rpgdemo.wad

rpgdemo.wad

rpgdemo.wad (Hexen) is a PWAD featuring 1 map (MAP01)

Filenames
rpgdemo.wad
Size
29.28 KB
MD5
e9fa5394d379465f7aca01356cf4d294
SHA-1
d35f9c13b2cc7931027a48ea33c5441ac34fa5df
SHA-256
235dfa31fa7848673ae80c1e587993a0045f27eeda2f2676ee54e8677bb23c98
WAD Type
PWAD
IWAD
Hexen
Engines
Hexen
Lumps
12
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

Nearly every routine is either directly, or indirectly demonstrated in this WAD,
except for:
     C_EncodeBit
     C_DecodeBit
     C_SleptYet

  Also, C_Grunt is demonstrated, but it will not always play the proper sound in
THIS WAD, because it depends on a certain compressed variable which is usually
initialized when the player goes through RPGCREAT.WAD. If you go through the
same process of creating a charector, and then type in the following:

     EZRPG RPGCREAT RPGDEMO

You should be able to here the grunt tailored to your class.

  Please excuse this WAD's sloppiness. It was a quick little thing I threw
together in order to demonstrate the use of my routines. Now that the spec has
been released, I no longer have a deadline and can worry about fixing up &
optimizing the spec and working on quality RPG WADs.
  However, understand that even though I kindof rushed this thing in the last
minute, this is the end result of several MONTHs of work,(most of it bad starts)
and it is very much usable. I might have made some mistakes here and there, but
on the whole the spec is quite usable and is stable enough for some serious RPG
WAD authoring.

  About obsticles you might not get: The first one is the new kind of secret
door I mentioned in the Hexen RPG spec. It is at the end of the first hallway.
It may take a couple of tries to find it and to get it open. The second is the
brownish wall that keeps saying "strength check failure". This demonstrates
using a "stat check". Your strength is rolled and stored, and when you push
against the "rock" blocking your way (as I said, I was in a hurry :), it rolls
a 1d20, and if you rolled UNDER your strength you succeed in pushing the rock
out of your way. Otherwise, you fail.

  About the switches:  The first switch you encounter is not a switch. I like
to use its texture as a place where the player can sell his jewl. This is my
personal preference, and I'd bet that absolutely no one else is going to do
this. The second set of switches demonstrate the C_SpeechFromLineNum script, as
the first one prints the first line, the second one the second line, etc. The
sixth switch, seperated from the other five, will run C_Dialogue which runs
through all five lines, pausing two seconds between each.

  About the Fighter Boss: This is an example of how to make an interactive NPC,
although it doesn't do that much. If you punch it, shoot it, etc. it will
probably react and fight you. However, for some strange reason, it doesn't
always "register" that you shot at it, and several tries may be needed (if the
player is that STUPID!) Also, if you walk up to it and press spacebar, you will
be engaging it in a conversation, and your choices will rise up from the ground.
Choose one, and it will tell you which choice number you made.

  Please excuse this WAD's sloppiness. It was a quick little thing I threw
together in order to demonstrate the use of my routines. Now that the spec has
been released, I no longer have a deadline and can worry about fixing up &
optimizing the spec and working on quality RPG WADs.
  However, understand that even though I kindof rushed this thing in the last
minute, this is the end result of several MONTHs of work,(most of it bad starts)
and it is very much usable. I might have made some mistakes here and there, but
on the whole the spec is quite usable and is stable enough for some serious RPG
WAD authoring.

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
1

Lumps

Name
SHA1
MD5
Size
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
c76cbf2e0bd4d2475032b15d16c14d023d611b84
de9c3d2d1104dec5f27f3f1af0b60be9
480 bytes
LINEDEFS
adda1f8c48563cf6c2454a9ed94ffdb53ea7c3e0
5862f5776f931f74eac70be84a27d257
1.70 KB
SIDEDEFS
c85cc58ece071d668007acf5c9a6ef8d389d29c9
eef610c063bf8796d240b5cb4c6779e6
4.83 KB
VERTEXES
b6aff2f6483e6218aa5ee84947eebbc828cf810f
4407bebb2d4e13b2ec656cf92af31055
500 bytes
SEGS
7b6f40a3bd574c87b381900184890886258e4c38
35ec754b8447ac50b81be475a31f64b2
2.31 KB
SSECTORS
a4e2c196254c511ec06e96a8263bed80a1c3e490
8ff9e598b285e601d7801887de238ce7
300 bytes
NODES
17a750da3ff7d10c9eaa5db636d027160b8aa1ef
10ab93a1c2568638af01be2c022c42e5
2.02 KB
SECTORS
f1fce1ae0e1d202a215cf47a602180a9c21081fd
a722f1ea8a24e48178c1ccc9fc86f107
702 bytes
REJECT
11957d0512f5766c960436d93d0b2019703c8382
ce758784919bfc40d69081b5b04d6a24
92 bytes
BLOCKMAP
18b55d477cbd8912ba1e44f0991960750d9127c0
c23c4d2ffb72c52f759e8e86df54debb
650 bytes
BEHAVIOR
c8efc4f4e3688e1f22026a7ac433d68aa7ce0642
e9c37245b6ac4a7bae890987efda3423
15.55 KB