kist Posted November 22, 2020 I'm currently working on a project that is very story based, and slow paced and I want to be able to make text appear on screen that will help the player understand what is going on; as if the character you're playing as is thinking to himself. Is there anyway to do this? 0 Share this post Link to post
Kappes Buur Posted November 22, 2020 (edited) For GZDoom (see the WIKI): Print Hudmessage GZDoom Strife Dialog Format MAPINFO/Conversation number definition prerecorded sound sequences (PlaySound) etc If you made your maps in a HUB system you could also add text (entertext/exittext) in MAPINFO/Cluster definition as intermission text. Or, perhaps, textures which are just text, as in ZDoomEditDemo_v1_2 by Mr. Tee Edited November 22, 2020 by Kappes Buur 0 Share this post Link to post
Doom-X-Machina Posted November 22, 2020 (edited) If using UDMF format for GZDoom you could use a script like this: #include "zcommon.acs" script 1 (void) //TEXT { HudMessage(s:"TYPE YOUR FIRST MESSAGE HERE"; HUDMSG_PLAIN, 1, CR_GRAY, 0.1, 0.9, 5.0); Delay (35*5); HudMessage(s:"TYPE YOUR SECOND MESSAGE HERE"; HUDMSG_PLAIN, 1, CR_SAPPHIRE, 0.1, 0.9, 5.0); } This will display "TYPE YOUR MESSAGE HERE" in grey text in the bottom left of the screen, 5 seconds later it will change to "TYPE YOUR SECOND MESSAGE HERE" in the same spot in blue (sapphire). This is just an example. Check the following link for different text colours, parameters and screen positioning. Play around with it and see what you come up with.https://zdoom.org/wiki/HudMessage Edited November 22, 2020 by Doom-X-Machina 0 Share this post Link to post