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(1 edit)

So I had a look, in the SLADE map editor, go to View, Windows and Script Editor. Or press Ctrl+5. This is where you enter ACS scripts. Don't get it confused with the Script Manager which seems to be for SLADE-specific scripts! Anyway if you do this in the Osiris maps you'll see how I did stuff. From the regular SLADE interface you can also just click into one of the wads in the pk3 and click on SCRIPTS to also have a look. You'll see a similar bit of code near the top, within "script 100 OPEN", in each map, which does stuff related to the intro texts and then sets the music when the map loads. 

So on your own maps, I expect you'll just get an empty document when opening the Script Editor (unless you've done some other ACS stuff). So basically for now I'd recommend putting the following bit of code in here:

#include "zcommon.acs"
#import "acs/osiris.acs"
script 100 OPEN
{
    SetMusicVolume(0.0);
    AB3DMusicChange(0, "lventry");
    AB3DMusicChange(1, "cd01");
    ACS_NamedExecute("AB3DMusicFadeIn", 0, 1, 0, 0);
}

Feel free to replace lventry and cd01 with your own choices of course. You should save and then click the blue down arrow at the top of the window afterwards to compile the code. If you get a message with copyrights and Raven Software and such, it's worked. If you get error messages here let me know.

Also I just realised I gave you the wrong code before, it's #import "acs/osiris.acs", not #include.  Ooops! Sorry about that, I was going on memory and its been a bit since I was working on the scripting stuff. Also sorry that such a seemingly simple thing as music choice is kinda complicated, instead of just being able to change the MAPINFO, had to do it this way to get the multiple soundtrack options and dynamic bits, though it's probably a bit overengineered!

Hi Arcturus, Thanks for looking into the Slade Editor. I am not doing this from a new map, so I don't see view-->Window -->Script Editor. I am working from the existing osiris.ipk3 file and adding to the file. So, what I have done is export your MAP01 wad file and also my MAP19 wad file and copied the script file over from MAP01 to the MAP19 wad. I have then replaced the script with your script here for MAP19.wad. Okay, so now when I try and compile it, it is requesting acc.exe?? ACC Path is not defined check slade preferences. Does the file to compile ACS code come with Slade or is it an external file I need? No worries about the code, you have done a great job with Osiris v1.0.3. Thought it captured the Amiga version great. Really impressed with your work on this. Love the feel of the game, the atmosphere and music.
Okay so I have the compiler. It is now saying it can't find the following file. AppData\Roaming\SLADE3\temp\SCRIPTS.acs:2: Couldn't find include file "acs/osiris.acs".

Yeah I'm getting the same message actually. I can't pin down why? It just doesn't want to use the script from the main file. It does seem to compile in Ultimate Doom Builder though. I'm looking into it. BTW this message thread is starting to look a bit ridiculous on here, and no PMs on itch.io it seems - you got Discord?

Hi Arcturus, I have the music working now, thanks for all your help. If you just remove the acs/ folder reference from the import script command it will compile the acs code. I've been doing some textures too, just basic stuff at the mo. I am finding Slade pretty good overall. Thanks for doing the Alien Breed 3D game, really appreciate being able to play this on modern systems with GZDoom. v1.0.3 is the best. Do you plan on doing the demo level too? I think there was a demo level for Alien Breed 3D or was that the secret level? Kind Regards, Alien3DAmiga. PS: I'm not on Discord.

Oh you fixed it, cool! No worries about the Discord thing. The secret level is a later demo that came out, but not the one with the green xenomorphs. I'm going to make a little expansion with other demo content, and some extra bonus levels. Been working on some other Doom stuff for a while as a break recently, but its something I plan to come back to!

Hi Arcturus, Yeah, I was watching a youtube video with the green alien demo. I hope you do an expansion with bonus levels too. I will definitely check it out when you do. I always thought it was strange to have an unused alien in the game. I wonder why they included the green xenomorph in the demo but not in the main game. Anyway, enjoy your dooming and I'll see what I can do with some of the new levels I am creating. Kind Regards, Alien3DAmiga