Some Questions About In-Game Message Editing

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NiTROACTiVE
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Some Questions About In-Game Message Editing

Post by NiTROACTiVE »

I've been modifying this Doom WAD based on this Flash Doom game MOD by adding some ZDoom features such as MAPINFO and GAMEINFO lumps (Note: The original Flash game no longer works due to Adobe blocking all Flash content).

So far, things are going well, however, I have some questions when it comes to some edits to some messages:

1. How can I replace the message you get when you try to save the game when you're not playing a game, the original being "You can't save if you aren't playing!"
2. Since the original WAD doesn't have episode 2 or 3 as it's a hacked version of the shareware Doom WAD, how can I change the message that tells you to get the original trilogy, which is "This is the shareware version of Doom. You need to order the entire trilogy". Also, how can I have that message pop up if playing with the registered original Doom or The Ultimate Doom?
3. Lastly, is it possible to have the classic options menu in GZDoom/ZDoom which was originally seen in the MS-DOS version of Doom?

If I have any more questions when it comes to editing this WAD, I'll let you know.
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MFG38
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Re: Some Questions About In-Game Message Editing

Post by MFG38 »

NiTROACTiVE wrote:How can I replace the message you get when you try to save the game when you're not playing a game, the original being "You can't save if you aren't playing!"
This is doable with a LANGUAGE or DEHACKED lump. For the former, the string to overwrite is named SAVEDEAD (see example below). For the latter, the index of the string you want to look for is 337.

LANGUAGE example:

Code: Select all

SAVEDEAD = "Unable to save right now!";
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SanyaWaffles
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Re: Some Questions About In-Game Message Editing

Post by SanyaWaffles »

OMG! I remember this! I remember trying to do the same, but I lost interest. I hope you do seriously do this, I'd love to see Pig Feeder ported to GZDoom.

yeah, you can add those strings via LANGUAGE or DEHACKED. I recommend LANGUAGE for GZDoom. You should be able to look at the spreadsheet Graf posted and find the strings you want to replace.

I doubt you can actually get the old graphics from DOS Doom back though, GZDoom's menus are very different.
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Player701
 
 
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Re: Some Questions About In-Game Message Editing

Post by Player701 »

It may be possible to use MENUDEF and probably ZScript to reimplement the original options menu, but please note that you cannot override the built-in GZDoom options menu entirely. For example, the hotkey to open the options menu will always open the built-in one. Generally, I don't think it's not a good idea to mess with the options menu like that. It's an integral part of the GZDoom engine itself, and the options it provides should be easily accessible to the user at all times.
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NiTROACTiVE
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Re: Some Questions About In-Game Message Editing

Post by NiTROACTiVE »

SanyaWaffles wrote:OMG! I remember this! I remember trying to do the same, but I lost interest. I hope you do seriously do this, I'd love to see Pig Feeder ported to GZDoom.
I've been making some good progress on the ZDoom/GZDoom porting project, and I'll consider making a project thread when it's about ready.

Also, thanks to everyone who helped out with the questions I had in this thread.

Edit: Here's the forum thread for that project.
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