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-
- Lummox JR's DeHackEd Grab Bag
-
- The definitive DHE Web site.
- Revision 1.3, 9/1/95, by Lee Gaiteri
-
- (See the Official DeHackEd Home Page for more technical info on DHE.)
-
- This page is full of special effects for DOOM 1.666 that can be created with
- DeHackEd by Greg Lewis (gregl@g.imap.itd.umich.edu). Most of these were tested
- in DHE 2.2 and 2.3, but should work with some earlier versions (as well as
- later ones). I don't know whether they will all work with DOOM II, as they
- haven't been tested there (some certainly won't, as they replace DOOM II things
- to add extras to the game). I also have no idea whether they will all work with
- other versions such as DOOM 1.9 and Ultimate DOOM 1.9 (the original 3 episodes
- plus the new 4th episode, "Thy Flesh Consumed"). Anyway, 1.666 is the most
- popular version, so I'll stick with that. You can translate most of the patches
- from there if you have to, because I've included information about the origins
- of the thing/frame/weapon/text numbers I use.
-
- I worked through all of these myself, although many were based on others' ideas
- and patches, and most of those were altered and refined. Wherever possible, I
- have acknowledged the original authors.
-
- The effects are arranged in sections, which should make
- finding the right one easier. I've also marked a few of my
- favorite patches with this icon: Favorite Patch:
-
- Please note that not every DHE patch is listed here; some I thought of, but
- weren't worth the extra space. Others I have not seen. This page should
- hopefully give you ideas as to what patches you can create yourself, and how to
- create them.
-
- Thanks to Jens Hykkelbjerg for continually posting this with his DOOM Editing
- Pages, to Greg Lewis for writing DHE in the first place (as well as for
- providing some help with hacking), and to Dan Lottero for authoring the
- original Fun With DeHackEd text file, on which some (but not all) of these
- patches are based. I could further thank the other patch authors and those who
- contributed to DHE, but I think you all get the point.
-
- More information about DeHackEd is available on the Official DeHackEd Home
- Page, now under construction, written by Greg Lewis himself. Currently, you'll
- find full information on DHE 3.0 there (also see my "sneak preview" below).
-
- This page is about as close to dynamic as you can get without server-side
- includes, so keep watching.
-
-
- DISCLAIMER
-
- This section is just a legal precaution against the frivolous lawsuits of the
- modern era.
-
- Your system may sometimes crash as a result of running a defective patch, or
- running one with an improper system configuration. The patches on this page
- have been thoroughly tested, although running DOOM from within DeHackEd is not
- recommended. Remember, changing data in an executable file is risky if you
- don't know exactly what you're doing; that risk is yours alone. If your system
- does crash for any reason, it is not the fault of me, Greg Lewis, id Software,
- or anyone else connected with DOOM or DeHackEd in any way, and none of us,
- individually or otherwise, can be held responsible for any damages resulting
- from it.
-
- No damages are expected, of course. Most patches don't cause crashes, and DOOM
- is usually doing no disk access when they do (certainly not write operations,
- where the real danger is). I've had plenty of DOOM crashes from altering the
- file (with and without DeHackEd), and never once has anything other than an
- annoying lock-up (which can be fixed by pressing the RESET button) or a
- premature exit to DOS (which is totally harmless) happened as a result.
-
-
- Contents
-
- 1. NEWS FROM THE FRONT
- 2. Basic patches
- 3. Fun with fireballs
- 4. Bullets and blood
- 5. Teleporter effects
- 6. Morphing!
- 7. Bad guy be mean go BOOM!
- 8. Really spooky stuff
- 9. The easy way
- 10. The hard way
- 11. The dream arsenal
- 12. Wishes come true
- 13. Why can't I...
- 14. What I can't tell you
-
- A note about links: I have tried to use actual home pages instead of e-mail
- addresses wherever possible (unless the link is supposed to be used for mail).
-
-
-
- 1. NEWS FROM THE FRONT
- ======================
-
- Keep watching this section for the latest DeHackEd developments and additions
- to this page.
-
- New code pointers page
-
- It's under construction, but try it anyway. I've got a list going of some
- common code pointers.
