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t.v.
Junior Member


Posts: 217
Registered: 10-06


Question 1:
Is it possible to end the game after map 11? If so how? My project Harmony only has 11 maps and I don't want the player to be able to proceed any further.
I want my wad to be read as an iwad btw. This works only if I add filler maps. and I don't want these filler maps to be reach-able.

Question 2:
Can I alter the messages that appear after the player selects Quit game. The messages are rude and refer to MS-DOS. If so how? I cannot find them in the Dehacked file :-/

thanks again!

Old Post 01-31-12 18:59 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
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t.v. said:
Question 1:
Is it possible to end the game after map 11?


No, unless you directly patch the source code to explicitly handle Harmony as its own game with its own mission format. It'd be a little bit more complicated than merely adding it to the list of autodetected IWADs.

Best you can do is make a MAP12 that's empty. You could do like in Raiding the Dam and just have big empty room with "THE END." written in sector geometry. (Mosh pit optional.)


You'd have better luck using a ZDoom-like approach (MAPINFO) with Eternity instead of PrBoom+. Of course there are other problems you'd run into with it... I don't remember EE having support for scaling sprites.

Old Post 01-31-12 21:02 #
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printz
CRAZY DUMB ZEALOT


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Gez said:
(Mosh pit optional.)
Huh? Most similar to a mosh-pit is the E1M8 ending :P

Old Post 01-31-12 21:09 #
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esselfortium
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Posts: 5268
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Gez said:

You'd have better luck using a ZDoom-like approach (MAPINFO) with Eternity instead of PrBoom+. Of course there are other problems you'd run into with it... I don't remember EE having support for scaling sprites.


It does. You can set xscale and yscale via EDF :)

Old Post 01-31-12 21:53 #
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Gez
Why don't I have a custom title by now?!


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printz said:
Huh? Most similar to a mosh-pit is the E1M8 ending :P

http://i.imgur.com/TbeTPl.png
http://i.imgur.com/QJ4HXl.png


esselfortium said:
It does. You can set xscale and yscale via EDF :)

Good to know, thanks. Though I think t.v. would prefer to set it through dehacked.

Old Post 01-31-12 22:09 #
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esselfortium
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I'm fairly certain it should be possible to set the scale modifications in EDF using thingdelta, without having to redo or duplicate any of the existing dehacked code.

Old Post 01-31-12 22:58 #
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printz
CRAZY DUMB ZEALOT


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Note that if a WAD contains both Dehacked and EDF, it's Dehacked which will overwrite any EDF delta modification for the same object.

Old Post 01-31-12 23:26 #
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andrewj
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Posts: 1379
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t.v. said:
Question 2:
Can I alter the messages that appear after the player selects Quit game. The messages are rude and refer to MS-DOS.


This might work: call your iwad "doom2f.wad" and then PrBoom will think it is the French version and will not show those quit messages.

Old Post 02-01-12 02:08 #
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Quasar
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Posts: 4613
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printz said:
Note that if a WAD contains both Dehacked and EDF, it's Dehacked which will overwrite any EDF delta modification for the same object.

Not for fields that aren't available to DeHackEd. DeHackEd isn't aware of xscale or yscale, so it won't change them.

Old Post 02-01-12 04:47 #
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Avoozl
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Why not just rename the last map in your wad to map30 and point the exit from the second last map to map30, would that even work?

Old Post 02-01-12 11:19 #
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Vermil
Senior Member


Posts: 1223
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Avoozl said:
Why not just rename the last map in your wad to map30 and point the exit from the second last map to map30, would that even work?


You can't do that with Vanilla Doom or Boom. Only ports (or HeXen and Strife) with more advanced modding features can control level progression (i.e Doomsday, ZDoom etc)

Old Post 02-01-12 12:06 #
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t.v.
Junior Member


Posts: 217
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Thanks for the replies everyone!



Best you can do is make a MAP12 that's empty. You could do like in Raiding the Dam and just have big empty room with "THE END." written in sector geometry. (Mosh pit optional.)


It is not optimal, but indeed a map like that seems like the best option right now.



You'd have better luck using a ZDoom-like approach (MAPINFO) with Eternity instead of PrBoom+. Of course there are other problems you'd run into with it... I don't remember EE having support for scaling sprites.


Well I'm making it for prboom now. It doesn't allow scaling of sprites so I had to resize them and manually brush up 700 images :-C. It really sucked but I did it anyway.



This might work: call your iwad "doom2f.wad" and then PrBoom will think it is the French version and will not show those quit messages.


Hey, that actually worked! Now I only get one message: "Are you sure you want to quit this great game".
Too bad I cannot rewrite it, but is a lot better than before.

Old Post 02-01-12 15:52 #
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hawkwind
Forum Regular


Posts: 789
Registered: 04-04



t.v. said:
Question 1:
Is it possible to end the game after map 11? If so how? My project Harmony only has 11 maps and I don't want the player to be able to proceed any further.
I want my wad to be read as an iwad btw. This works only if I add filler maps. and I don't want these filler maps to be reach-able./B]


Believe it or not, that is Risen3D'd default behaviour.


t.v. said:
Question 2:
Can I alter the messages that appear after the player selects Quit game. The messages are rude and refer to MS-DOS. If so how? I cannot find them in the Dehacked file :-/



At least for Risen3D and DoomsDay, you can do this by making a DD_DEFNS lump.

Old Post 02-02-12 22:56 #
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Khorus
Strife!


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Gez said:
Best you can do is make a MAP12 that's empty. You could do like in Raiding the Dam and just have big empty room with "THE END." written in sector geometry. (Mosh pit optional.)


Hey cool I had no idea that page existed. Thanks.


heh, mosh pit of flamey death.

Old Post 02-03-12 01:54 #
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