View Full Version : Creating a Doomsday based Mod
Abrax
March 3rd, 2004, 03:22 PM
I was wondering, just how difficult it would be to create a mod based on the Doomsday engine (like the Doom 64 TC). I understand, that it would need its own executable, much like the Doom 64 TC, so taht compatibility issues would not hamper it in future releases of Doomsday.
Doomsday is my favorite source port, being able to play all of my favorite games on one platform is amazing. The renderer is the best I've seen, and the 3D models are stunning. It never ceases to amaze me what a strong spirited community, and a few home-coders can do.
All right then, more to the point, I am currently working on a new megawad for Doom 2, it will need a source port, otherwise there are visplane overflows on some of the larger maps. Since that JDoom is my favorite source port, and having seen the brilliant work of Kaiser in the form of the Doom 64 TC.
All the stuff I would like to do is just theoretical, but I would love to implement it. I would like to do some of the following:
Add more new enemies, not replace them with DeHackEd lumps.
Add new items/things/maybe weapons
Use some new linedef types
Use coloured lighting/glow effects in sectors
Have more than 32 maps.
Use a different sky texture on each map, rather tahn being limited to 3 different ones.
Use an animated sky texture
Actually name the maps, so they show up in the automap
I have no idea about .pk3 creation, .ded creation, or any other form of scripting, including coding a new exe. I am just interested about these things, and how easy/difficult they are to accomplish. I would love to implement these things into my megawad, but I know that I'll never do it.
draconx
March 3rd, 2004, 08:07 PM
#1: pk3 files are just uncompressed zip files renamed.
#2: Theres guides at doomsdayhq about all the scripting stuff, http://www.doomsdayhq.com/doc_dedref.php for the ded docs. Also check doomsday/docs folder for info.
As for #3, havent done this one before so I can't really help. There's lots of resources on learning C available - the unix howto's are some of the best references you'll find. (although they don't really go over language structure itself, it's simple enough to learn if you know any programming language really)
Wicked Anime Kid
March 3rd, 2004, 11:07 PM
Ok i can help you out on some stuff with answers only (working on resurrection myself;))
You can add new enemies by adding new states to the Objects.ded and new configs for 'em.
Items, things and weapons are tricky (requires programming for the most part)
New linedefs ay? Build your own with XG or just visit the doomsday coding database (i got some, but i need waaaay more but i hope it's a start)
Why don't you try out if u can have more then 32 maps yourself (just make a map 33 and 34 and let map 30 have an exit).
To change the sky texture just implent as many as you need(just make a new entry inside a wad for the sky's starting of from newsky1 newsky2 and so on and so on) then just use a .DED file and build some map info (just copy and paste on an existing one) and then edit the information on it to suit your taste;)
Animated sky's, i would suggest a several layer based skybox (dani j666 did one once, it had moving skies in it)
Actual map names, how do you mean that? Be more specific
Slide
March 4th, 2004, 01:06 AM
I understand, that it would need its own executable, much like the Doom 64 TC, so taht compatibility issues would not hamper it in future releases of Doomsday.
I would fundamentally disagree with this - the only reason compatibility would break is if you make your own DLL, by making another exe you force the user to make another installation on their PC and you lose out on new additions to the core doomsday engine - for example if you did that right now you'd never get MD3 support/splitscreen/decent multiplayer etc... All the things that Doom64 also lacks.
jDoom.dll on it's own, has more than enough features if you want to use them (several that weren't available when D64 started). Check out Dani's new WAD for an example of the power that's in there. If you want to make extraordinary changes to the way the engine works - and if they are worthwhile ask skyjake and he may add them to the main engine anyway. Though from the sounds of it you would find making a compatible DLL/exe hard going - it ain't a task for a beginner at C.
Animated sky's, i would suggest a several layer based skybox (dani j666 did one once, it had moving skies in it)
Since I know a little on this I would say not to do this the effect is distracting and not at all realistic - not to mention it's a bit of a framerate killer. The exception to this is sharp changes such as lightning effects which work quite nicely.
Kaiser
March 4th, 2004, 03:39 AM
Add new items/things/maybe weapons
Use some new linedef types
Use coloured lighting/glow effects in sectors
Have more than 32 maps.
Use a different sky texture on each map, rather tahn being limited to 3 different ones.
