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December 15th, 2004, 07:25 AM
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#1 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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Changing level order dynamically
Is there any way at all, without editing the source or modifying levels and WADS, to dynamically change the order of levels being played in jDoom? Or even expand the 32 maps limit?
E.g. if I wish to make a simple modification that changes the standard level order to represent PSX Doom (or any other console port) level order, is there a way to do this via DEDs or anything similar that doesn't include modifying the jDoom source or modifying the levels or WADs physically? |
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December 15th, 2004, 07:56 AM
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#2 |
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Join Date: Jul 2003
Posts: 1,261
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In Jdoom you can't change level progression without editing the dll.
However you can have more than 32 maps by editng maps.ded. |
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December 15th, 2004, 07:58 AM
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#3 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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Annoying, but having more than 32 maps would do the trick too. I've tried looking at the maps.ded file earlier today, but I wasn't able to figure out how you could work around that limit in there. Could you give me a quick example?
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December 15th, 2004, 08:05 AM
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#4 | |
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Join Date: Jul 2003
Posts: 1,261
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Quote:
Theres also a blank map definition at the bottom of maps.ded. Though something I forgot about in my previous post, you can control level progression via XG, but theres no way to carry the players equipment over (i.e you would start map x with a pistol and 50 bullets) |
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December 15th, 2004, 08:07 AM
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#5 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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I'm still having problems seeing how that would make it possible for me to have e.g. 33 maps in Doom II.
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December 15th, 2004, 08:12 AM
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#6 |
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Join Date: Jul 2003
Posts: 1,261
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Code:
Map Info {
ID = "MAP33";
Name = "Level 33: New Level";
Author = "id Software";
Gravity = 1;
Sky height = 0.49;
Horizon offset = -0.105;
Sky Layer 1 {
Flags = "slf_enable";
Texture = "SKY3";
};
}
However the intermission screen for any map above 32 will crash Dday unless you have completed at least one map 1-32 in the same Dday session. To fix this you have to edit the dll. |
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December 15th, 2004, 08:19 AM
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#7 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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So by just making a definition for map 33 (and making the finale.ded last screen 'skippable'), one can naturally progress to map 33? Hmm... I'm trying to make a quick map 33 now to test.
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December 15th, 2004, 08:26 AM
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#8 |
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Join Date: Jul 2003
Posts: 1,261
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Doh! You've just reminded me, the exits on Map32 (Making Map30's finale skippable will take you to Map31) are hard coded to take you to Map16. Hence the only way to access Map33 is via XG (or cheating).
BTW apologies for the disorganized posts, I should have mentioned allot of what I've posted in a single post. |
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December 15th, 2004, 08:28 AM
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#9 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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I kinda knew that about the exits from the secret level... XG is one thing I definately have no hang of. Wellwell, I think I'll just throw that idea out the window until one can dynamically edit map order and add maps.
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December 15th, 2004, 09:46 AM
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#10 |
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Commander Keen
Join Date: Jun 2004
Location: Neverwhere
Posts: 526
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I think it won't crash if the wad with the MAP33 lump has also a CWILV32 (they start from 00) graphic lump. So it crashes because the intermission screen can't display the graphics needed for the next map.
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December 15th, 2004, 10:19 AM
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#11 |
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Join Date: Jul 2003
Posts: 1,261
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At least for me...
If you simply complete a map above 32, Dday will crash regardless of whether there is a CWILV lump named correctly. However strangely, if before trying to complete a map above 32, you complete a map before 32 in the same session of Dday (i.e. since you launched Dday), Dday will run through the intermission for a map above 32 without crashing, though it still doesn't display a CWILV graphic. Last edited by Vermil; December 15th, 2004 at 11:50 AM. |
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December 15th, 2004, 10:38 AM
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#12 |
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Commander Keen
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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I wish I knew how to code C++. I started with a book many years ago, but I didn't get far of some reason (can't remember why). I'll just peek at the source and see what I find, although I'll probably find nada.
EDIT: Nope, nothing in there that I was able to see relating to the problem and at the same time understand enough to do anything with. Last edited by Kresjah; December 15th, 2004 at 11:00 AM. |
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