-
- Feature film rumor
-
- After seeing the novelizations of DOOM, I thought "What next?" The thought of a
- movie had been haunting me the whole week anyway, but this pushed it over the
- top into the realm of possibility. So I mentioned this to Scott Smith (of DOOM
- Pages fame), and he said he'd heard a movie was already in the works.
-
- If anyone can confirm this, write me about it. The more details, the
- better.
-
- And scary thought of the year award goes to: Me. Think about this: When the
- movie comes out, what will follow in its wake? Toys! Action figures! Imagine,
- the game too violent for kids to play becomes a playground word. And not only
- is there violence, but you get the added bonus of Hollywood mismanagement
- overplaying the more occult sub-themes!
-
- (Pleasant dreams.)
-
- DHE 3.0 is here!
-
- Don't ask any more questions, just download it. You won't be disappointed. It
- should be available now on the Official DeHackEd Home Page.
-
- I'd write more, but the page will tell you all about it. And there's no doubt a
- link back here from there, so you can try out some patches with the new
- version.
-
- There was a minor bug during the early release, but it's been fixed (though
- there may have been a new bug created for Doom II in fixing it). I don't know
- how far the distribution went, so if you have a problem with 6 of the new misc.
- codes using DHE with DOOM 1.666, then by all means get the new new version. (If
- you're having problems with Doom II now, get the new new new version, which
- should be out soon.)
-
- Code pointers hacked
-
- Pardon me if I sound self-important here. But you have to admit that it took
- brilliance (and a little background info).
-
- Greg Lewis wrote me with some information, and told me that the code pointers
- in the frame data are merely used as place holders; it does matter whether they
- are zero or nonzero, though. He said the actual code pointers are located in a
- group earlier in the EXE file. If you were to use a hex editor and search for
- them yourself, you would find them there as well as with the frame data.
-
- I have hacked them. I now know how they are stored and how they are related,
- even if a formula for finding their exact locations in the file remains
- impossible.
-
- The purpose of the frame data code pointers does indeed seem to be for place
- holding. The EXE, when running, probably copies the real pointers into the
- frame data for easy access later. Why it doesn't just keep them there to begin
- with is a complete mystery to me.
-
- Occupational changes
-
- Greg Lewis has named me the official DHE opinion man. I have been beta testing
- DHE 3.0 (it was 2.5, but enough has changed to warrant a new major version
- number), and hopefully it will soon be uploaded to popular sites everywhere.
-
- And now I am also maintaining the PWAD Workshop in Scott's Doom Pages. A great
- DOOM II DeathMatch site, Scott's pages (which have an artistic quality that
- will probably seem all too familiar...) also include links to other great
- sites, as well as some helpful utilities, some of which can be found in the
- PWAD Workshop. Scott's also trying out another style of the same page; I think
- the title pic is a little too stylish, but that will change eventually if a
- suitable font can be found.
-
-
- 2. Basic patches
- ================
-
- Here are just a few good patches that are good to combine with others.
-
- Better cheat codes
-
- Cheat codes window (F4, misc.):
-
- * Degreelessness "god" mode: qq (was iddqd)
- * Ammo: ww (was idfa)
- * No clipping 1 (use No Clipping 2 for Doom II): ee (was idspispopd)
- * Light-amp visor: rr (was idbeholdl)
- * Map: t (was iddt) (pressed twice, like the others, it will show the
- complete map and all objects)
-
- These are my favorite five cheat codes. I hate having to go through the
- rigamarole of typing in a long string like idspispopd whenever I want to try a
- simple cheat. The new codes are just a single keystroke repeated three times
- (or, to be technical, repeated twice), and the keys are all located near each
- other for easy access.
-
- Monsters fight each other
-
- Misc. codes:
-
- * Monsters Infight: On (was off)
-
- This patch, unavailable before DHE 3.0, changes monster behavior so that like
- monsters attack each other. In other words, if an imp shoots another imp, that
- other imp will actually shoot back. This is one heck of a patch.
