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MechaCupOfNoodles
Newbie


Posts: 2
Registered: 12-09


I just started using doombuilder 2 and I know how to use it for the most part and I'm even understand how to add monsters in XWE. I still gotta learn scripts and lump. My question is and this is prob gonna sound dumb but what is Doom in Hexen format? Does it run on the doom 2 wad or what? Do I have to edit something? What? Thanks for your time

Old Post 01-06-10 08:47 #
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ArmouredBlood
Senior Member


Posts: 1910
Registered: 05-09


Not a pro on this, but I've lurked a while so here goes ...

As I understand it, doom in hexen takes hexen's parameter coding into doom (same engine, just doom has only a few actions with amounts, all hardcoded, i.e. the 'raise 512 units' action). You have to use a port that supports it though, the zdoom family is the general run-of-the-mill port for scripting etc., but others have their own script forms.

I'm not sure on which iwads it can use, but it should work with plutonia/TNT evilution if not ultimate doom, and yes doom 2 is the standard.

All you do with the doom in hexen format is load doom2.wad, maybe a resource wad if you want, make the map, then you can play it in any compatible port, zdoom-based ones are very easy to launch, just drag and drop the wad.

But really ... I would only bother with scripting if you're already used to writing it out. I map almost exclusively in boom and I can do basically whatever I need to make the gameplay how I want it. Voodoo dolls (boom's 'scripting', per say) help a lot though.

Old Post 01-06-10 09:08 #
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XAwful
Warming Up


Posts: 17
Registered: 01-10


Scripting is very easy once you get into it. It would help to be familiar with C++, but it isn't necessary.

Doom in Hexen is slightly more complicated, using a lot more ZDoom features. I'd start out in Doom or Doom 2 format, and watch the tutorials.

Old Post 01-08-10 04:13 #
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MechaCupOfNoodles
Newbie


Posts: 2
Registered: 12-09


Thanks for the help I think I got the hang of it now :D

Old Post 01-11-10 00:44 #
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Contorted_Extirpation
Banned


Posts: 72
Registered: 01-10



ArmouredBlood said:
Not a pro on this, but I've lurked a while so here goes ...

As I understand it, doom in hexen takes hexen's parameter coding into doom (same engine, just doom has only a few actions with amounts, all hardcoded, i.e. the 'raise 512 units' action). You have to use a port that supports it though, the zdoom family is the general run-of-the-mill port for scripting etc., but others have their own script forms.

I'm not sure on which iwads it can use, but it should work with plutonia/TNT evilution if not ultimate doom, and yes doom 2 is the standard.

All you do with the doom in hexen format is load doom2.wad, maybe a resource wad if you want, make the map, then you can play it in any compatible port, zdoom-based ones are very easy to launch, just drag and drop the wad.

But really ... I would only bother with scripting if you're already used to writing it out. I map almost exclusively in boom and I can do basically whatever I need to make the gameplay how I want it. Voodoo dolls (boom's 'scripting', per say) help a lot though.

So would GZDoom latest version work with Doom in Hexen Format?

Old Post 02-02-10 00:36 #
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DuckReconMajor
Forum Legend


Posts: 4224
Registered: 01-09


Yes. GZDoom can do just about anything ZDoom can do.

Old Post 02-02-10 01:35 #
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