How to Setup for Full Conversion Mod?

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Kikikula
Posts: 3
Joined: Mon May 05, 2025 2:47 am

How to Setup for Full Conversion Mod?

Post by Kikikula »

I have a bunch of settings on for a map im making that have to stay that way in order for my map to play the way I want it to. For example, I have lowered the speed and set my character to always run for a more middle of the road constant speed approach. My map is largely a puzzle and atmospheric map, sprinting kind of ruins the pace. I also have some precision shooting in my map, so I need crosshair to default as 'on' for any player i share the map with. There will likely be more things like this down the road, so how can I sync my settings into the .wad or into an .ipk3. I tried to create a script that basically disables the shift key, I'd like to use it for a dash ability later anyway.

I've also dabbled with adding some mods into my map by importing ipk3 files into UDB. The mod in question is TargetSpy, a really cool mod that gives all kinds of mouse-over-object floating information. How would I go about packaging that mod into my ipk3. I know I could probably copy all the TargetSpy scripts into my ipk3, but the mod is incredibly extensive with dozens of scripts, it would be nice to keep it contained somehow but have my map still respect it's existence.

I also plan to edit TargetSpy for my own uses, and have many of it's settings toggled a specific way to interact with my scripts exactly how I want it to, so again how do I migrate a mods settings to be default in my ipk3..

Sorry for all the problems at once. I'm basically trying to turn DOOM into my own game and eventually put custom textures/sounds/etc so I can potentially sell it one day. I'm pretty new to this stuff, but I'm falling deeply in love with Ultimate Doom Builder and just want to get a grasp on how to pull resources from other mods (with permission if I'm selling it of course), modify the base game, and put it all into 1 package with a bow
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camper
Posts: 139
Joined: Sun Feb 25, 2018 10:53 am
Location: Tatarstan

Re: How to Setup for Full Conversion Mod?

Post by camper »

From your message I understood that you want to know how to convert resources from wad? Isn't that right? Do you know the program SLADE3?
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
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Re: How to Setup for Full Conversion Mod?

Post by Enjay »

I think it might be that, but more too. It sounds like they are trying to set up their own stand-alone game with its own default values for the engine.

If so, the defcvars lump might be of use.
https://zdoom.org/wiki/DEFCVARS
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