Quasar
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Posts: 2200
Registered: 08-00 |
JoelMurdoch said:
Working on the Spear of Destiny mod, I have some requests...
1. Can the Doom II "cast call" be turned off with a map header command? It doesn't really make sense in SoD, plus a trick Laz used to make the ghosts regenerate as they do in the original game means you can't go past the lost soul anyway.
2. The original game ended with a series of 320x200 graphics, each slide being dismissed and the next shown by the player pressing a key. I can remember trying to do this back when I coded the original engine but it crashed the game. How hard would it be to add this to Eternity? This is not important but would be nice.
3. I know weapon definitions are being worked on, but just as an FYI here is what I would like to see...
- Change the ammo type a weapon uses (I swear this used to be possible with DEH but can't find a reference anywhere)
- Change the ammo type incremented by an ammo pickup
- Decrease the number of pellets fired by the shotgun
The weapon changes would be nice but not necessary. Basically in the original port, the shotgun became the machine gun, and the chaingun and pistol remained as is. So what Laz did is he made shell and bullet pickups look identical, and distributed them evenly throughout the maps. Ideally I would like to get all three weapons using the same ammo, and rather than modify the levels get the ammo pickups behaving the same way.
Decreasing the number of pellets the shotgun fires will let me bring the weapon more in line with the original game in terms of damage. As it stands now it pretty much slaughters everything.
I am actually downloading the original game source code now to see how practical it is to give the weapons and enemies similar damage values, to try and restore the original game's balance.
I think that's all... for now :D
The cast call can be disabled, but you'll need *some* kind of finale to occur to end the game. Now that the finale type for a map can be specified in EMAPINFO, I've been meaning to add a "slideshow"-type finale where pressing space takes you through multiple fullscreen pics. I'll add this for you :) However, it is also possible to customize the behavior of the DOOM II cast call via EDF. You can make fake copies of enemies that use different frames so that they don't break the sequence, for example.
You must currently use DeHackEd to edit weapon ammo, since EDF doesn't have a weapon definition system yet. Ammo type incremented by a pickup item is controlled by what effect the pickup item uses. This currently is editable via EDF in the most rudimentary of manners.
Decreasing pellets fired by the shotgun is possible by using the parameterized player gun codepointer FireCustomBullets. You'll have to look it up in the codeptrs.html reference (it may also be documented on the Wiki, but I'm not sure if I've gotten that far down the list yet).
To override the randomized quit message strings, replace the BEX string with mnemonic QUITMSG. You can only specify one custom message, however, not a randomized set of them.
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