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- Fun with DeHackEd v0.3
-
- Originally by Dan Lottero, dlottero@bu.edu
- Modified by Greg Lewis, gregl@umich.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.
-
- [ Editor's note: The suggestions given in this text file were
- originally for DeHackEd v1.2. I have attempted to bring this file
- up to date with DeHackEd v2.2, but some stuff may have gotten
- missed. The tips are still cool though!
-
- Also, I would VERY MUCH like someone to continue this document.
- Dan is no longer able to maintain it, and I think it's a worthy
- collection of ideas. Please contact Greg at the email address
- above for more details. ]
-
- [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!
- [---] "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] puff -> bfg blast
- [---] MISC
- [3.0] Exploding things
- [3.1] Exploding Cadavers
- [3.2] Non-flashing teleports
- [3.3] Exploding teleports
- [3.4] Red Ooze barrels that bleed
- [---] 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
- [---]
- [z.0] WISH LIST
- [z.1] UNKNOWNS
- [z.2] UNDOABLES
- [z.3] OUTRO
-
- -------------------------------------------------------------------------
-
- [0.0] FORMAT
- When I mention a bit number, say #2, it can be found in the bit
- table at the bottom of the main editing screen (bit#2 is
- "Shootable Thing"). If I refer to a patch, unless otherwise
- noted, it can be found on ftp.orst.edu (or any official Doom FTP
- site mirror). 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
- completely reorganized things. I hope this is more helpful. A
- bunch of new ideas, a KNOWN section, which is happily stocked.
-
- [---] "NEW" MONSTERS
- A thing's behavior seems to be determined by the values of the
- frame numbers (middle window on the right, on the Thing screen).
- The easiest way to change a thing's behavior is to change the
- frame #'s.
- [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. 'c'opy the Imp Thing to the Lamp Thing (from 12 to 82).
- Then change the ID# and First normal frame back to the lamp
- images (2028 and 886 respectively).
- NOTE: also check out r12-*.zip, Jason's other patches that I
- haven't check out yet.
- ...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 Injury and Far attack frames
- to something a bit tougher, like the spider boss.
- Injury frame = 619
- Far attack frame = 615
- 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 lamp2imp. Change all of the clip's
- fields & bits to be the same as a trooper *except* the ID# [ using
- the 'c'opy option works well ]. OPTIONAL: increase trooper's Hit
- Points so you don't kill both in one shot
- ...Keenan Clay Wilkie
- [1.3] Turn troopers into kamikaze bombers! Far attack = 0, and close
- attack = barrel explosion.
- Close attack frame = 808, Death frame = 808
- Or to make troopers explode when they look at you, use
- Far attack frame = 808
- ...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 28
- in the frame table.
- Next change bits 26 & 27 to both on, both off, or one on and
- one off for different player colors.
- ...Matt Fell
-
- [---] "NEW" WEAPONS
- [2.0] After the rocket's in flight, shoot at it and make it explode.
- Speed = 5, Hit Points = 60
- bit#2,9,10,16=Y all others must = N
- WARNING: sometimes locks game up. Solutions/ideas, anyone?
- ...Ron Goff
- [2.1] set a barrel in motion, then detonate with another shot! For barrel,
- Speed = 25
- Pain chance = 170
- Alert Sound = 16
- Alert Sound = 16
- Pain Sound = 26
- Death Sound = 82
- Action Sound = 75
- First normal through Far attack Frames = 806
- Death and Exploding death Frames = 808
- bit#1,2,9,14,15,16,22=Y all others must = N
- WARNING: Watch out, the barrel will explode "twice" !!
- ...Mike Brashars
- [2.2] Turn projectiles into "mines".
- Set Speed = 0 (or very slow) ...dave
- NOTE: I've noticed that I can't be harmed by my own rockets.
- [2.3] ***************************************************************
- Chris Gillespie released a utility called dmframe
- to change the frame durations for the weapons. Making all the
- shotgun frames have a duration of 1 makes the shotgun almost as
- fast as the chaingun! And much more deadly. Simply find the
- frames for all the weapons (the first 100 or so) and change the
- duration to 1 for all of them.
