New Doom Forums  
Changing level order dynamically - New Doom Forums
Go Back   New Doom Forums > Source Ports > Doomsday > Mods & Maps

Reply
 
Thread Tools Display Modes
Old December 15th, 2004, 07:25 AM   #1
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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?
Kresjah is offline   Reply With Quote
Old December 15th, 2004, 07:56 AM   #2
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
In Jdoom you can't change level progression without editing the dll.

However you can have more than 32 maps by editng maps.ded.
Vermil is offline   Reply With Quote
Old December 15th, 2004, 07:58 AM   #3
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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?
Kresjah is offline   Reply With Quote
Old December 15th, 2004, 08:05 AM   #4
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
Quote:
Originally Posted by Kresjah
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?
You just have to copy one of the existing map defenitions and change the "ID field".

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)
Vermil is offline   Reply With Quote
Old December 15th, 2004, 08:07 AM   #5
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
I'm still having problems seeing how that would make it possible for me to have e.g. 33 maps in Doom II.
Kresjah is offline   Reply With Quote
Old December 15th, 2004, 08:12 AM   #6
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
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";
  };
}
The above is an example map definition for Map33. Obviously you'll need a wad with MAP33 in to get any use out of it.

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.
Vermil is offline   Reply With Quote
Old December 15th, 2004, 08:19 AM   #7
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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.
Kresjah is offline   Reply With Quote
Old December 15th, 2004, 08:26 AM   #8
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
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.
Vermil is offline   Reply With Quote
Old December 15th, 2004, 08:28 AM   #9
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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.
Kresjah is offline   Reply With Quote
Old December 15th, 2004, 09:46 AM   #10
Jimi
Commander Keen
 
Jimi's Avatar
 
Join Date: Jun 2004
Location: Neverwhere
Posts: 526
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.
Jimi is offline   Reply With Quote
Old December 15th, 2004, 10:19 AM   #11
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
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.
Vermil is offline   Reply With Quote
Old December 15th, 2004, 10:38 AM   #12
Kresjah
Commander Keen
 
Kresjah's Avatar
 
Join Date: Jul 2004
Location: Next to Frank, the giant bunny rabbit
Posts: 480
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.
Kresjah is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Changing AFTER level screen Doom007 DOOM Series 8 January 14th, 2005 07:26 PM
Level Changing PumpkinSmasher Doom Legacy 35 February 14th, 2004 02:13 PM
The Gate Shall Soon be Opened... Melfice Rants & Raves 21 December 7th, 2002 07:33 AM
Trying to get as much feedback as I can... Melfice Rants & Raves 20 August 30th, 2002 06:28 AM
Read this and learn damnit...... Stphrz Editing 2 January 16th, 2001 02:32 AM


All times are GMT -7. The time now is 12:39 PM.


Powered by vBulletin® Version 3.8.5
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
NewDoom.com © 2000-2009 Mindless Games & Entertainment. All Rights Reserved.