
Image
Image
Image
Image
Image
Image
Image
Image
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

Thanks for showing intrest in the project! I might use the Axe's sprites if I get the time to implement it.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

The Levels are all done, but I still need to find a way to make enter text and stuff.
If someone could tell me how to make a language lump it would help...
User avatar
FireHusky
Posts: 130
Joined: Sun Nov 25, 2012 3:02 pm

Re: [WIP] Spear of Destiny: Return to Danger

Post by FireHusky »

http://zdoom.org/wiki/LANGUAGE

Ok, so it says to Pick a language code, put it in brackets, press enter and come up with a name, space, equals sign, then type the language for the code. After that, press enter, choose another language code and put it in brackets again, press enter, but you use the same name before the equals sign, do the space an equals sign again, and type the same message but in a different language.

Example from Wiki

Code: Select all

// This is an example LANGUAGE LUMP

[enu default] 
/* This section is both for American English (enu -> en US) and the default language
   (used if there are no available translations for the user's own language).        */

S_SUPERWEAPON = "Picked up the ultimate superweapon!";
NEEDMAUVEKEYD = "You need a mauve key to open this door.";
NEEDMAUVEKEYO = "You need a mauve key to activate this object.";

[fr]
/* And now a French translation for the above lines */

S_SUPERWEAPON = "La super-arme ultime !";
NEEDMAUVEKEYD = "Il vous faut la clef mauve pour ouvrir cette porte.";
NEEDMAUVEKEYO = "Il vous faut la clef mauve pour actionner cet objet.";

[de]
/* In German, too */
S_SUPERWEAPON = "Die maximale Überwaffe !";
// Oh no, what about the mauve key messages? They don't have a translation!
// Then they'll just use the English versions above since they're also defined as being the default.
Now that you've done this, you must include it in decorate. Take your name that has the correct message, so for example,
This example message is for picking up a shotgun

Code: Select all

S_SHOTPIKUP = "Shotgun has been picked up"; 
Then you place the dollar sign before it. So in your decorate, it should look like this:

Code: Select all

Actor shotty
{
...
WEAPON.(pickup message property) "$S_SHOTPIKUP
Hope it helped. :)
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

So I type that stuff in Decorate?
User avatar
FireHusky
Posts: 130
Joined: Sun Nov 25, 2012 3:02 pm

Re: [WIP] Spear of Destiny: Return to Danger

Post by FireHusky »

Sgt. Shivers wrote:So I type that stuff in Decorate?
You type the translation (part with language codes and defining messages in each code) in its LANGUAGE lump, the actor part in decorate. You use the weapon pickupmessage property in your weapon in decorate. (the one where you take your language thing, stick a dollar sign before it in quotes)
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

FireHusky wrote:
Sgt. Shivers wrote:So I type that stuff in Decorate?
You type the translation (part with language codes and defining messages in each code) in its LANGUAGE lump, the actor part in decorate. You use the weapon pickupmessage property in your weapon in decorate. (the one where you take your language thing, stick a dollar sign before it in quotes)
Okay, so how do I create a language lump?
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: [WIP] Spear of Destiny: Return to Danger

Post by ChronoSeth »

Uh... click the link and figure it out?
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

Okay, I got the LANGUAGE lump working, but I can't seem to make linebreaks in the entertext.
Anyone know how to get them to work? I tried something like this:
"line 1", "line 2", "line 3", "line 4", etc.
And it didn't work...
User avatar
FireHusky
Posts: 130
Joined: Sun Nov 25, 2012 3:02 pm

Re: [WIP] Spear of Destiny: Return to Danger

Post by FireHusky »

Sgt. Shivers wrote:Okay, I got the LANGUAGE lump working, but I can't seem to make linebreaks in the entertext.
Anyone know how to get them to work? I tried something like this:
"line 1", "line 2", "line 3", "line 4", etc.
And it didn't work...
Did you add a semicolon (;) after ending the quotes?
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] Spear of Destiny: Return to Danger

Post by Sgt. Shivers »

FireHusky wrote:
Sgt. Shivers wrote:Okay, I got the LANGUAGE lump working, but I can't seem to make linebreaks in the entertext.
Anyone know how to get them to work? I tried something like this:
"line 1", "line 2", "line 3", "line 4", etc.
And it didn't work...
Did you add a semicolon (;) after ending the quotes?
Yeah.
Post Reply

Return to “Levels”