-
- Way too much health and armor
-
- Misc. codes:
-
- * Initial Health: 500 (was 100)
- * Max Health: 500 (was 200)
- * Max Armor: 500 (was 200)
- * Max Soulsphere: 500 (was 200)
- * God Mode Health: 500 (was 100)
- * idfa Armor: 500 (was 200)
- * idkfa Armor: 500 (was 200)
-
- Yipe. One or two good bonuses and the level's yours.
-
- BFG 9000 uses 1 round of ammo
-
- Misc. codes:
-
- * BFG Cell/Shot: 1 (was 40)
-
- This is the killer patch. Enjoy.
-
- Super weapons
-
- I don't need to show you this patch. I got it first with DHE 2.2, then a later
- version with DHE 3.0, so it should be floating around somewhere. This patch
- basically gives all weapons an outrageous amount of ammo and makes them all
- ultra-fast by changing frame durations to 0 or 1 (or skipping some frames
- altogether). I just thought I'd include it in this section because it's one of
- those patches everyone should be familiar with.
-
- Monsters fly backwards when shot
-
- Any/all monsters:
-
- * Mass: 1
-
- This one can be amusing. It can also be helpful if you're trying to push a
- monster off a ledge but can't (to test a WAD, for instance).
-
-
-
- 3. Fun with fireballs
- =====================
-
- All of these effects involve thing #32, the imp fireball. They are fired
- automatically when an imp attacks from far away (frame sequence starting at
- 452- if the imp is close, it will scratch you with the same frame sequence).
- Other monsters' projectiles (except bullets, of course, which are not actual
- objects) can be altered in the same way.
-
- Imp fireballs stick in place after they hit their target
-
- Thing 32 (imp fireball):
-
- * Death frame: 97 (was 99)
-
- This patch is totally useless, but interesting.
-
- Imp fireballs are nearly invisible
-
- Thing 32:
-
- * Bit 18: On (was off)
-
- Because the fireballs move so fast, they're very difficult to see when they're
- partially invisible. This adds a bit of difficulty to the game.
-
- Imp fireballs explode
-
- Thing 32:
-
- * Death frame: 127 (was 99)
-
- This one is fun, if you want to make imps more dangerous than they already are.
-
- Imps fire rockets
-
- Thing 32:
-
- * First normal frame: 114 (was 97)
- * Death frame: 127 (was 99)
- * Speed: 20 (was 10)
- * Width: 11 (was 6)
- * missile damage: 20 (was 3)
- * Alert sound: 14 (was 16)
- * Death sound: 82 (was 17)
-
- DHE Tip: To create this patch faster, use DHE's copy command (the C key) to
- copy the rocket (thing #34) to the fireball (thing #32).
-
- This is very challenging. Imps will be almost as dangerous as the cyberdemon,
- but easier to kill. But, on the bright side, they can kill each other
- accidentally. (The same goes for the patches just before and after this one.)
-
- Alternate "imps fire rockets" patch
-
- Frame 454 (last frame in imp attack):
-
- * Code pointer: Frame 685 (cyberdemon attack) (was frame 454)
-
- Remember, you need to edit code pointer from the code pointer window (F8) in
- DHE 3.0. Changing the one in the frame data will not work.
-
- Favorite Patch: Imps throw barrels
-
- Thing 32:
-
- * First normal frame: 806 (was 97)
- * Death frame: 808 (was 99)
- * Width: 10 (was 6)
- * Height: 42 (was 8)
- * Death sound: 82 (was 17)
-
- I also like the rockets patch, but this one seems to fit in with the imps'
- general flavor of ickiness (picture them in a sewer and you'll get the idea).
-
- Infinite imps
-
- Thing 32:
-
- * First normal frame: 442 (was 97)
- * First moving frame: 452 (was 0)
-
- Frame 454:
-
- * Next frame: 452 (was 444)
-
- Well, not quite infinite. Eventually, you'll have so many pseudo-imps after you
- that the game will slow down and it might crash. This patch is good only as an
- example of what DHE can do when pushed to the limit.
-
-
-
- 4. Bullets and blood
- ====================
-
- All of these effects deal with either the bullet puff (thing #38), the blood
- spurt (thing #39), or their respective frame sequences.
