Spyroexe Posted July 18, 2015 I'm creating a new Doom 2 wad and I need some help, how do I post text screens? (If you don't know what text screens are, check this out http://doomwiki.org/wiki/Text_screen) I know this is possible because I've seen Doom wads with these screens, but it seems like there are no tutorials on the internet about this, any help? 0 Share this post Link to post
Justince Posted July 18, 2015 (edited) r_init: getpostnumberforname: post not found! Edited August 1, 2017 by Justince 0 Share this post Link to post
Linguica Posted July 18, 2015 If it's ZDoom: http://zdoom.org/wiki/MAPINFO/Cluster_definition 0 Share this post Link to post
scifista42 Posted July 18, 2015 If you want compatibility with vanilla / Boom / classic non-ZDoom ports, you shouldn't use MAPINFO (less-advanced ports don't support it), but you can still make a DEHACKED patch to modify the intermission text strings after MAP06, 11, 31, 32, 20 and 30. However, DEHACKED doesn't allow you to change the mapslots after which the texts appear. To make and edit DEHACKED patches, use WhackEd editor. 0 Share this post Link to post
BaronOfStuff Posted July 18, 2015 scifista42 said:However, DEHACKED doesn't allow you to change the mapslots after which the texts appear. And the text string length itself is severely limited. 0 Share this post Link to post
Spyroexe Posted July 18, 2015 Linguica said:If it's ZDoom: http://zdoom.org/wiki/MAPINFO/Cluster_definition I'm confused, do I post it in the script editor or the mapinfo file? Because all this is in my MAPINFO file:"scriptlang "MapInfo" { lumpname { MAPINFO D1INFO D2INFO PLUTINFO TNTINFO HERINFO HEXNINFO STRFINFO } case_sensitive 0 } keywords { episode clearepisodes map clusterdef defaultmap levelnum next secretnext cluster doublesky sky1 sky2 fade outsidefog titlepatch par music cdtrack cdid nointermission exitpic enterpic intermusic nosoundclipping lookup allowmonstertelefrags specialaction map07special baronspecial cyberdemonspecial spidermastermindspecial specialaction_exitlevel specialaction_opendoor specialaction_lowerfloor specialaction_killmonsters lightning fadetable evenlighting vertwallshade horizwallshade forcenoskystretch noautosequences strictmonsteractivation laxmonsteractivation fallingdamage oldfallingdamage forcefallingdamage nofallingdamage gravity aircontrol airsupply filterstarts noinventorybar keepfullinventory entertext exittext music flat hub pic exittextislump noallies sucktime deathslideshow redirect strifefallingdamage ironlichspecial minotaurspecial dsparilspecial } constants { } functions { } 0 Share this post Link to post
Gez Posted July 18, 2015 Haha, I don't know why you went on looking for that, but what you're got here is an editor's syntax highlighting rules for ZDoom MAPINFO lumps, and not actually a MAPINFO lump. 0 Share this post Link to post
Linguica Posted July 18, 2015 Here's an example from Valiant: In the MAPINFO lump:clusterdef 1{ exittextislump exittext = "E1TEXT" music = "D_READ_M" pic = "e1pic" } map MAP01 "Bad Reception"{ titlepatch = "CWILV00" next = "MAP02" music = "D_RUNNIN" par = 230 cluster = 1 } And then there is a E1TEXT lump:THE MANCUBIAN CANDIDATE CRUMPLES AND DIES, SPILLING HIS SECRETS NEXT TO HIS INNARDS. HIS GENETIC SEQUENCE HAS RUN FURTHER AMOK THAN PROJECT VALIANT ITSELF, REWIRED AND REWRITTEN MORE TIMES THAN A FAILED WRITER'S MOST PRETENTIOUS MANUSCRIPT. VALIANT HAS TO BE STOPPED, NOW, BEFORE IT PROPAGATES THROUGHOUT THE UNIVERSE. ONLY YOU STAND IN THE WAY OF A BIOENGINEERED, CYBERNETIC APOCALYPSE. 0 Share this post Link to post
Spyroexe Posted July 18, 2015 Gez said:Haha, I don't know why you went on looking for that, but what you're got here is an editor's syntax highlighting rules for ZDoom MAPINFO lumps, and not actually a MAPINFO lump. What do you suggest I do, then? 0 Share this post Link to post
scifista42 Posted July 19, 2015 Open your wad in SLADE3 (wad content editor). Create an empty lump named "MAPINFO". Open the lump in text mode. Write your MAPINFO script there. 0 Share this post Link to post