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vault

Posted: Fri Aug 08, 2025 12:43 pm
by the1gamer g zdoom-
add a vault from doom remaster and heretic

Re: vault

Posted: Fri Aug 08, 2025 7:42 pm
by phantombeta
This is entirely out of scope for any sourceport.

Re: vault

Posted: Mon Aug 11, 2025 9:15 pm
by MarshaKamuel
A vault, like in Doom Eternal? That's an interesting idea! Personally, I've enjoyed hidden areas in retro FPS games, but adding a complex, modern vault might clash with the original feel. But I'd love to see it.

Re: vault

Posted: Mon Aug 11, 2025 11:52 pm
by Hellser
I agree with phantombeta. This is outside of the scope of any source port - GZDoom included. There's nothing stopping you from adding it in though and hey, might be a good step into some ZScripting!

Re: vault

Posted: Tue Aug 12, 2025 1:30 pm
by the1gamer g zdoom-
Hellser wrote:
> I agree with phantombeta. This is outside of the scope of any source port -
> GZDoom included. There's nothing stopping you from adding it in though and
> hey, might be a good step into some ZScripting!
i have never ever coded anything in my entire life

Re: vault

Posted: Tue Aug 12, 2025 1:33 pm
by the1gamer g zdoom-
MarshaKamuel wrote:
> A vault, like in Doom Eternal? That's an interesting idea! Personally, I've
> enjoyed hidden areas in retro FPS games, but adding a complex, modern vault
> might clash with the original feel. But I'd love to see it.
like make it so it only appears when you select kex engine doom

Re: vault

Posted: Tue Aug 12, 2025 2:14 pm
by SanyaWaffles
Be the change you wanna see in the world.

Re: vault

Posted: Wed Aug 13, 2025 11:09 am
by Redneckerz
the1gamer g zdoom- wrote: Tue Aug 12, 2025 1:30 pm i have never ever coded anything in my entire life
I guess that explains why you haphazardly make countless feature threads. Adding features isn't easy. Learning how to code requires effort.

Guess what you could do! :wink:

Re: vault

Posted: Wed Aug 13, 2025 1:24 pm
by Enjay
I'm going to be honest, I don't even know what a "vault" in this context is. Anyone care to enlighten me?

Re: vault

Posted: Wed Aug 13, 2025 3:16 pm
by drfrag
Is it the vault from fallout? xD. I don't think so it must be something like the one from Doom+Doom2 and Heretic+Hexen with assets. Y wenas.

Re: vault

Posted: Wed Aug 13, 2025 3:31 pm
by SanyaWaffles
I am 90% sure it's the alpha/beta/concept assets included in the Doom + Doom II and Heretic + Hexen remasters, yeah.

Re: vault

Posted: Wed Aug 13, 2025 5:16 pm
by Enjay
Ah, so a way to view unused content and concept art etc.
Yes, I've seen that in the NightDive releases. I just never made the link.

Re: vault

Posted: Wed Aug 13, 2025 10:38 pm
by Hellser
The vault is just a novelty menu for the curious. Doom + Doom II was more extensive - I blame Romero and Co. for that. Heretic + Hexen has a few interesting sprites (one of which turned into an alternative wand in Heretic), but no where as extensive as Doom + Doom II's. Adding this to GZDoom would, honestly, just be a waste of coding space. But would be a fun project for a beginner wanting to learn how to mess with the menu in ZScript to load as a personal mod.

I think the vault should stay where it's at; in Kex.

As for the "I don't know how to code" - neither do I. But we all start from somewhere! It takes a browser (visiting the ZDoom Wiki), SLADE and some poking around. Don't worry about messing up - just go at it.