Andrea Rovenski Posted September 2, 2010 Not like a 50 minute long cutscene, but just like a few info/credit/design pictures. 0 Share this post Link to post
Enjay Posted September 2, 2010 Assuming Zdoom, it's usually done via a titlemap. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 So I could have a completely black room and have scripts open and give messages? Like: [THE BEST WAD Ever!] ----[Created by:]---- ---[Manhunt21]------------>>>>> And so on? 0 Share this post Link to post
maggot202 Posted September 3, 2010 Yes, a titlemap is like any other map, you can use all sort of acs tricks on it, including messages 0 Share this post Link to post
kristus Posted September 3, 2010 With a bit of clever trickery, you can do that in vanilla. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 Is it possible to change where text appears rather than the middle of the screen? 0 Share this post Link to post
magicsofa Posted September 3, 2010 kristus said:With a bit of clever trickery, you can do that in vanilla. I was thinking you could have the demos just be a view of your 'screen' (say, as a texture) Alternatively, you could use the help screen for your credits. Manhunt21 said:Is it possible to change where text appears rather than the middle of the screen? Yes, you'll have to use HudMessage instead of Print I believe 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 How do I get it to work? I'm trying to do a Fadeinout one, could someone whip up an example for me, please? 0 Share this post Link to post
Blzut3 Posted September 3, 2010 I believe there was a fairly recent change in ZDoom that would allow you to potentially be able to use ANIMDEFS for an animated title screen. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 Ok, got everything to work. Except, how do I get music? 0 Share this post Link to post
40oz Posted September 3, 2010 kristus said:With a bit of clever trickery, you can do that in vanilla. This is interesting. How do you go about that? At first I anticipated that you meant making the TITLEPIC be the first frame of the animation and CREDITPIC be the second, but TITLEPIC goes right to DEMO1. 0 Share this post Link to post
esselfortium Posted September 3, 2010 I believe DEMO1 abuse is the idea, heh. 0 Share this post Link to post
40oz Posted September 3, 2010 That's cool, has anyone done it before that I could see an example of? I can't seem to think of a way to do it that wouldn't ultimately make it look like a demo. 0 Share this post Link to post
Jodwin Posted September 3, 2010 You could edit the demo to create "less human" movement that would look more like a camera moving rather than someone playing. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 So how do I get music on a TITLEMAP? 0 Share this post Link to post
Gez Posted September 3, 2010 Same way you get music on any map with a non-standard name: MAPINFO. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 I'm not good with MAPINFO, could you tell me how to make music go to TITLEMAP? 0 Share this post Link to post
Gez Posted September 3, 2010 map TITLEMAP "Title" { music = "musiclump" }Be a bit more curious and read the wiki. 0 Share this post Link to post
Enjay Posted September 3, 2010 And if for some reason you are still really against using MAPINFO (though I can't see why you would be), you could start the music in your ACS script. 0 Share this post Link to post
printz Posted September 3, 2010 40oz said:I can't seem to think of a way to do it that wouldn't ultimately make it look like a demo. What about scrolling or blowing the player around? 0 Share this post Link to post
kristus Posted September 3, 2010 esselfortium said:I believe DEMO1 abuse is the idea, heh. It's one way, unfortunately, Zdoom for instance won't even try to play a vanilla demo. So it won't be compatible with that. But you can also make the demos zero length and just use the credit screen as a second titlepic. I did that with Curse. But mostly because I wanted it to be consistent throughout the ports, and there's not really any reason to include demos in the wad anyway. Also, in Heretic and Hexen you can use the parental advisory thing as an extra frame as well. (in curse I used it to have the subtitle print on the screen a bit after the title pic had been drawn) printz said:What about scrolling or blowing the player around? That doesn't work in vanilla. What you can do however is make a coop demo where you are using one player as a camera. You can be stationary and pan it without the view swaying, while another player act as a voodoo doll. Creating a "boom script". You'd be able to make a Strife like intro at the very least. There is of course the issue of the status bar and the hud weapon. The HUD weapon cvan be disposed of in two ways. 1, new sprites that make either the fist or the pistol invisible in it's idle state. (The fist would have to be switched to at map start, and it would be good for the demo to start in pitch darkness so it doesn't show) 2. just make the "silver screen" small (letterbox) enough to shroud the weapon in darkness without it overlapping the visual media. The statusbar however is probably just gonna have to be there. 0 Share this post Link to post
Andrea Rovenski Posted September 3, 2010 Gez said:map TITLEMAP "Title" { music = "musiclump" }Be a bit more curious and read the wiki. ThanksEnjay said:And if for some reason you are still really against using MAPINFO (though I can't see why you would be), you could start the music in your ACS script. Huh? 0 Share this post Link to post