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July 20th, 2004, 06:16 AM
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#1 |
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Guest
Posts: n/a
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hi there!
Not to be a nOOb, but there is something I just cant find out, and I wasnt able to find any help in other posts... the tutorials are listing every command, but not how to use the script(s) in the map. How do I integrate written InFine-scripts in a wad-file // preferably a single-wad, not the doom.wad And btw, how do I use these XG-things? Can I edit then with a map-editor, or do I have to script them and how do I integrate the script afterwards? Any help would be welcome here, 'cause I like mapping very much (I even mapped in the original-doom and Wolf3D times) and now with jDoom, I want to be able to create everything that is possible. I saw this xgtest.wad and.... wow, a red light sector in DooM !! Only knew this from the olde duke3D times...
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July 20th, 2004, 06:40 AM
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#2 |
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Commander Keen
Join Date: Aug 2003
Location: The Lowlands
Posts: 3,135
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This thread belongs in DHQ, but anyhow
InFine is just code that you code via into a ded with the InFine commands (read the ded reference). XG is code for sectors and lines and some other stuff that you have to code yourself and give it a specific ID number and insert that with doombuilder for a line or sector type. It all involves self coding and no editor stuff. Hope that helps
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July 20th, 2004, 09:12 AM
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#3 |
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Guest
Posts: n/a
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yea... right....
![]() the question is how do I insert the written XGcode in my map? I haven't found any option in doombuilder for this and when I open some of the example-maps(xgtest.wad) I cant find seperate scripts in the Wad file, so where and how do I put in my code-file? |
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July 20th, 2004, 10:06 AM
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#4 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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There are various different ways that DED and XG data can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), embed the data into the DD_DEFNS lump in your wad or put all the data files for your wad into a pk3 file. If you use XG you also have another option of compiling your XG data into a special lump called DD_XGDATA.
The method you choose depends on what you need to do and of course the method you prefer. Do you use Doom Builder Hannibal? Method 1: (for people who use Doom builder and want their ded built into the wad) Open Doom Builder and when you start a new map select the jDoom game profile. Now when the map appears go to the file menu and click on Scripts. This menu contains all the jDoom specific lumps that can be edited in Doom Builder (DD_XGDATA has to be compiled so doesn't appear in this list). The one you want to choose is DD_DEFNS, this will open Doom Builders Script window. If you haven't already created a DD_DEFNS lump then you will now need to click the Make Script button. This is where you can insert all your DED definitions and your XG line/sector classes (which is more convienient because the DD_DEFNS lump doesn't need to be compiled. Ok so lets make a sector with a red light. Type this into Doom Builders script editor: Code:
Sector Type { Comment= "My Red Light"
ID= 8000
Red fn= "z"
Green fn= "a"
Blue fn= "a"
}
Thats it! Save your map then fire up Doomsday. Hope that helps
Last edited by DaniJ; July 20th, 2004 at 10:18 AM. |
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July 20th, 2004, 11:49 AM
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#5 |
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Guest
Posts: n/a
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Thanks!
Now, I'll spend the whole night trying out scripts... One more question: When I'm done with a map, where shall I put it online? |
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July 20th, 2004, 12:46 PM
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#6 |
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Commander Keen
Join Date: Apr 2004
Location: France
Posts: 715
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Hm... interesting
![]() thank DaniJ
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July 20th, 2004, 04:22 PM
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#7 |
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Commander Keen
Join Date: May 2004
Location: Inside a Sector
Posts: 368
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Try looking up on the web "free website" and take you're pick.
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July 20th, 2004, 04:37 PM
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#8 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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you can upload or download doom stuff from these links. Use something like Cuteftp or ws_ftp.
ftp://3darchives.in-span.net/pub/idgames/incoming/ VIEW HERE ftp://archives.3dgamers.com/pub/idgames/incoming/ UPLOAD HERE
__________________
so long and thanks for all the fish
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