-
- Blood spurts leave pools of blood on floor
-
- Frame 92 (last frame in blood spurt):
-
- * Next frame: 895 (was 0)
-
- The original patch by Eric Fisher replaces frame 92's next frame with frame 92
- (itself). This, however, looks artificial, like little red flowers on the
- ground. The blood spurt is really meant to look 3D. Frame 895, on the other
- hand, is used for the pool of blood, and it works very nicely for lot of choice
- gore.
-
- Blood glows in the dark
-
- Frames 90-92 (blood spurt) and 895 (pool of blood):
-
- * Bright sprite: On (was off)
-
- This one is really eerie. It could easily go in the spooky stuff section, but
- it works here. Also try it in combination with the above patch.
-
- Barrels of blood
-
- Thing 31 (barrel):
-
- * Bit 19: Off (was on)
- * Bits 26 and 27: On (were off)
-
- This one (by RPM) comes straight from the Fun With DeHackEd file. If you've
- never played around with the color bits (26 & 27), this is pretty cool. Turning
- off bit 19 (puffs vs. bleeds) makes the barrel ooze blood, and turning on bits
- 26 and 27 makes the green stuff in the barrel red. You can also make the toxic
- waste in the barrel gray (just bit 26) or brown (just bit 27). This patch is
- especially fun when combined with the blood spurts patch above, which will make
- it look like the barrels are spilling loads of blood every time you shoot them.
- A real crowd pleaser.
-
- Getting hurt is dangerous
-
- Frame 92:
-
- * Next frame: 127 (was 0)
-
- Frame 127 is the rocket explosion, and has much the same effect. Of course, it
- doesn't make an exploding noise, but it does some nasty damage. This patch
- makes the handgun a deadly weapon- just fire into a group of baddies and watch
- the guts fly. This is also fun because you can hear them scream in pain just
- before the end comes. Only thing is, I don't know if this has any effect on the
- cyberdemon or the spider boss. Probably some.
-
- You can also do this with the bullet puff (its last frame is 96), causing
- barrels to explode on the first hit (or even a near miss). This will make the
- handgun, shotgun (R,R,R!), and chaingun extremely dangerous- even to you.
-
- Favorite Patch: Or, you can combine the two for even more fun. Just change
- the next frames of frames #92 and #96 to 127. If you really
- want to live on the edge, don't play in god mode, and see how far you can get.
- Watch out, though, those troopers and sergeants are nasty (as is the spider
- boss!).
-
-
-
- 5. Teleporter effects
-
- These all involve the teleport flash (thing 40) and its respective frames
- (130-141).
-
- Favorite Patch: Teleporting is dangerous
-
- Frame 141:
-
- * Next frame: 127 (was 0)
-
- This patch is based on an idea by Keenan Clay Wilkie, who changed thing #40's
- first normal frame to 808. I tried changing the first normal frame to 127,
- which is artistically better, but does not work. My best solution was to work
- on the teleport frames themselves. I like the result.
-
- After the teleport flash, a silent explosion will occur. Watch your enemies
- come through unawares and get blown to bits! Imps can sometimes move out of the
- way quickly, and catch only a little damage from the explosion. You, however,
- can run out of the way before it hits. And whatever you do, beware of
- respawning monsters. They won't last long, but neither will you if you stand
- too close!
-
- Teleport invisible and silent
-
- Thing 40:
-
- * Bit 3: On (was off)
-
- Frame 130:
-
- * Next frame: 0 (was 131)
- * Duration: 1 (was 6)
-
- Turning on bit 3 makes the flash invisible (the idea first came from Night
- Child), although it matters very little in this particular patch. You may just
- want to leave it off. Cutting the animation short, however, will also cut short
- the sound, making it possible (in some cases) to believe you haven't teleported
- at all. Enemies can enter from another teleporter soundlessly, and sneak up
- behind. This would be great fun in a DeathMatch game.
-
- Cooler teleporter
-
- Thing 40:
-
- * First normal frame: 117 (BFG shot frame) (was 130)
-
- This makes the teleport flash look more like a TV turning off. Very cool.
