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Maisth

Custom end text

Question

Hello everybody im asking how to put a End text screen on Doom 2

 

I Know its done by map info, but i also want to know how to put more than just 1 line of text

Edited by Maisth

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Take off the semicolon and you should be golden.

cluster 1
{
	flat = "FLOOR4_8"
	music = "D_DM2TTL"
	exittext =
		"After Drinking too much beer you try",
		"Sleeping in the goddamn bed why is",
		"THIS NOT WORKING DAMNIT"
}

 

When you use \n is when defining it in a LANGUAGE lump.

CLUSTER1 =
	"This is some text\n"
	"This went to a new line.";

 

Do note a semicolon goes at the end of the LANGUAGE method but not MAPINFO. Also commas are not used in LANGUAGE whereas in MAPINFO they are.

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For Doom, you can customize the E1TEXT, E2TEXT, E3TEXT and E4TEXT strings (end of episode 1/2/3/4, respectively) by an embedded BEX patch, supported by many source ports. For Doom 2, the intermission texts are C1TEXT (after MAP06, before MAP07), C2TEXT (after MAP11, before MAP12), C3TEXT (after MAP20, before MAP21), C4TEXT (endgame, after MAP30), C5TEXT (before MAP31) and C6TEXT (before MAP32).

 

For ZDoom based source ports, you can redefine these strings via a LANGUAGE lump.

 

Real examples (\n is used to create a new line):

 

BEX patch:

 

[STRINGS]
C5TEXT = AS YOU ENTER THE STRANGE PORTAL, YOU\nEMERGE... ON MARS! YET THINGS ARE NOT\nQUITE HOW YOU REMEMBER. THIS REALM\nEVOKES AN UNCANNY FEELING:\nA KEEN SENSE OF OF DEJA VU...
C6TEXT = AS YOU DIVE INTO THE WELL,\nA MADDENING PHRASE ECHOES\nIN YOUR HEAD.\n\n\"SWIM, SWIM, HUNGRY...\"\n\n

 

LANGUAGE lump (actually, it is used to define end texts of two new custom episodes):

 

[enu default]

E5TEXT =
    "You've done this once, twice, a million\n"
    "times before, yet here you are,\n"
    "triumphant over the legions of hell\n"
    "once again. When will the Devil ever\n"
    "learn its lesson?\n"
    "\n"
    "The once-lost bases of Phobos and Deimos\n"
    "have been cleansed and reclaimed, and\n"
    "you take pride in the fact that in spite\n"
    "of all the pain and threat of imminent\n"
    "death, in the end, you did it all\n"
    "just for the hell of it.\n"
    "\n"
    "No pun intended, of course...";
    
E6TEXT =
    "Standing atop a pile of carcasses, you\n"
    "laugh as you make some menacing gesture\n"
    "or another. Not even Hell's mightiest\n"
    "heroes could wave a stick at your\n"
    "ultimate badassery!\n"
    "\n"
    "Boy, you hope that whoever wrote this\n"
    "text ain't gonna give your eulogy. You'd\n"
    "rather spend an eternity in Hell than\n"
    "read one more word of this trash.\n"
    "\n"
    "...Sorry, where was I?\n"
    "\n"
    "Oh, right. Hell dies. The end.\n"
    "Game over.\n"
    "\n"
    "Go do something else already!";

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19 minutes ago, Litrivin said:

 

 

For Doom, you can customize the E1TEXT, E2TEXT, E3TEXT and E4TEXT strings (end of episode 1/2/3/4, respectively) by an embedded BEX patch, supported by many source ports. For Doom 2, the intermission texts are C1TEXT (after MAP06, before MAP07), C2TEXT (after MAP11, before MAP12), C3TEXT (after MAP20, before MAP21), C4TEXT (endgame, after MAP30), C5TEXT (before MAP31) and C6TEXT (before MAP32).

 

For ZDoom based source ports, you can redefine these strings via a LANGUAGE lump.

 

Real examples (\n is used to create a new line):

 

BEX patch:

 

 

  Hide contents

 



[STRINGS]
C5TEXT = AS YOU ENTER THE STRANGE PORTAL, YOU\nEMERGE... ON MARS! YET THINGS ARE NOT\nQUITE HOW YOU REMEMBER. THIS REALM\nEVOKES AN UNCANNY FEELING:\nA KEEN SENSE OF OF DEJA VU...
C6TEXT = AS YOU DIVE INTO THE WELL,\nA MADDENING PHRASE ECHOES\nIN YOUR HEAD.\n\n\"SWIM, SWIM, HUNGRY...\"\n\n

 

 

 

LANGUAGE lump (actually, it is used to define end texts of two new custom episodes):

 

 

  Hide contents

 



[enu default]

