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Da Eediot

How Do You Change The HUD Weapon Names?

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Y'know how when you switch between weapons, the weapon's name pops up? How do you change that text? I can't find any tutorials on it.

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When does this happen? I never see the weapon names appear on the HUD... I pretty much only use ZDoom.

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Da Eediot said:

Y'know how when you switch between weapons, the weapon's name pops up? How do you change that text? I can't find any tutorials on it.

Does that really happen?

What sourceport are you using?

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Da Eediot said:

I was never told what program to use to do it in that thread.

SLADE 3.

Add the Tag "[weapon name]" property to your DECORATE, and of course have the Display Nametags HUD option on (I legit just found out that's an option).

Or you could change what the string is in the LANGUAGE lump, like so:
[enu default]
$TAG_ROCKETLAUNCHER = "Flare Gun";

Or maybe even in DeHackEd... at this point I might be totally wrong:
[STRINGS]
$TAG_ROCKETLAUNCHER = Flare Gun

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Nevander said:

SLADE 3.

Add the Tag "[weapon name]" property to your DECORATE, and of course have the Display Nametags HUD option on (I legit just found out that's an option).

Or you could change what the string is in the LANGUAGE lump, like so:
[enu default]
$TAG_ROCKETLAUNCHER = "Flare Gun";

Or maybe even in DeHackEd... at this point I might be totally wrong:
[STRINGS]
$TAG_ROCKETLAUNCHER = Flare Gun

Am I able to edit the strings using WhackEd instead of DeHackEd?

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Yes, there is: Notepad, if you want to edit the DEHACKED file before importing it to your wad; or SLADE3, if you want to edit the DEHACKED lump directly within the wad.

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scifista42 said:

Yes, there is: Notepad, if you want to edit the DEHACKED file before importing it to your wad; or SLADE3, if you want to edit the DEHACKED lump directly within the wad.

Where do you find the DEHACKED file?

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In SLADE3, create a new lump named "DEHACKED" in your wad. Click "View As Text", and write text there.

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scifista42 said:

In SLADE3, create a new lump named "DEHACKED" in your wad. Click "View As Text", and write text there.

Okay. Thanks.

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why is dehacked even coming up for a zdoom-only thing? completely ignore the stuff about dehacked, it's wrong and stupid

just make a LANGUAGE lump in SLADE 3. this is all you need to put in:

[enu default]

TAG_ROCKETLAUNCHER = "<rocket launcher>";
TAG_PLASMARIFLE = "<plasma rifle>";


and so on and so forth

all you need is here; check the Tag property on each of them to see what you need to replace in LANGUAGE

then save the LANGUAGE lump, save the wad with it, and that's it

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Ijon Tichy said:

why is dehacked even coming up for a zdoom-only thing? completely ignore the stuff about dehacked, it's wrong and stupid

Are tags a ZDoom only thing? I thought vanilla also used tags? Is there even something for them in DeHackEd? I wasn't sure what the OP was making the mod for, so I was trying to offer solutions for both vanilla and ZDoom.

If it's ZDoom then it becomes much simpler: forget about DEHACKED and instead use either LANGUAGE to directly change tags or put the tag in the DECORATE actor.

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The only place you can edit weapon names in Dehacked is in the weapon pickup strings, because AFAIK, that's really the only places they show up in the game is when you pick them up. (in basically any less-than-zdoom ports)

[STRINGS]
GOTCHAINSAW = Pickup the chainsaw
GOTSHOTGUN = Pickup the shotgun
GOTSHOTGUN2 = Pickup the super shotgun 
GOTCHAINGUN = Pickup the chaingun
GOTLAUNCHER = Pickup the rocketlauncher
GOTPLASMA = Pickup the plasma rifle
GOTBFG9000 = Pickup the BFG9000
You're better off going to the LANGUAGE lump and editing the weapon names there.

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and hell, if we're talking zdoom-only then you might as well just use LANGUAGE for the GOT**** strings anyway, since LANGUAGE is The Right Way to do things in zdoom

(I have a feeling I'm just reiterating your point but still)

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Well specifically, if you wanted to change the weapons names in ZDoom using the LANGUAGE lump there are the "tags" for them, although I'm not entirely sure what they're used for.

Also, if editing the "GOTweapon" strings via the LANGUAGE lump, you need to also adhere to the syntax: quote the string and put a semi-colon at the end of the line.

TAG_FIST = "Brass Knuckles";
TAG_CHAINSAW = "Chainsaw";
TAG_PISTOL = "Pistol";
TAG_SHOTGUN = "Shotgun";
TAG_SUPERSHOTGUN = "Super Shotgun";
TAG_CHAINGUN = "Chaingun";
TAG_ROCKETLAUNCHER = "Rocket Launcher";
TAG_PLASMARIFLE = "Plasma Rifle";
TAG_BFG9000 = "BFG 9000";

GOTBFG9000 = "You got the BFG9000!  Oh, yes.";
GOTCHAINGUN = "You got the chaingun!";
GOTCHAINSAW = "A chainsaw!  Find some meat!";
GOTLAUNCHER = "You got the rocket launcher!";
GOTPLASMA = "You got the plasma gun!";
GOTSHOTGUN = "You got the shotgun!";
GOTSHOTGUN2 = "You got the super shotgun!";
EDIT: "Tags" definition: Gives the actor a name. The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery console command is called.

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Nope, there's no header required in a LANGUAGE lump. Just make sure you stick to the syntax properly. You could even just copy and paste that list I posted earlier into the language lump and edit the text inside the quotation marks to make them say what you want.

EDIT: while not required, if you wanted to you could create translations for the strings by using the language headers like in this example:

// This is an example LANGUAGE LUMP

[enu default] 
/* This section is both for American English (enu -> en US) and the default language
   (used if there are no available translations for the user's own language).        */

S_SUPERWEAPON = "Picked up the ultimate superweapon!";
NEEDMAUVEKEYD = "You need a mauve key to open this door.";
NEEDMAUVEKEYO = "You need a mauve key to activate this object.";

[fr]
/* And now a French translation for the above lines */

S_SUPERWEAPON = "La super-arme ultime !";
NEEDMAUVEKEYD = "Il vous faut la clef mauve pour ouvrir cette porte.";
NEEDMAUVEKEYO = "Il vous faut la clef mauve pour actionner cet objet.";

[de]
/* In German, too */
S_SUPERWEAPON = "Die maximale Überwaffe !";
// Oh no, what about the mauve key messages? They don't have a translation!
// Then they'll just use the English versions above since they're also defined as being the default.

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Add this under let's say the ammo type string.

Tag "Gun thing" (That's an example name you can use spaces in it)

Should work.

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