-
- Blue teleport flash
-
- Thing 40:
-
- * First normal frame: 142 (item respawn frame) (was 130)
-
- It's short and small, but it looks good.
-
-
-
- 6. Morphing!
- ============
-
- If you've wanted to see an inanimate object turn into a nightmare, or
- vice-versa, this is your chance.
-
- Okay, so it's not really morphing on a graphics level. It's still cool.
-
- Barrel becomes an imp
-
- Thing 31 (barrel):
-
- * Hit points: 60 (was 20)
- * Speed: 8 (was 0)
- * Width: 20 (was 10)
- * Height: 56 (was 42)
- * Pain chance: 200 (was 0)
- * Pain sound: 27 (was 0)
- * Death sound: 62 (was 82, barrel explosion- leave if you want the imp to
- turn back into an exploding barrel when it dies)
- * Action sound: 76 (was 0)
- * First injured frame: 455 (was 0)
- * Close/far attack frames: 452 (were 0)
- * Death frame: (change to 457, or leave at 808 for barrel explosion)
- * Exploding frame: (change to 462 for imp exploding, or leave at 0 for
- regular barrel explosion)
- * Bit 19: Off (was on)
- * Bit 22: On (was off)
-
- This one's a favorite among DHE fans. Just shoot the barrel, and run away
- before it gets a chance to shoot back!
-
- Turning off bit 19 (puffs vs. bleeds) makes the imp bleed (as it should).
- Turning on bit 22 (counts for kill %) allows respawning, plus it forces you to
- destroy all barrels if you want a 100% kill rating.
-
- I've left it up to you whether you want it to turn back into a barrel (and
- explode) when it dies, or if you want it to die like an imp. Both methods are
- shown.
-
- Other monster's stats can be used, too. Feel free to experiment with different
- settings, including bits (try out no clipping and partial invisibility). Just
- find out what thing number the monster you want it to look like has, then copy
- that monster's frames, sounds, or anything else you want.
-
- The most important thing here is to keep the first normal frame the same as it
- always was. Also, the injury and close/far attack frames are the most important
- for morphing. The first moving frame is virtually meaningless here, as the
- object starts out oblivious to your presence, and won't wake up unless it gets
- hurt.
-
- Spider boss attacks
-
- Easy. Just change any monster's attack frame to 615 (the spider boss's). As
- long as you are in its direct line of sight, the monster will pelt you with
- billions of bullets. Once you are out of sight (even for a second), it will
- revert to its first moving frame. (This is an internal behavior of the spider
- boss's attack frames.)
-
- Waking the dead
-
- Yes, morphing can also be done with (already) dead bodies. It's loads of fun.
- Watch while Corporal Corpse comes to life and starts pumping you full of lead.
- Just change the body's injury frame to the corresponding monster's respawn
- frame, change its attack frames, first moving frame (just in case- it is
- sometimes used even after the monster wakes up), and change any other stats,
- including sounds, hit points, width and height, pain chance, bit 2 (obstacle),
- bit 3 (shootable thing), etc. accordingly. But, it only works once, and only
- with bodies that are there when the game starts. You can, however, turn on bit
- 22 to allow respawning.
-
- Just remember, this doesn't work with the player's frames. The only way to do
- this with dead players would be to change the sprite numbers for a given
- monster's frames to those of the player's frames, and to use the modified
- frames.
-
- Humiliating attacks
-
- Basically, you can muck around with attack frames for different monsters,
- making them become inanimate objects when they attack. For example, to make an
- imp turn into a lamp whenever it tries to fire at you...
-
- Thing 12 (imp):
-
- * Far attack frame: 886 (lamp frame) (was 452)
-
- The monster will stay that way until it is shot again, at which point it will
- either die, or run around and maybe get mad and probably try to shoot you again
- (turning it back into an appliance). This one's good just for humor value.
-
-
-
- 7. Bad guy be mean go BOOM!
- ===========================
-
- Just when you thought there was no other way to disgrace your enemies, here it
- is! Watch as your worst enemy blasts himself to bits trying to kill you.