E5TEXT =
    "You've done this once, twice, a million\n"
    "times before, yet here you are,\n"
    "triumphant over the legions of hell\n"
    "once again. When will the Devil ever\n"
    "learn its lesson?\n"
    "\n"
    "The once-lost bases of Phobos and Deimos\n"
    "have been cleansed and reclaimed, and\n"
    "you take pride in the fact that in spite\n"
    "of all the pain and threat of imminent\n"
    "death, in the end, you did it all\n"
    "just for the hell of it.\n"
    "\n"
    "No pun intended, of course...";
    
E6TEXT =
    "Standing atop a pile of carcasses, you\n"
    "laugh as you make some menacing gesture\n"
    "or another. Not even Hell's mightiest\n"
    "heroes could wave a stick at your\n"
    "ultimate badassery!\n"
    "\n"
    "Boy, you hope that whoever wrote this\n"
    "text ain't gonna give your eulogy. You'd\n"
    "rather spend an eternity in Hell than\n"
    "read one more word of this trash.\n"
    "\n"
    "...Sorry, where was I?\n"
    "\n"
    "Oh, right. Hell dies. The end.\n"
    "Game over.\n"
    "\n"
    "Go do something else already!";

 

 

Sorry i wrote Doom instead of DOOM 2 

 

What i wanted to know is how make a ending text screen on Doom 2

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Litrivin told you how to do it in both Doom and Doom 2, using two different methods that would work for either. Also, he told you how to make more than one line of text, by using \n for a new line.

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1 hour ago, Empyre said:

Litrivin told you how to do it in both Doom and Doom 2, using two different methods that would work for either. Also, he told you how to make more than one line of text, by using \n for a new line.

For some reason doesn't work right i put the all the lines i wanted to put but only the first one is displayed

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8 minutes ago, Voros said:

after 35 characters, add a \n so that it goes to the next line.

still doesn't work for some reason

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8 hours ago, Maisth said:

still doesn't work for some reason

are you using /n instead of \n? I do it alot

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2 hours ago, NoahMLG said:

are you using /n instead of \n? I do it alot

No no i used \n But for some reason it doesn't work

 

i also made the lines the most shorts lines ever and even then

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17 hours ago, Voros said:

Post everything you wrote.

Ill replace the words because its a project that its still under development but the words are pretty much like this

 

Cluster 1
{
Flat = "FLOOR4_8"
Music = "D_DM2TTL"
ExitText =
 "After Drinking too much beer you try\n"
 "Sleeping in the goddamn bed why is\n"

 "THIS NOT WORKING DAMNIT\n";

}       

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4 hours ago, Maisth said:

Ill replace the words because its a project that its still under development but the words are pretty much like this

 

Cluster 1
{
Flat = "FLOOR4_8"
Music = "D_DM2TTL"
ExitText =
 "After Drinking too much beer you try\n"
 "Sleeping in the goddamn bed why is\n"

 "THIS NOT WORKING DAMNIT\n";

}       

try this

Cluster 1
{
Flat = "FLOOR4_8"
Music = "D_DM2TTL"
ExitText =
 "After Drinking too much beer you try",
 "Sleeping in the goddamn bed why is",

 "THIS NOT WORKING DAMNIT";

}

 

I was thinking of Acs when I was talking about \n

 

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Unless you have defined it via MAPINFO, Doom 2 does not have cluster 1 / levels in cluster 1. Cluster 1 is for Doom, episode 1. Check the embedded MAPINFO for Doom 2 and NRFTL, as reference.

 

https://github.com/rheit/zdoom/blob/master/wadsrc/static/mapinfo/doom2.txt

 

And for a simpler custom MAPINFO, you should include only the customized parameters of the customized entries. The ones which match the default ones should not be included, for simplicity.

 

Unless you want a customized level progression, par times, skies, music picks... I think you should customize the strings themselves via LANGUAGE.

 

 

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28 minutes ago, Nevander said:

Take off the semicolon and you should be golden.


cluster 1
{
	flat = "FLOOR4_8"
	music = "D_DM2TTL"
	exittext =
		"After Drinking too much beer you try",
		"Sleeping in the goddamn bed why is",
		"THIS NOT WORKING DAMNIT"
}

 

When you use \n is when defining it in a LANGUAGE lump.


CLUSTER1 =
	"This is some text\n"
	"This went to a new line.";

 

Do note a semicolon goes at the end of the LANGUAGE method but not MAPINFO. Also commas are not used in LANGUAGE whereas in MAPINFO they are.

YOU GENIUS MOTHERFUCKER

 

that worked thank you!

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Yet another of the many lesser-or-bigger things that make ZDoom modding confusing: The same kind of code (in this case a text string definition) has different syntax in different lumps.

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