YOU SHALL NOT PASS!

Discuss all aspects related to modding Zandronum here.
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Hece
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Posts: 114
Joined: Wed Jun 06, 2012 6:26 am
Location: Phobos

YOU SHALL NOT PASS!

#1

Post by Hece » Thu Jul 19, 2012 3:09 pm

Got your attenation :3
I got few questions:
1. Is it possible to make your mod that uses hub, to work like this
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2.How to make sloped 3D floors (there is thread 4 this. Link plz)

3.Can someone link me Kaizer Dialog Editor?


Hece
Forum Regular
Posts: 114
Joined: Wed Jun 06, 2012 6:26 am
Location: Phobos

RE: YOU SHALL NOT PASS!

#3

Post by Hece » Fri Jul 20, 2012 6:09 am

Let's confirm this.
Every map can be hub?
And another dialog editor, please.

XutaWoo
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Posts: 113
Joined: Mon Jun 04, 2012 7:04 am

RE: YOU SHALL NOT PASS!

#4

Post by XutaWoo » Fri Jul 20, 2012 4:30 pm

Maps themselves can't be hubs, but they can be in a cluster that is a hub. Which is what you want, because levels in a different hub cluster have their state wiped when you leave that cluster, meaning each map would reset when you travel between them.
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Llewellyn
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Joined: Mon Jul 02, 2012 7:12 am

RE: YOU SHALL NOT PASS!

#5

Post by Llewellyn » Fri Jul 20, 2012 5:19 pm

Hece wrote: Let's confirm this.
Every map can be hub?
And another dialog editor, please.
You should try and test these things out and read about them, maybe you'll actually learn something.

If you're not going to do that, I made an example wad that should demonstrate how Hub maps work.
https://dl.dropbox.com/u/26269208/Hub.zip

Please keep in mind the difference between Zandronum and Skulltag.
Skulltag will crash in an attempt to access an undefined map. Zandronum will do nothing.
Skulltag will, by default, screen wipe when accessing one map from another in Singleplayer that is part of a cluster, while Zandronum will not.
When you can access a level from multiple entrances, you need multiple sets of Player Starts, and they need to have their Arg0 (DoomBuilder 2 incorrectly states this as "Arg1") set to the same number as the "pos" setting on the exit switch that took you there.

Also, there is no "Kaizer Dialog Editor." No program (that I know of) will automatically do the work of writing the Dialouges for you. What you're thinking of is the Kaizer Dialog compiler that automatically compiles a written KSSC script. Also, I didn't know this before I edited this post. I just typed "Kaizer Dialog Editor" into google... maybe you should try that next time.
Ps. This link is a frontend for KSSC.
Last edited by Llewellyn on Fri Jul 20, 2012 5:32 pm, edited 1 time in total.

XutaWoo
Forum Regular
Posts: 113
Joined: Mon Jun 04, 2012 7:04 am

RE: YOU SHALL NOT PASS!

#6

Post by XutaWoo » Sat Jul 21, 2012 2:44 pm

While Zand may not support straight USDF just yet, why would you want to use a language that needs to be compiled over one that doesn't? Seems like you're just intentionally giving yourself slightly more work.
Last edited by XutaWoo on Sat Jul 21, 2012 2:45 pm, edited 1 time in total.
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