Editing CI Messages?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Zach7551
- Posts: 3
- Joined: Thu Mar 29, 2018 5:58 pm
Editing CI Messages?
I'm trying to edit the messages that appear at the top of the screen when you get killed by an enemy. (ex: "Player has been bit by a Demon.")

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m8f
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- Posts: 1469
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Location: Siberia (UTC+7)
Re: Editing CI Messages?
There are two ways to replace obituaries for existing monsters:
1. LANGUAGE lump. It will contain:
See gzdoom.pk3:LANGUAGE.enu for more obituaries.
This is a preferred way for GZDoom because this way is more mod-friendly.
Note that if you are using Freedoom, obituaries in LANGUAGE will be overwritten with Freedoom obituaries.
2. Dehacked.
Note differences in syntax between LANGUAGE and Dehacked.
This is a more universal way, but this strings will overwrite any strings defined in LANGUAGE.
If you are designing your own monsters, add Obituary property to monster class.
Edit: by the way, what does "CI" mean?
1. LANGUAGE lump. It will contain:
Code: Select all
[enu default]
OB_DEMONHIT = "%o was bit by a demon.";
OB_VILE = "%o was incinerated by an archvile.";
This is a preferred way for GZDoom because this way is more mod-friendly.
Note that if you are using Freedoom, obituaries in LANGUAGE will be overwritten with Freedoom obituaries.
2. Dehacked.
Code: Select all
Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# SPDX-License-Identifier: BSD-3-Clause
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
OB_DEMONHIT=%o was bitten by a Flesh Worm.
OB_VILE=%o was incinerated by a Flame Bringer.
This is a more universal way, but this strings will overwrite any strings defined in LANGUAGE.
If you are designing your own monsters, add Obituary property to monster class.
Edit: by the way, what does "CI" mean?