No Rest For The Dengine
I am playing around with the Doom3 BFG-Edition, which contains also a Doom2 PWAD
"nerve.wad", which is an additional 9-Map addon for Doom2 called "No Rest For the Living".
I am trying to convert the wad to properly work with Doomsday and I am not sure, which
map number I have to give to make sure that a secret exit works. I remember, that
doom2 uses map 15 with secret exits to map 31, but is there a way to change this?
And a second question:
I changed the map names sucessfully with a .deh file, but is there a better way
to do this with deng?
"nerve.wad", which is an additional 9-Map addon for Doom2 called "No Rest For the Living".
I am trying to convert the wad to properly work with Doomsday and I am not sure, which
map number I have to give to make sure that a secret exit works. I remember, that
doom2 uses map 15 with secret exits to map 31, but is there a way to change this?
And a second question:
I changed the map names sucessfully with a .deh file, but is there a better way
to do this with deng?
Comments
For the automap map names, par times and music.
http://www.dengine.net/dew/index.php?title=Map_Info
Heres a Map Info def for the first map: For the ending, you'll have to create an infine def. For examples open Finales.ded in the JDoom.pk3
http://www.dengine.net/dew/index.php?title=Infine *I can't remember the exact ending text
For the secret exit one has to use XG to make an all new linetype (if NRFTL becomes a game mode, this will be handled internally by DDay). Fortunately, you can replace original linetypes with an XG linetype and there is only one secret exit linetype in NRFTL, so you can outright replace the original Vanilla Doom secret exit linetype.
http://www.dengine.net/dew/index.php?ti ... _(XG_class)
Unfortunetly, the map selecting field with the End Level class currently appears to be broken; XG has yet to be repaired following the rewrite which broke alot of things.
Better to stick with the original version of Doom 3 and apply sikkmod and stuff like Wulfen textures and for original Doom stick to source ports like Doomsday and HRP's for it.
r_customwidth "xxx"
r_customheight "xxx"
r_mode -1
and
r_aspectratio 1
for 16:9
You can pass those from a command line option, put them in an autoexec.cfg or just edit your DoomConfig.cfg
Those cvars can even be used with id tech 3 titles.