How do I map for this engine?
Gzdoom already has all the modding love it can ask for. I really have no idea how to build maps exclusively for DE at all, I somewhat can write ded's for mapinfo. I know next to nothing how to map for this port, I need help to get started
Comments
- light decorations: attach dynamic light sources to textures, etc. (via DED)
- particle generators: attach particle effects to objects, sectors, etc. (via DED)
- various high-resolution image/audio and 3D assets; one can replace most graphics used in the game with external resources (via file system and/or DED)
- Map Info customization for fog, skies, custom script triggers
- briefing/debriefing screen animations can be defined via Finale DEDs
- the XG system for customizing line and sector specials (via DED; tricky to use though, deprecated)
- old-fashioned command scripting: executing console commands based on certain triggers such as thing states and map load
- newfangled (2.3+) Doomsday Script for actual programming capabilities -- the scripting APIs are still limited but I'm adding more over time; you can basically request something and I'll add it
The best documentation available for this stuff is in the Manual, under the "Modding" section in the sidebar.https://manual.dengine.net/xg/activation_requirement?s[]=mobj&s[]=gone
Bare in mind that parts of XG are currently disabled due to an in progress rewrite.
Parts of XG were disabled due to rewrites of other areas of Dday in Dday 2.x, but they haven't been re-enabled yet to my knowledge.
It was once a plan for Dday to have it's own inbuilt map editor, but I don't know if that's still the case/plan and it didn't seem to progress much beyond editiing bias lighting in real time. Bias lighting itself was an experiment in 1.9x/2.x that was never considered publicly ready (i.e it has been disabled by default since it's introduction).