MechaCupOfNoodles Posted January 6, 2010 I just started using doombuilder 2 and I know how to use it for the most part and I'm even understand how to add monsters in XWE. I still gotta learn scripts and lump. My question is and this is prob gonna sound dumb but what is Doom in Hexen format? Does it run on the doom 2 wad or what? Do I have to edit something? What? Thanks for your time 0 Share this post Link to post
ArmouredBlood Posted January 6, 2010 Not a pro on this, but I've lurked a while so here goes ... As I understand it, doom in hexen takes hexen's parameter coding into doom (same engine, just doom has only a few actions with amounts, all hardcoded, i.e. the 'raise 512 units' action). You have to use a port that supports it though, the zdoom family is the general run-of-the-mill port for scripting etc., but others have their own script forms. I'm not sure on which iwads it can use, but it should work with plutonia/TNT evilution if not ultimate doom, and yes doom 2 is the standard. All you do with the doom in hexen format is load doom2.wad, maybe a resource wad if you want, make the map, then you can play it in any compatible port, zdoom-based ones are very easy to launch, just drag and drop the wad. But really ... I would only bother with scripting if you're already used to writing it out. I map almost exclusively in boom and I can do basically whatever I need to make the gameplay how I want it. Voodoo dolls (boom's 'scripting', per say) help a lot though. 0 Share this post Link to post
XAwful Posted January 8, 2010 Scripting is very easy once you get into it. It would help to be familiar with C++, but it isn't necessary. Doom in Hexen is slightly more complicated, using a lot more ZDoom features. I'd start out in Doom or Doom 2 format, and watch the tutorials. 0 Share this post Link to post
MechaCupOfNoodles Posted January 11, 2010 Thanks for the help I think I got the hang of it now :D 0 Share this post Link to post
Contorted_Extirpation Posted February 2, 2010 ArmouredBlood said:Not a pro on this, but I've lurked a while so here goes ... As I understand it, doom in hexen takes hexen's parameter coding into doom (same engine, just doom has only a few actions with amounts, all hardcoded, i.e. the 'raise 512 units' action). You have to use a port that supports it though, the zdoom family is the general run-of-the-mill port for scripting etc., but others have their own script forms. I'm not sure on which iwads it can use, but it should work with plutonia/TNT evilution if not ultimate doom, and yes doom 2 is the standard. All you do with the doom in hexen format is load doom2.wad, maybe a resource wad if you want, make the map, then you can play it in any compatible port, zdoom-based ones are very easy to launch, just drag and drop the wad. But really ... I would only bother with scripting if you're already used to writing it out. I map almost exclusively in boom and I can do basically whatever I need to make the gameplay how I want it. Voodoo dolls (boom's 'scripting', per say) help a lot though. So would GZDoom latest version work with Doom in Hexen Format? 0 Share this post Link to post
DuckReconMajor Posted February 2, 2010 Yes. GZDoom can do just about anything ZDoom can do. 0 Share this post Link to post