Use an animated sky texture
Actually name the maps, so they show up in the automap
just about all of these requests can be done by editing your ded files. (Located in /doomsday/defs/jdoom/)
For editing things/frames, look in Objects.ded. You can add new monsters, however, you cannot add your own attacks, actions etc. You can also add new sprites in sprites.ded.
You can have more than 32 maps. It can be done in maps.ded, and you can specifiy where you want the game to end after a certain map in finale.ded. You can also choose any sky you want per map in maps.ded, same for animated skys. Just make a animated texture and set the first frame of that texture as the sky in maps.ded. And once again, same for names of the maps, look in maps.ded. Colored lightning is emitted depending on what texture is used. Look in text.ded and find where it defines the glow planes. Here you can add the flat textures you want to glow.
Kaiser
March 4th, 2004, 03:43 AM
you'd never get MD3 support/splitscreen/decent multiplayer etc... All the things that Doom64 also lacks.
The TC doesn't need them to begin with. I choosed version 1.7.13 because it was on par with what I actually wanted the TC to have (pk3, hi res sprites etc.)
Slide
March 4th, 2004, 06:48 AM
The TC doesn't need them to begin with. I choosed version 1.7.13 because it was on par with what I actually wanted the TC to have (pk3, hi res sprites etc.)
Fair enough but we're not talking Doom 64 here - for a new TC it's likely you'd want those upcoming features. But to be honest I do think that Doom 64 would be vastly improved if based of the core engine - I know you'd lose some stuff but you'd gain so much more especially in the long run - but you've already made that call.
Abrax
March 4th, 2004, 09:27 AM
Actual map names, how do you mean that? Be more specific
I mean, when you look at the automap, instead, for MAP 02, saying "Underhalls", you could have your own custom map name there, instead of having to put it on the interpic screen.
Abrax
March 4th, 2004, 09:35 AM
For editing things/frames, look in Objects.ded. You can add new monsters, however, you cannot add your own attacks, actions etc. You can also add new sprites in sprites.ded.
You can have more than 32 maps. It can be done in maps.ded, and you can specifiy where you want the game to end after a certain map in finale.ded. You can also choose any sky you want per map in maps.ded, same for animated skys. Just make a animated texture and set the first frame of that texture as the sky in maps.ded. And once again, same for names of the maps, look in maps.ded. Colored lightning is emitted depending on what texture is used. Look in text.ded and find where it defines the glow planes. Here you can add the flat textures you want to glow.
Ok, by this, do mean entering the Sprite frames into the wad, between SS Start, and SS End, and then creating a .ded file, so that JDoom can use them.
And, by not adding your own attacks, do mean that the monsters can only move around, or that you have to use the existing ones, but can put them on your new enemies.
I am now going to practice .ded writing, and can you put into a .ded file, where you want textures to glow (like the existing ones in JDoom, (like the computer consoles).
Wicked Anime Kid
March 4th, 2004, 12:23 PM
First make the frames in Objects.ded (so u know what u need the sprites for) then add the sprites. Just copy and paste an attack of an imp or something;)
Abrax
March 4th, 2004, 02:00 PM
Well, it's a lot more straightforward than I thought, I just made a ded which names all of the maps in my megawad (work in progress). "Knee Deep in the DED" lol
ToXiCFLUFF
March 4th, 2004, 04:48 PM
Fair enough but we're not talking Doom 64 here - for a new TC it's likely you'd want those upcoming features. But to be honest I do think that Doom 64 would be vastly improved if based of the core engine - I know you'd lose some stuff but you'd gain so much more especially in the long run - but you've already made that call. I do agree. I've possibly made this choice in a project of mine, and I feel very uncomfortable about the decision potentially cutting off any benefits that future versions of Legacy may/will have.
Abrax
March 6th, 2004, 05:40 PM
Can the player weapon attacks be used as well, and also, can the monster's behavior be modified (to make them harder to kill, and move faster, strafe etc. )
Wicked Anime Kid
March 7th, 2004, 12:33 AM
Well make them harder to kill in strength is easy, just DED editting;) Same goes for faster movement. Strafing and other things for monsters in doom requires to edit the hard coded area (and plus, you need to have animations for them).
Check your pm box Abrax;)
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