Request: Customize Doom II cast-call finale

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dennisjj2
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Request: Customize Doom II cast-call finale

Post by dennisjj2 »

I'd like to make a request for customization of the Doom II cast-call finale
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nwbeeman
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Post by nwbeeman »

I think this has allready been suggested, but i think its an interesting idea. I've been using linux for awhile, so the most advanced port i'm stuck with (glares in Randy's direction) is doomsday. It supports custom finales in its DED files, the only thing needed from a programming stand point is to do a phraser that could read a new lump in a wad file, and to be able to put a monster on a background with an attack phase, sound, and death animation. Perhaps a modified Decorate phraser could do this somehow? It allready does allow you to define custom monsters.
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Epoch
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Post by Epoch »

Seriously, this would be a very useful thing for megawads with lots of decorate monsters (if such things exist :P ).
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BlazingPhoenix
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Post by BlazingPhoenix »

Even better: an ENDGAME lump.
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Graf Zahl
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Post by Graf Zahl »

Even possible: An ENDGAME map!

Script it yourself in ACS. ;)
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Tormentor667
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Post by Tormentor667 »

Graf Zahl wrote:Even possible: An ENDGAME map!

Script it yourself in ACS. ;)
Best Solution at all!
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Enjay
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Post by Enjay »

Tormentor667 wrote:Best Solution at all!
Well, it's certainly possible to emulate the cast call using ACS. I've done a short test version myself. But positioning the sprites on screen etc is a bit of a pain in the hoop. However, I suppose things like sprite size and so-on would still need to be taken account of when writing an endgame lump.

The only advantages I can see to the endgame lump are:

no need to construct a map
no need to fiddle around having lindefs to be activated and trigger script actions
no need to script the changes to what those lines do as you cycle through the cast call.


Personally, I'd quite like this feature, but it's also one I can live without.
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Graf Zahl
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Post by Graf Zahl »

Enjay wrote:
Tormentor667 wrote:Best Solution at all!
Well, it's certainly possible to emulate the cast call using ACS. I've done a short test version myself. But positioning the sprites on screen etc is a bit of a pain in the hoop.

Why even bother? Make the cast call in the map itself!


You can save even more work by creating special cast call DECORATE actors so that it runs mostly automatically.
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Enjay
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Post by Enjay »

Graf Zahl wrote:Why even bother?
Because I like the look of the flat, face-on sprites displayed against the bossback full screen graphic. ie I like the look of the original.

Interesting idea about the decorate actors though.
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BlazingPhoenix
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Post by BlazingPhoenix »

Graf Zahl wrote:Even possible: An ENDGAME map!

Script it yourself in ACS. ;)
...how? any examples?
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Deathsong12
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Post by Deathsong12 »

Unless you MUST have player interactivity, you can simply make the whole cast call one actor, with a really long looping spawn state. That's how I'm doing my HAE castacll, anyway.
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justin023
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Post by justin023 »

Silver Sonic wrote:
Graf Zahl wrote:Even possible: An ENDGAME map!

Script it yourself in ACS. ;)
...how? any examples?
Well, I did post a few example of how this can be done on the ACS Prefab Database thread.

First Here
Then again Here
Then I posted the code for the second demo here
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Phobus
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Post by Phobus »

Damn, I forgot about ENDGAME entirely...

I ended up calling mine CREDMAP and having to do all sorts of stuff with MAPINFO to set it up.
AFADoomer
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Post by AFADoomer »

http://forum.zdoom.org/potato.php?p=203411#203411

Just rename the map, and tweak...
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Phobus
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Post by Phobus »

Well, it's a bit late now, I've released the project and it's on /idgames archives. Also, my CREDMAP is very different from your EndGame. IIRC, yours was a faithful recreation of the usual Doom2 EndGame, whilst my CREDMAP is each monster in it's own 3D environment with a various things to show off the different aspects of it's behaviour, plus it features several decorate monsters (mainly to eliminate unwante behaviour).

I was mainly complaining about the fact I forgot about the Lump itself.

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