-
- Monsters explode on attack
-
- This one's very simple. Just change a monster's first moving frame (when it
- sees you and "wakes up"), its injury frame, its close/far attack frame(s), or
- its death frame to frame 127 (the rocket exploding), and change the appropriate
- sound, if you like, to 82 (rocket/barrel explosion). This can be done for every
- monster. Just think! If one standing in a group gets hit, and you've changed
- the injury frame, it'll cause a chain reaction. Don't forget to keep a safe
- distance.
-
- Favorite Patch: An example of exploding attack
-
- Thing 12 (imp):
-
- * Far attack frame: 127 (was 452)
-
- I like changing the first moving and far attack frames the best. That
- way, either they blow up as soon as they notice you, or if they look at
- you wrong. Just try the far attack variation (shown above) on the imps and test
- it in DOOM episode 1, mission 1. One of the imps on the ledge will just look,
- and be ready to fire, when suddenly he explodes, and his companion is blown
- screaming clean off the ledge, falling into the acid or onto the walkway (it's
- really cool).
-
- Kamikaze Imp
-
- Thing 12 (imp):
-
- * Speed: 40 (or something else high- was 8)
- * Close attack frame: 127 (was 452)
- * Far attack frame: 0 (was 452)
-
- I can't take the credit for this one; I read it in Hank Leukart's The Doom
- Hacker's Guide. However, this is a variation. In the book, the close attack
- frame was changed to 808 (the barrel explosion)- a rather sloppy way of doing
- it. Also, the imp's speed in the book was 50, but that made it fast enough to
- run through walls at times and not be able to get back inside. The far attack
- frame is changed to 0 so that the imp can't fire at you. It has to run toward
- you as fast as it can, in that zigzag pattern they like to use, and explode
- right next to you (or another monster, if it's been attacked). This, of course,
- can be done with other monsters.
-
- Attack frames
-
- Another possibility is messing with frames. Check out a given monster's close
- or far attack frame, and look it up on the frame table. Follow it down frame by
- frame until you see an entry in which the next frame will go back to that
- monster's first moving frame (sounds like gibberish, but it's really easy).
- Take the imp, for example. Look up frame 452 and follow it down until you see
- "Next frame: 444". Now, change that last next frame entry, in this case 444, to
- 127. This way, they attack and then die. This is great with the demons- they
- bite you, and then fall back dead (if you're not careful, you'll go with
- them!). Cruel punishment for an ill-deserved attack- but it makes their attack
- more effective, too, if they're close by.
-
- An example of exploding after attack
-
- Frame 487 (last frame in demon attack):
-
- * Next frame: 127 (was 477)
-
-
-
- 8. Really spooky stuff
- ======================
-
- You've already read the signpost up ahead, but it's too late to turn back now.
- If you thought DOOM was as creepy as it could get, then you haven't seen any of
- these babies in action.
-
- Troopers' ghosts
-
- Thing 64 (ammo clip):
-
- * Copy all stats from the trooper, including speed (8), height (56), pain
- chance (200), frames (174, 176, 187, 0, 184, 189, 194, 203), and sounds
- (36, 1, 27, 59, 75).
- * Leave hit points at 1000 or some other high level.
- * Bit 0: Off (was on)
- * Bits 2, 12, and 18: On (were off)
- * Optional- Bits 9, 14: On (were off)
- * Optional- Bit 22: On (was off)
-
- This patch will make a ghost appear after you kill a trooper. They're really
- nasty, too. This one was not entirely my idea- I saw it described somewhere but
- didn't download it. Knowing what effect I wanted to recreate, I tried various
- ways of making it myself.
-
- Bit 12 is no clipping, bit 18 is partial invisibility. Yes, they walk through
- walls and they're hard to see. Bit 0 (gettable thing) should be turned off (or
- else the game will crash), and other bits like 2 (shootable thing) and 22
- (counts for kill %) make it a real enemy, capable of being hurt and even
- (optionally) respawning.
-
- The optional settings for bits 9 (no gravity) and 14 (floating) will allow the
- ghosts to fly. This is redundant, of course, as ghosts can walk right up a
- cliff to wherever you are, but seeing flying ghosts can be much scarier than
- ones that only walk.
