LilWhiteMouse wrote:I have no idea what this "endseq" thing is.
OK, I've looked in all the IWADs that Zdoom supports, and didn't spot a lump called endseq. I looked in Zdoom.exe using a hex editor and found 2 occurences. One like this enDSeQ and one like this endseq, but I don't know what they are.
LilWhiteMouse wrote:I used "next EndGame1" in my mapinfo, but I wasn't sure which screen it used so I imported them all. All I got was a corrupted background, same thing I got before I imported them. Turns out I simply forgot to add the flat parameter to my cluster's def. I added it, but all I still got was game -> exit text -> credits, so I removed them.
Hexen and Heretic full screen graphics are in a different format to regular Doom ones. If you just include a full screen graphic as you would for Doom, you'll get the corruption you saw. I have been able to get DeepSea to import graphics and have them usable for Hexen and Heretic endings. After a deal of trickery and palette loading, I even managed to get replacement graphics for the Heretic vertical scroller to be accepted into a Doom wad and have Zdoom use the scroller as an ending for a Doom mission.
FYI, Endgame1, 2 and 4 just go to the credit screen if you use them in a Doom2 wad. Endgame3 (the bunny scroller) works if you provide the lumps - the 2 320x200 graphics, the D_BUNNY music and the animated The End graphic. You can also get the Heretic EndUnderwater (end of Ep2) and EndDemon (vertical scroller) to work with a bit of jiggery pokery with palettes and so on. I think EndChess (Hexen ending) will also work.
I'm guessing Endgame1 went to the credit screen because Zdoom was treating it in Hexen like it does in Doom2.
I think Randy said, just before the old board closed, that he has included an untested feature of being able to specify the final graphic in mapinfo - so you can include your own and use them without using the existing endings. I have no idea how that will sit with the slightly different format for Heretic/Hexen graphics.