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*Curious about the Certain Features*
Posted: Thu Jun 10, 2010 11:18 pm
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?
Re: *Curious about the Certain Features*
Posted: Fri Jun 11, 2010 12:19 am
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?

Re: *Curious about the Certain Features*
Posted: Fri Jun 11, 2010 5:37 am
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.
Re: *Curious about the Certain Features*
Posted: Fri Jun 11, 2010 7:50 pm
by Shadelight
Are you ever going to finish said code? It'd be really cool if you did.

Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 9:21 am
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.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 9:26 am
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.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 9:33 am
by ZDG
Xaser wrote: not all mods have maps.
You can use Libraries in that case.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 10:16 am
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.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 11:35 am
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.
[EDIT] -- forgot the smiley. ;P
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 11:56 am
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.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 1:14 pm
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.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 1:18 pm
by InsanityBringer
You could hack the BossBrain so it calls your new script rather than the "end level" codepointer.
Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 1:26 pm
by NeuralStunner
Xaser wrote:I'll hire a sumo wrestler to punch me in the groin.

Would these guys do?

Re: *Curious about the Certain Features*
Posted: Sat Jun 12, 2010 9:39 pm
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.
Re: *Curious about the Certain Features*
Posted: Sun Jun 13, 2010 6:26 am
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.