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dhefun11.txt
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1994-12-06
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Fun with DeHackEd! v1.1
Maintained by Dan Lottero, dlottero@bu.edu
I really don't like long intros, so the stuff that would
normally go here is in the OUTRO section at the end of the
file. "Fun with DeHackEd" is an attempt to collect everyone's
ideas on how to tweak the .exe to make neat effects, or to
make game play more interesting. Also, the sections UNKNOWN
will hopefully be useful in finding out what the "unknowns" are.
Other helpful references are Matt Fell's doom.exe specs, and
the text files which come with dehacked. Look in the directory
/pub/doom/wad_edit/doomhack at infant2.sphs.indiana.edu.
Two stars means it's new or different in this version...
[TABLE OF CONTENTS]
[0.0]** FORMAT
[0.1]** WHAT'S NEW
[---] "NEW" MONSTERS
[1.0]** Monsters from inanimate things (lamp2imp)
[1.1] Morphing monsters (morfmons)
[1.2]** Rejuvinating Troopers
[1.3]** Kamikaze bombers
[1.4]** Turn monsters into an army of marines!
[1.5]** Rejuvinating Imps with a twist of lemon
[1.6]** Stalking Barrels
[1.7]** Imps shooting "Lost Souls"
[---] "NEW" WEAPONS
[2.0] Controled blast Rockets
[2.1] Moving Barrels
[2.2] Mine fields via slow projectiles
[2.3]** Rapid Fire Shotgun
[2.4]** "fireworks" (fireworks)
[2.5]** Negative damage rockets!
[2.6]** Super Shotgun II (shoot all ammo in one shot)
[---]** EXPLOSIONS
[3.0] Exploding things
[3.1] Exploding Cadavers
[3.2] Exploding teleports
[3.3]** Player's exploding death
[---]** MISC
[x.0] Non-flashing teleports
[x.1] Red Ooze barrels that bleed
[x.2]** Anti-grav jousting
[x.3]** Preserving / Juggling thing ID#'s (ex. Troopers, [1.2])
[---] UNDESIRED EFFECTS
[y.0] Player bit#2=N (can be hurt = No)
[y.1] High speed rockets
[y.2] Using player frame #'s for monsters
[y.3] Small height
[y.4]** Monsters shooting lost souls, etc
[y.5]** Projectiles with bit#4=N
[y.6]** Death frame = First Moving frame
[y.7]** Setting gettable things to be explodable
[y.8]** High missile damages
[y.9]** Negative damage (see also [2.5])
[---]
[z.0]** WISH LIST
[z.1]** UNKNOWNS
[z.2]** KNOWNS
[z.3]** PATCHES
[z.z]** OUTRO
-------------------------------------------------------------------------
[0.0] FORMAT
When I mention a number, say #3, this refers to a thing's
field number (ex, #3 is speed). If I refer to a bit#, it's
under #22, where the bit table is (ex, bit#2 is can be hurt).
If I refer to a patch, unless otherwise noted, it can be found
on infant2. If you see 'I' or 'me', that refers to me, Dan Lottero
and not the person who came up with the idea.
[0.1]** WHAT'S NEW
A bunch of new stuff, corrected some mistakes. Since half of the
ideas in MISC incorperate barrel explosions, I made a new group
called EXPLOSIONS. Added a "PATCHES" section, which is an attempt
to keep track of patches available. Included patch files for
ideas mentioned here in zip on infant2 (dhefun11.zip)
[---] "NEW" MONSTERS
A thing's behavior seems to be determined by the values of the
frame numbers (#15-21). The easiest way to change a thing's
behavior is to change the frame #'s. Of course it will *look* like
the thing it's behaving like, too. Changing Column 1 in the frame
table, however, will only change what the monster looks like. It
will still act like the original monster.
