gemini09 Posted March 23, 2014 Hey. I'm trying to make a custom intermission. http://zdoom.org/wiki/MAPINFO/Map_definition EndSequence, "<intermission name>" Specifies the custom intermission to go to after finishing the level. I attempted like so: http://pastebin.com/nSmFYp6m But it simply does not follow the "Next = EndSequence, E1END" instruction, and I just can't see why. 0 Share this post Link to post
Memfis Posted March 24, 2014 Hello gemini. I wonder if it should be Intermission "E1END" instead of Intermission E1END 0 Share this post Link to post
gemini09 Posted March 24, 2014 I tried that. Hello Memfis. I also tried testing Next = "EndGameC" (EndGameC is Doom 2's ending), but the progression still went to map02 instead. Here's the new draft of my Mapinfo for anybody to examine http://pastebin.com/qUzvXF3b Ideally I want the custom intermission to work, and proceed as follows: 1. normal tally screen, 2. text screen, 3. "screen wipe" effect into; 4. image screen, 5. next map Additionally, I want to omit the "Now entering" text at the end of step 1, if that's possible....... 0 Share this post Link to post
Blue Shadow Posted March 24, 2014 I tested your code (from the second link), only changing this:Next = "E1END9"to this:Next = EndSequence, "E1END9"Despite the absence of some contents (like backgrounds, texts and images), things "worked". The sequence went like this: tally, exit text, to custom intermission. 0 Share this post Link to post
GreyGhost Posted March 25, 2014 gemini09 said:Additionally, I want to omit the "Now entering" text at the end of step 1, if that's possible....... That parts easy, add a transparent 102x12 pixel WIENTER graphic lump to your wad. 0 Share this post Link to post
gemini09 Posted March 25, 2014 Not even this works http://pastebin.com/vQHtFsFy 0 Share this post Link to post
Blue Shadow Posted March 25, 2014 This may sound silly, but are you actually loading the mapinfo lump? I think at this point it'd be a good idea to upload the WAD in question. 0 Share this post Link to post
Kappes Buur Posted March 25, 2014 Remember that, in the new style MAPINFO, text after the = sign must be in quotes, eg Sky1 = "nsky1", 0.0 In BorderTexture = a23 I don't know if a23 is a texture name or just a colour number. If it is a name, ergo text, then surround it by quotes. 0 Share this post Link to post
gemini09 Posted March 25, 2014 I got this code working http://pastebin.com/2HZLmUaZ it ends the level with the tally screen, then the image, but it behaves like in the end of the game - you can only press ESC to start a new game. I wanted it to continue to map02, but it seems like that's not even possible? If that's the case, I will say that I find it utterly disappointing on the behalf of ZDoom and its funcionality. 0 Share this post Link to post
Gez Posted March 27, 2014 EndSequence ends the game. It's not possible to go back to the game after it's ended. 0 Share this post Link to post
gemini09 Posted March 27, 2014 I was never under the assumption that "intermission" was in practice a sub-category of "end game". The Wiki says: Intermission definition Custom Intermissions can now be defined. A map can jump to one by declaring it in the map definition. More correctly phrased, this would read: Custom End-games can now be defined. A map can end with one by declaring it in the map definition. Also, thanks for no-reply to my query last week. 0 Share this post Link to post
Gez Posted March 27, 2014 Bite me, I don't check PMs often on this forum. (It's only shown if there are new PMs on the bottom of the index page, and generally I only visit from my bookmark of view new posts. 0 Share this post Link to post
gemini09 Posted March 27, 2014 This whole exercise has just been really unfulfilling for me... 0 Share this post Link to post
Kappes Buur Posted March 28, 2014 gemini09 said:This whole exercise has just been really unfulfilling for me... rofl You have selected a subject which very few mappers have tackled. So I'm not surprised that you are not getting a whole lot of support, beyond the basic stuff. Have you checked how this is done in G/ZDoom (zdoom.pk3, gzdoom.pk3) ? I know Rex has done quite substantial MAPINFOs for some of his maps. Maybe you can learn from those. 0 Share this post Link to post