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Clippy

EndGameC but without that worldly title crawl

Question

I'm making a two map set

 

one epic map and a little bonus map to follow

 

I set the mapinfo to go to endgame c but it does this text crawl

 

"You have entered deeply into etc ...."

 

how do I get it to skip that part?

 

Thanks friends

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So, what happens is that you exit cluster5 with your next endgame. Try tacking on the following code:

 

clusterdef 5

exittext ""

 

This is to replace the exittext for cluster 5 with an empty string. Hopefully it removes the text screen. If that doesn't work, try replacing the two "cluster 5" lines in your map definition with some other number that's not used in standard maps, like 42 or something.

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11 minutes ago, Gez said:

Please provide a copy of your MAPINFO lump.

 

There's an idea lol

 

So close to getting my map done! I don't want to put an exact figure on it but I would say I'm 94.2% done

 

oh yeah here's the info :)

 

 

map MAP01 "There and Back again"
levelnum 1
next MAP02
secretnext MAP02
sky1 kevin 1
cluster 5
par 260
nojump
nocrouch
music ZOOP

map MAP02 "Clipmas Tree Lot"
levelnum 1
next EndGameC
secretnext MAP02
sky1 CLOWDY 0
cluster 5
par 260
nojump
nocrouch
music JINGLE

 

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i think you will be able to change that with WhackED. the same way you change your level names.

it should be in strings.

as to remove it completely, i have no clue, maybe you could find a way to delete that string all together... the string name is C1TEXT image.png.ed1f80f23070f2c5a97e5ae22bed1e28.png

Edited by Deathclaw886

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try to delete cluster 5 (there is two lines that says cluster 5)

the intermission texts are defined by clusters

 

so your final mapinfo will be:

 

map MAP01 "There and Back again"
levelnum 1
next MAP02
secretnext MAP02
sky1 kevin 1
par 260
nojump
nocrouch
music ZOOP



map MAP02 "Clipmas Tree Lot"
levelnum 1
next EndGameC
secretnext MAP02
sky1 CLOWDY 0
par 260
nojump
nocrouch
music JINGLE


 

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I've used cluster 0 in the past. You need a cluster if you want the intermission to function properly. I also suggest changing your MAPINFO to the newer and better format.

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21 minutes ago, Nevander said:

I've used cluster 0 in the past. You need a cluster if you want the intermission to function properly. I also suggest changing your MAPINFO to the newer and better format.

 

Thanks still learning the basics, didn't even know I wasn't using the newest mapinfo and am unsure what cluster is

 

IS there something I can type in to this existing script to achieve my goal?

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Thank you Plums for the solution

 

The cluster needed to be 3 and it was 5 for some reason

 

I don't even know what a cluster is but I'm happy it goes directly to the end credits now :)

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38 minutes ago, Clippy said:

I don't even know what a cluster is but I'm happy it goes directly to the end credits now :)

For normal linear episodes Clusters are the groups of maps, separated by intermission screens. MAP01-MAP06 is Cluster 1, MAP07-MAP11 is Cluster 2, etc. When you change from one cluster to another, by default you get a text intermission screen.

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23 minutes ago, plums said:

For normal linear episodes Clusters are the groups of maps, separated by intermission screens. MAP01-MAP06 is Cluster 1, MAP07-MAP11 is Cluster 2, etc. When you change from one cluster to another, by default you get a text intermission screen.

Thank you so much however I still get those story text screens between maps 

 

I really want those gone and am not sure how 🥴

 

Hopefully this will be my last question

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Can you post your whole MAPINFO?

 

or just make sure all your maps have `cluster=1` in their definitions might be enough.

Edited by plums

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1 hour ago, plums said:

Can you post your whole MAPINFO?

 

or just make sure all your maps have `cluster=1` in their definitions might be enough.

 

Thanks buddy I fixed it - works like a charm!

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FWIW, the old Mapinfo format seems to have wider compatibility, some ports derived from old versions of ZDoom don’t seem to like the new format (also, it may just be me, but the old format is 99x easier to look at, all the arbitrary spaces and brackets and stuff in the newer format confuse me..)

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4 minutes ago, Doomkid said:

FWIW, the old Mapinfo format seems to have wider compatibility, some ports derived from old versions of ZDoom don’t seem to like the new format (also, it may just be me, but the old format is 99x easier to look at, all the arbitrary spaces and brackets and stuff in the newer format confuse me..)

 

Yeah I'm very very new at map info code and for me the older stuff looks way easier and more inviting and friendly

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