-
- If bit 22 (counts for kill %) is set, the ghosts can respawn. (No, they won't
- just disappear, even if the clip they came from didn't start on the map.) This
- means that eventually the whole level could become crowded with respawned
- ghosts. They will respawn off-screen (I think they always respawn to the same
- spot, somewhere on the "northernmost" edge of the map grid). If you want to
- avoid this, leave bit 22 off. In addition, you could end up with a kill rating
- over 100% if you leave this bit on. (This is because the number of possible
- kills is calculated at the beginning of the level, and the ghosts get added
- afterward.)
-
- There is a drawback (or side effect, depending on your perspective) to this
- patch: Regular ammo clips will also be these bad guys, and they will start the
- level this way. There is a way around this side effect, as shown below.
-
- Also, this can be done with sergeants, by changing the shotgun instead of the
- ammo clip. However, that makes it impossible to pick up a shotgun without using
- the cheat codes unless you use the variation described below.
-
- To get around the side effect of having no ammo clips placed in the level at
- the beginning, take any object that does not appear (such as a DOOM II object
- for the DOOM I EXE file- like the megasphere or archvile) and change it to be
- like the ammo clip.
-
- No side effect sub-patch for troopers' ghosts
-
- Thing 64 (ammo clip):
-
- * Thing ID: -1 (was 2007)
-
- Thing 4 (archvile) or good substitute not used in game:
-
- * Thing ID: 2007
- * Speed: 0
- * Width: 20
- * Height: 16
- * Pain chance: 0
- * Mass: 100
- * Bits: 1 (turns bit 0 on, others off)
- * First normal frame: 870
- * All other frames: 0
- * All sounds: 0
-
- DHE Tip: To create this patch faster, use DHE's copy command (the C key) to
- copy the ammo clip to the archvile, then the trooper to the ammo
- clip. Changes can be made from there.
-
- This replacement object has been given the ammo clip's default first normal
- frame (870) and thing ID (2007), as well as other stats like speed (0), width
- (20), height (16), pain chance (0), etc. (and all sounds changed to 0), then
- its bit 0 (gettable thing) was turned on, and all the other bits were turned
- off. The ammo clip's thing ID should be set to -1 so it does not appear in the
- level. When going through the thing list, the game will find the new ammo clip
- object instead, and will place that in the game instead. This does not undo the
- ghost effect, though, because ammo clips that are put into the game by dying
- troopers are put in as thing #64, regardless of its thing ID. This sub-patch
- will work because gettable things are taken based on what sprite they are
- displaying, not what thing number or ID they have. A patch like this could be
- used to make this work for sergeants as well, by making another object
- substitute for the shotgun.
-
- Sneaky imps
-
- Thing 12 (imp):
-
- * Bit 3: On (was off)
- * All sounds: 0
- * Optional- Close attack frame: 0 (was 452)
-
- This is the easiest way; there are others. Basically, turning on bit 3 makes
- the imp totally invisible, and turning off the sounds will make it impossible
- for you to know he's there unless he attacks (in which case you'll hear a
- scraping sound that can't be changed here, or a fireball being thrown). Just
- imagine a monster wandering around completely undetectable that fires balls of
- flame at you without warning.
-
- This can also be done with other monsters (although the imp's fireballs make it
- really fun), and you can even use items with all of the imp's frames and stats
- copied over to have extra monsters.
-
- An army of marines
-
- Original patch (by Matt Fell) or something really close to it
-
- Frames 174-240, 442-501:
-
- * Sprite #: 28 (player's)
-
- Things 3 (sergeant) and 13 (demon):
-
- * Bit 26 (gray/red): On
-
- Things 12 (imp) and 13 (demon):
-
- * Bit 27 (brown/red): On
-
- An alternative patch
-
- Frames 174-206:
-
- * Sprite #: 28 (player's)
-
- Frame 194:
-
- * Next frame: 203
-
- Frame 195:
-
- * Next frame: 194
-
- Things 2 (trooper), 3 (sergeant), 12 (imp), and 13 (demon):
-
- * First normal frame: 174
- * First moving frame: 176
- * First injury frame: 187
- * Close attack frame: 0
- * Far attack frame: 184
- * Death frame: 189
- * Exploding frame: 196
- * Respawn frame: 195
- * Alert sound: 36
- * Attack sound: 1
- * Pain sound: 27
- * Death sound: 59 (or 57- player screaming)
- * Action sound: 75
-
- Things 3 (sergeant) and 13 (demon):
-
- * Bit 26 (gray/red): On
-
- Things 12 (imp) and 13 (demon):
-
- * Bit 27 (brown/red): On
-
- DHE Tip: To create this (my) patch faster, use DHE's copy command (the C
- key) to copy the trooper to the other monsters, but retain their
- original thing ID's, hit points, speeds, and pain chances.
