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- Fun with DeHackEd v0.2
-
- 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.
-
- [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
- [x.0] Exploding things
- [x.1] Exploding Cadavers
- [x.2] Non-flashing teleports
- [x.3] Exploding teleports
- [x.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] KNOWNS
- [z.3] OUTRO
-
- -------------------------------------------------------------------------
-
- [0.0] FORMAT
- When I mention a number, say #3, this refers to the 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
- 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 (#15-21). 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.
- #2=300 #3=10 #8=200 #10=32 #12=23 #13=46 #14=55 #15=201
- #16=203 #17=214 #18,19=211 #20=216 #21=211
- bit#1,2,22=Y all others = N
- 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 #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 lamp2imp. Change all of the clip's
- fields & bits to be the same as a trooper *except* the ID#.
- OPTIONAL: increase trooper's #2 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.
- #19=0 #19=378
- Or to make troopers explode when they look at you, use far attack
- #19=378
- ...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. This will be supported in DeHackEd v1.3.
- Next change bits 26 & 27 to 0,0 0,1 1,0 1,1 for the four
- different player colors.
- ...Matt Fell
-
- [---] "NEW" WEAPONS
- [2.0] After the rocket's in flight, shoot at it and make it explode.
- #3=4, #2=10 (try #3= -1 ...Scott Bessler)
- 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,
- #3=25 #8=170 #10=12 #11=12
- #12=22 #13=58 #14=54 #15-19=376 #20,21=378
- 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".
- #3=slow! ...dave
- #3= -1 ...Scott Bessler
- 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. Frame editing support
- will be included in DeHackEd v1.3. [It's in there! Try the new
- suprwepn.deh, included with 1.3! ... Tree] For now, snag
- dmframe.zip!
- ...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)
- [x.0] Make any thing explode like a barrel by setting
- #20=378 #2=reasonable, bit#2=Y.
- OPTIONAL: edit bexp?0 graphics to look more generic, set #13=58
- [x.1] For the twitching bodies,
- #20=163,192,221 (to taste) #20=24,42 (to taste)
- NOTE: anyone have an idea how to make the explosion look gorey,
- but still have the explosive damage (without editing graphics) ?
- ...RPM
- [x.2] For thing 21 (Teleport Flash)
- bit#3=Y
- The flash will *not* appear when you teleport. This could make
- for some very convincing illusions!
- ...Tree
- [x.3] Change thing 21's first frame to barrel explosion, and teleport
- squares become land mines!
- #15=378
- If you're playing with -respawn, step carefully around those
- corpses, they could go off at any minute!
- ...Keenan Clay Wilkie
- [x.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 rockets are very inaccurate
- [y.2] Monsters will not move if you give them the player's frame #'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?
- ...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#5,6,7,13,17,20,21,28-31.
-
- [z.2] KNOWNS
- Things which have recently become known, but who's descriptions
- are not yet in the current DeHackEd version (1.2)
- [ They're in 1.3! ... Tree]
- Thing #19=Bullet puffs (when you hit something)
- Thing #20=Blood splats (when you hit something)
- ...me, Keenan Clay Wilkie
- Thing #21=Teleport Flash
- Thing #23=BFG hit
- ...Keenan Clay Wilkie
- #7 "reaction time" lower=quicker higher=slower
- ...John Carmack
- #8 "chance out of 256 a monster will stop attacking when injured"
- ...John Carmack
- #9 "mass" set it to 10 and watch a monster fly when you hit it!
- ...Erling Ellingsen
- bit#3 Full invisibility even with iddt
- ...too many to list
- bit#11 Ability to pick stuff up.
- ...John Carmack
- bit#19 determines whether or not a thing "puffs" or "bleeds"
- when hit.
- ...Erling Ellingson
- bit#25 Does not show up in deathmatch
- ...John Carmack
- bit#26,27 form 2 bit number for 4 different player colors
- ...Matt Fell, RPM
-
- [z.3] OUTRO
- If you've got a good idea, e-mail it to me. But please
- post it on a.g.d, 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 a.g.d, 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.
-
- I will put all the ideas here in a dehacked patch file, however
- I'm not going to do this until dehacked v1.3 is released since
- you can save frame table info in a v1.3 patch, which is needed
- for some of the ideas here (the ones with a line of '*'s) I think
- by the time v1.3 comes out I'll put this text and the patch in a
- zip on infant2 and call it 1.0. Should I bother putting in ideas
- that are already in patch files available ???
-
- Any comments about this should be directed to me (dlottero@bu.edu).
- 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
-