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Juiche

Story text screen

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Does anybody know how I can make text screen to my own wad. Like in Doom 1 when you have completed episode, comes to screen text of story

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I know, I must to use mapinfo. i create new entry named MAPINFO on xwe... But what then?

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You read the wiki and/or look at a MAPINFO lump from another wad, then write your own or modify an existing one.

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Vermil said:

You read the wiki and/or look at a MAPINFO lump from another wad, then write your own or modify an existing one.

I don't have wads like that

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Juiche said:

I don't have wads like that

Yes you have. Open skulltag.pk3 in slumped and read all the mapinfos that are in the mapinfo directory, there's one per iwad.

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I managed to get the end of episode text, but it appears in al lthe wrong places and even goes off the screen. I figured Doom would have word wrap..

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Gez said:

Yes you have. Open skulltag.pk3 in slumped and read all the mapinfos that are in the mapinfo directory, there's one per iwad.

I tried it. I copyd it to my wad and I editred it, but didn't work. Please tell me what I must type to map info lump.

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Here is a sample MAPINFO lump:

cluster 1
{
    exittext = "Here is where your intermission text goes."
    
}

map MAP01
{
}

map MAP02
{
}

map MAP03
{
}

map MAP04
{
}

map MAP05
{
}

map MAP06
{
}
This would add custom intermission text after MAP06, like in the original game.

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this took a while for me to figure out, but what worked for me is:

enter the map info in the MAPINFO lump that you want to have the story text. here is an example.

map MAP01 "example map"
next "MAP02"
music "D_RUNNIN"
secretnext "MAP31"
cluster 456

clusterdef 456
music "D_YOUWIN"
flat "DEM1_5"
exittext "you have beaten this level.
well done.
cookie for you.
b[^_^]d "

under the map's info, add a clusterdef.
you do not need any {s or }s in either entry.
in the clusterdef:
MUSIC = what music you want to play when the story text intermission is up.
FLAT = what flat you want to use as the background. you can also use PIC to subsitute FLAT, and select a texture instead.
exittext = what text you want to show. skulltag has no text wrap, so
you'll have to figure out where to put the next lines in yourself.
entertext = same as exittext, but will show the text when you enter this level instead of exiting. DOOM II uses entertexts to all the levels, while the original DOOM uses exittexts at the end of the episode.

hope this helps.

EDIT: oh yeah, also, when you have, say, MAP01 with an exittext, and MAP02 with an entertext, skulltag wont show MAP01's exittext when you exit, only MAP02's entertext.

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Ultraboy94 said:

this took a while for me to figure out, but what worked for me is:

enter the map info in the MAPINFO lump that you want to have the story text. here is an example.

map MAP01 "example map"
next "MAP02"
music "D_RUNNIN"
secretnext "MAP31"
cluster 456

clusterdef 456
music "D_YOUWIN"
flat "DEM1_5"
exittext "you have beaten this level.
well done.
cookie for you.
b[^_^]d "

under the map's info, add a clusterdef.
you do not need any {s or }s in either entry.
in the clusterdef:
MUSIC = what music you want to play when the story text intermission is up.
FLAT = what flat you want to use as the background. you can also use PIC to subsitute FLAT, and select a texture instead.
exittext = what text you want to show. skulltag has no text wrap, so
you'll have to figure out where to put the next lines in yourself.
entertext = same as exittext, but will show the text when you enter this level instead of exiting. DOOM II uses entertexts to all the levels, while the original DOOM uses exittexts at the end of the episode.

hope this helps.

EDIT: oh yeah, also, when you have, say, MAP01 with an exittext, and MAP02 with an entertext, skulltag wont show MAP01's exittext when you exit, only MAP02's entertext.

This worked! thanks. I tried to change flat. I changed DEMI1_5 to other patch name. When I tested it, Background was black. Please help

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Did you change it to another flat?

As stated, you use "pic" instead to display a texture.

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