[1.0]** Check out Jason Gorski's lamp2imp.zip patch. It turns lamps into
imps. This concept can be used to turn any inanimate thing into a
monster. Using Dehacked v1.3 or higher...
c, 2, 58 (copy imp info to lamp)
g, 58 (goto lamp)
e, 1, 2028 (reset ID# to lamp's original ID#)
...Jason Gorski
[1.1] Check out Tree's morfmons.zip patch. By mix & matching frame #'s,
monsters will "morph" depending on if they're attacking, dying, etc.
To give a trooper more punch, change #17,19 to something a bit
tougher, like the spider boss.
#17=320 #19=316
The patch has more examples.
...Tree
[1.2]** Make troopers come back from the dead by turning ammo clips into
troopers! The same concept as [1.0]. Change all of the clip's
fields & bits to be the same as a trooper *except* the ID# (#1).
OPTIONAL: increase trooper's #2 so you don't kill both in one shot
NOTE: see [x.3]
...Keenan Clay Wilkie
A cool variation on this is to make them come back as ghosts: make
the clip be a trooper, but with partial invis, faster, less mass
and the ability to go thru walls. So for the ammo clip, same as
above, but
#3=higher #9=smaller bit#12,18=Y
...Chris Gillespie
[1.3]** Turn troopers into kamikaze bombers! Far attack = 0, and close
attack = barrel explosion.
#19=0 #19=378
Or to make troopers explode when they look at you, use far attack
#19=378
NOTE: this is the basis for [1.6], the only difference is in [1.6]
the monster's motion frames are made to *look* like a barrel.
...Matt Fell, Jason Gorski
[1.4]** To make an army of marines, and to illustrate the reason for
bit#26,27, change all POSS, SPOS, TROO, SARG sprite numbers to 26
in the frame table. (column 1) Next change bit#26,27 in the bit
editor to 0,0 0,1 1,0 1,1 so each monster is a different color.
I won't get any more specific that this, since it'd take up too
much room. NOTE: they will still act like the original monsters!
If you just change the frame numbers (in the thing editor) to that
of the player, the monsters will be immobile.
...Matt Fell
[1.5]** If you have extra frames lying around, you can use them for other
stuff by fooling with columns 1,2 and 3 in the frame table. Chris
Gillespie used extra frames to make an imp rise from the dead,
showing the death frames in reverse, back to the first moving frame.
This brings on the dilemna in [y.6]. In the patch FUN_1.DEH, included
in DHEFUN11.ZIP on infant2, I used some extra sargeant death frames
to make the imp's exploding death a little more interesting, although
still making him dead. (avoiding problem mentioned in [y.6]) I
can't think of a way to explain it easily, so just look at the frame
table below. Notice the second-to-last exploding death frame for
the imp (frame 227) points up to 187, the start of the extra frames.
All the extra frames must have columns 1,2,4 the same as the
originals, but adjust column 3 as appropriate. The last extra
frame (200) points to 228, the last imp death frame, to make the
detour complete. IMPORTANT: In the extra frames, the code
pointers (col#5) *MUST* be set to zero, otherwise Doom crashes.
I have no idea why, but without the zeros, it doesn't work.
Frame Sprite 3.Next 5.Code
Number 1.# 2.sub# Name Frame # 4. Duration Pointer
187 0 18 TROOS 188 5 0
188 0 17 TROOR 189 5 0
189 0 16 TROOQ 190 5 0
190 0 15 TROOP 191 5 0
191 0 14 TROOO 192 5 0
192 0 15 TROOP 193 5 0
193 0 16 TROOQ 194 5 0
194 0 17 TROOR 195 5 0
195 0 16 TROOQ 196 5 0
196 0 15 TROOP 197 5 0
197 0 16 TROOQ 198 5 0
198 0 17 TROOR 199 5 0
199 0 18 TROOS 200 5 0
200 0 19 TROOT 228 5 0
...
227 0 19 TROOT 187 5 0
228 0 20 TROOU 0 -1 0
This is just my example. It's an