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Author Topic: How DOES one mod DoomRL?  (Read 10864 times)

Thomas

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How DOES one mod DoomRL?
« on: January 22, 2009, 06:38 »

I've gotten all the various Lua stuff like an interpretor/editor (As that's what Kornel uses iirc), but there's no lua-related files in the DoomRL folder. What do I still need to interpret/edit DoomRL's code?
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Arch-Vile Chaos Major Thomas
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Kornel Kisielewicz

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Re: How DOES one mod DoomRL?
« Reply #1 on: January 22, 2009, 07:56 »

A doomrl wad compiler :P
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Thomas

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Re: How DOES one mod DoomRL?
« Reply #2 on: January 22, 2009, 17:47 »

Ah.

...

...

Well can you give me one of those?
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Arch-Vile Chaos Major Thomas
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Kornel Kisielewicz

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Re: How DOES one mod DoomRL?
« Reply #3 on: January 22, 2009, 18:19 »

0.9.9
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Thomas

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Re: How DOES one mod DoomRL?
« Reply #4 on: January 22, 2009, 20:15 »

D'awww.
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Zi

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Re: How DOES one mod DoomRL?
« Reply #5 on: January 25, 2009, 12:11 »

I'd like to mention that I'm somewhat familiar with lua and am looking forward into modding DoomRL once this is released, so I hope this post provides an additional small amount of motivation.

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GenTechJ

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Re: How DOES one mod DoomRL?
« Reply #6 on: January 27, 2009, 23:14 »

I too am looking forward to both the modding of 9.9, and the graphics of 1.0.

While I wait however, it gives me more time to plan out my TCs, rather than jumping in and making a mess. Anyone else planning/have plans for TCs?

What do you have planned? I myself (not worried about the idea being "taken" since my version will be different from someone else's and vice versa) plan on doing a couple Quake TCs. As well as doing something like Quake 3 that incorporates enemies, items, weapons, and characters from all the Quake games, Doom games, and Wolf games.

Speaking of which, will it be possible to create "classes"? Different character classes for the Quake 3 TC that feel like Doomguy, Quake1guy, Quake2guy, BJ, etc? Even a Hexen/Heretic TC would be pretty cool with the option of classes.
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JBudOne

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Re: How DOES one mod DoomRL?
« Reply #7 on: January 29, 2009, 13:26 »

I myself (not worried about the idea being "taken" since my version will be different from someone else's and vice versa) plan on doing a couple Quake TCs. As well as doing something like Quake 3 that incorporates enemies, items, weapons, and characters from all the Quake games, Doom games, and Wolf games.

When I saw that we might be able to mod DoomRL soon the first thing that came to my mind was QuakeRL =P although I was thinking Quake 1, but I'm sure a bunch of other people had that in mind too. I'm more interested in playing it than making it though, so I may just lay back and wait for someone else to make it, or help someone else make it.
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Thomas

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Re: How DOES one mod DoomRL?
« Reply #8 on: February 02, 2009, 04:00 »

I was thinking of some TCs that were basically "Vanilla DoomRL, just with a different theme painted over it" until I familiarised myself with everything. The one that I've actually had my mind set on for a while now is one based on the SNES game "Zombies Ate My Neighbours".

But that one would require me to actually change DoomRL's game mechanics a little, as you need to save all the neighbours (Sometimes called "Victims") before the stairs down appears. That and there'd be an alternate lose condition (letting all 10 neighbours die), requireing me to mess around with the post mortem.
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ParaSait

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Re: How DOES one mod DoomRL?
« Reply #9 on: February 02, 2009, 08:03 »

But that one would require me to actually change DoomRL's game mechanics a little, as you need to save all the neighbours (Sometimes called "Victims") before the stairs down appears. That and there'd be an alternate lose condition (letting all 10 neighbours die), requireing me to mess around with the post mortem.
Who knows, maybe it's possible with some neat scripting? ;D
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GenTechJ

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Re: How DOES one mod DoomRL?
« Reply #10 on: February 02, 2009, 11:28 »

Aye, hopefully there'll be quite a bit we can do via scripting (my class based TCs, Thomas's saving neighbours idea, etc).

As for zombie mods, I've had a few in mind myself. Something akin to Dead Rising, or if I can make it appropriately bad ass enough something dealing with Ash and Evil Dead/Army of Darkness. Can't go wrong with good zombie games or anything good that has Ash in it. I've also had something in mind like Left 4 Dead before I even heard about it, or the opening of Resident Evil Extinction (or Apocalypse, whichever one is the second movie) with the Umbrella Corp. military guys in the city blowing away zombies and looking out for each other against overwhelming odds.

I have too many things I want to do/play once modding becomes available. >.<
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metroidRL

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Re: How DOES one mod DoomRL?
« Reply #11 on: February 02, 2009, 22:48 »

I was thinking of some TCs that were basically "Vanilla DoomRL, just with a different theme painted over it" until I familiarised myself with everything. The one that I've actually had my mind set on for a while now is one based on the SNES game "Zombies Ate My Neighbours".

But that one would require me to actually change DoomRL's game mechanics a little, as you need to save all the neighbours (Sometimes called "Victims") before the stairs down appears. That and there'd be an alternate lose condition (letting all 10 neighbours die), requireing me to mess around with the post mortem.

i love that game i play before this on my emulator of snes
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Aki

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Re: How DOES one mod DoomRL?
« Reply #12 on: August 29, 2009, 23:42 »

Since the 0.9.9 Beta's out, Can we beta testers get the jump on modding? :D
Sorry for the bumpage, but Given the relative size of this subforum...
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