- ...Chris Gillespie
- [2.4] Check out Chris Gillespie's patch (rckt_hak.zip) It changes
- the puff from weapons hitting walls to a BFG blast. And something
- else about rockets flying around. I won't write any specifics
- until I check it out myself. For now, snag the patch!
- ...Chris Gillespie
-
- [---] MISC
- Stuff that doesn't fit into other catagories. ('x' leaves room
- in the middle for new catagories)
- [3.0] Make any thing explode like a barrel by setting
- Death Frame = 808
- Hit Points = reasonable
- bit#2=Y.
- OPTIONAL: edit bexp?0 graphics to look more generic, set
- Death Sound = 82
- [3.1] For the twitching bodies,
- Death Frame = 163,227,462 (to taste)
- Death Sound = 57,60,62 (to taste)
- NOTE: anyone have an idea how to make the explosion look gorey,
- but still have the explosive damage (without editing graphics) ?
- ...RPM
- [3.2] For the Teleport Flash
- bit#3=Y
- The flash will *not* appear when you teleport. This could make
- for some very convincing illusions!
- ...Tree
- [3.3] Change the Teleport Flash's first frame to barrel explosion, and
- teleport squares become land mines!
- First normal frame = 808
- If you're playing with -respawn, step carefully around those
- corpses, they could go off at any minute!
- ...Keenan Clay Wilkie
- [3.4] A neat trick you can do with the color bits ... make the barrel
- ooze red, and make it bleed rather than puff so it looks like you've
- punctured it.
- bit#26,27=Y bit#19=N all other bits stay the same
- ...RPM
-
- [---] UNDESIRED EFFECTS
- Changes you can make to Doom that make "undesired" effects occur.
- For instance if you find a way to make Doom crash, I'll put it here
- so we can all avoid doing it.
- [y.0] For player, if bit#2=N, no monsters will attack you
- [y.1] High speed projectiles are very inaccurate
- [y.2] Monsters will not move if you give them the player's frame #'s
- (but WILL move if you change the Sprite #'s)
- [y.3] Giving the player a small height makes you harder to hit, but also
- means you can't shoot at monsters on higher sectors. With a height
- of 2, I couldn't even shoot at monsters 1 step above me!
-
- [z.0] WISH LIST
- Cool ideas not yet implemented. I think most of these can
- be accomplished by changing graphics ala dmgraph, but a quick
- dehacked patch would be much neater!
-
- Make barrels into monsters? Make them move around and explode on
- contact? Make any monster shoot fireballs?
- [ barrels into monsters is BARREL1.DEH, a very very fun patch! ]
- ...Night Child
-
- Star Trek "Bird of Prey" effect...a "cloaked" monster unless it attacks.
- Will not setting #15,16 for a monster make it invis, or make it not
- show up & not move?
- ...me
-
- Make plasma bullets / bfg blast light up a dark sector so you can see
- what's there. IDEA: somehow mix lamp's behavior with plasma bullets?
- ...Evan Bynum
-
- [z.1] UNKNOWNS
- To my knowledge, we still don't know what the following are for:
- bit#7,13,21,28-31.
-
- [z.2] UNDOABLES
- I figured I'd put this in here, because there have been a lot of
- requests for info on how to do these. These are all things that
- I am 99% sure can NOT be changed with DeHackEd in any way.
-
- Ammo usage (BFG uses 40 cells. Period.)
- Rocket explosion damage
- Rocket explosion radius
- Health from med-kits, soul spheres
- Initial health of player
-
- [z.3] OUTRO
- If you've got a good idea, e-mail it to me. But please
- post it on r.c.g.d.e, too, since a lot of good ideas are generated
- from other ideas. However, I probably won't catch it if you
- only post it to r.c.g.d.e, due to the high traffic.
-
- I try to give credit to the person(s) who supplied an
- idea, and how to implement it. If I mess up, drop me a line.
- If two people had the same idea, I'll list both.
-
- If an idea here doesn't work let me know. I've tried almost all of
- them, so most likely, I just made a typo.
-
- Any juicy bits about unknowns should go to Matt Fell (author of
- the Unofficial Doom Specs), Tree (author of DeHackEd), and
- I wouldn't mind knowing, too!
-
- Share and Enjoy! Happy hacking,
-
- Dan Lottero
- dlottero@bu.edu
-