*Curious about the Certain Features*

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spratcliffe
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*Curious about the Certain Features*

Post by spratcliffe »

I'm curious to know if you can change it how at the end of Doom 2 it displays all the monsters with their names etc when you beat level 30 - can you change it so that monsters you created in DECORATE show up as well as just the DOOM 2 ones?
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XutaWoo
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Re: *Curious about the Certain Features*

Post by XutaWoo »

Nope.

You can, however, using [wiki]HudMessage[/wiki][wiki=HudMessageBold](Bold)[/wiki] and [wiki]SetFont[/wiki], recreate said screen in [wiki]ACS[/wiki].

Why yes, I am making sure that the Wiki tags get used to their most. Why do you ask? :p
Gez
 
 
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Re: *Curious about the Certain Features*

Post by Gez »

I have half-finished code that allowed to define custom cast call through MAPINFO. There was, however, a weird bug with it so I haven't worked on it in months.
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Shadelight
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Re: *Curious about the Certain Features*

Post by Shadelight »

Are you ever going to finish said code? It'd be really cool if you did. :D
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Xaser
 
 
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Re: *Curious about the Certain Features*

Post by Xaser »

I'd find it quite useful myself. Seems that although the common answer is "just use a script," everyone tends to forget that not all mods have maps.
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Enjay
 
 
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Re: *Curious about the Certain Features*

Post by Enjay »

Xaser wrote:Seems that although the common answer is "just use a script," everyone tends to forget that not all mods have maps.
Or that said script isn't a particularly easy one to coordinate. I know that I have shied away from doing one a few times. The low number of them in mods suggest that other people may have felt likewise.

The final game cast call is one of the few outstanding features of Doom yet to be made customisable in Zdoom.
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ZDG
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Re: *Curious about the Certain Features*

Post by ZDG »

Xaser wrote: not all mods have maps.
You can use Libraries in that case.
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Shadelight
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Re: *Curious about the Certain Features*

Post by Shadelight »

ZDG wrote:
Xaser wrote: not all mods have maps.
You can use Libraries in that case.
Not all people use ACS either, way to miss the point.
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Xaser
 
 
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Re: *Curious about the Certain Features*

Post by Xaser »

ZDG wrote:
Xaser wrote: not all mods have maps.
You can use Libraries in that case.
Tell you what. If you can figure out how to make an intermission simulator in an ACS library replace the cast call without creating any new maps, I'll hire a sumo wrestler to punch me in the groin. :P

[EDIT] -- forgot the smiley. ;P
Last edited by Xaser on Sat Jun 12, 2010 1:16 pm, edited 1 time in total.
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LilWhiteMouse
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Re: *Curious about the Certain Features*

Post by LilWhiteMouse »

Xaser wrote:If you can figure out how to make an intermission simulator in an ACS library replace the cast call without creating any new maps, I'll hire a sumo wrestler to punch me in the groin.
Record the players location when they start the map. When the map ends, set the player to invulnerable just in case. Find a spot x units from the start point where you can spawn a camera. Use that as a basis to spawn patrol points from the start point to the camera (using SetThingSpecial to set each points args). Use an array to list your actors. Spawn an actor, change it's speed to 0, set it to invulnerable, and set it to patrol (walking anim). Every x tics, force it into it's missile state. Use GetPlayerInupt() to remove the invulnerability, kill it, remove it, and move on to the actor. Loop back at the end of the array.

Crude, and not infallible, but neither is Doom 2's cast call with altered actors.
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Xaser
 
 
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Re: *Curious about the Certain Features*

Post by Xaser »

How would you intercept the end of the level without modifying the map? Exit_Normal can't be interrupted -- once you hit the end switch/teleporter, that's it. Sure, you could use an UNLOADING script (which I suppose you could try and code some sort of check if it's the last level) where you can warp to a custom map to do the cast call, but it would still involve a new map in the end.

It's still doable if maps are involved (and sometimes they can be used to great effect -- wasn't it Hellspawn that featured mech-suit Mouse slaying all the enemies as they spawned?), but not always wanted.
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InsanityBringer
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Re: *Curious about the Certain Features*

Post by InsanityBringer »

You could hack the BossBrain so it calls your new script rather than the "end level" codepointer.
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Re: *Curious about the Certain Features*

Post by NeuralStunner »

Xaser wrote:I'll hire a sumo wrestler to punch me in the groin. :P
Would these guys do? :P
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Apothem
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Re: *Curious about the Certain Features*

Post by Apothem »

Xaser wrote:How would you intercept the end of the level without modifying the map? Exit_Normal can't be interrupted -- once you hit the end switch/teleporter, that's it. Sure, you could use an UNLOADING script (which I suppose you could try and code some sort of check if it's the last level) where you can warp to a custom map to do the cast call, but it would still involve a new map in the end.
or pick a pre-existing map with a quiet spot for a backdrop and the freeze and teleport the player to that map using your new found cinematic thingy.
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corysykes
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Re: *Curious about the Certain Features*

Post by corysykes »

you could hack the jhons head to make it puke a script to do all that stuff all in decorate! very easy. even i can do it and im shite with decorate.
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