-
- In these patches, troopers, sergeants, imps, and demons all look like you!
- Troopers are green, sergeants gray, imps brown, and demons red. In my version
- of the patch, a lot of things are improved by changing some elements within the
- frames (not all sub-sprite numbers correspond exactly between monsters), and
- giving all monsters the same frames makes it a lot easier. Of course, they all
- attack with handguns now, but you take what you get. In the original patch,
- behavior is not changed but appearance is. There are a few inconsistencies in
- the sprite animations (an injured demon, for example, looks like it's dying,
- and an attacking demon looks like it gets injured), but those can be cleaned up
- manually.
-
- This has got to be fun in DeathMatch. Imagine not being able to tell a monster
- from another player! Or in cooperative mode; just think of the possibilities.
-
- Hidden gunmen
-
- Thing 82 (short lamp) or any other inanimate object:
-
- * First normal frame: 174 (trooper's)
- * First moving frame: 176 (trooper's)
- * Far attack frame: 184 (trooper's)
- * Bit 3 (total invisibility): On
- * Optional- Bit 1 (obstacle): Off
-
- This patch will turn anything you want into an invincible enemy. You'll have to
- run fast around those corners with lamps (or whatever you use), and don't hang
- around. The attack frame you choose makes the thing as deadly as you like.
- (454, the imp's last attack frame, is also a good choice.) The object will
- usually make a sound when it attacks, though.
-
- Monsters play dead
-
- To do this, just change any monster's first moving frame to match its death
- frame, and its alert sound to match its death sound. The instant the monster
- sees you, it'll feign death; but once hurt, it will attack with a vengeance.
- Because it must be shot to wake up, you may want to increase the monster's hit
- points.
-
- An example
-
- Thing 12 (imp):
-
- * First moving frame: 457 (was 444)
- * Alert sound: 62 (was 39)
- * Optional- Hit points: 100 (was 60)
-
- This patch is something like the "waking the dead" patch, but it offers an
- illusion that monsters may have been killed by you or some other agency (walk
- into a crowded room and start blasting, and you'll have a hard time figuring
- out who was really killed). And on top of that, it's a great practical joke to
- try out on a friend. Just have him load the patch, but don't tell him what it
- does. "Oh, the monsters just die when they see you? That's too easy!" Just
- think of the fun you could have watching his reaction when they wake up!
-
- A better "play dead" patch
-
- Thing 12 (imp):
-
- * First moving frame: 470 (respawn frame) (was 444)
- * Optional- Pain sound: 62 (imp's death) (was 27)
-
- Frame 442 (imp's first normal frame):
-
- * Sub-sprite: 12 (dead imp) (was 0)
- * Next frame: 442
- * Duration: 100
-
- Frame 443:
-
- * Sub-sprite: 12 (dead imp) (was 1)
- * Duration: 300
- * Code pointer: Frame 452 (attack sound- used as dummy pointer) (was frame
- 443)
-
- Frame 455 (imp's injury frame):
-
- * Sub-sprite: 8 (was 7)
-
- Frame 456:
-
- * Sub-sprite: 10 (was 7)
- * Next frame: 443 (was 444)
- * Code pointer: Frame 458 (death sound) (was frame 456, injury sound)
-
- In this patch, imps will appear to be dead when you first see them; but they
- will eventually wake up and attack you. If you shoot them, they'll appear to
- die again, only to wake up later (if you haven't finished them off). The only
- giveaways are the pain sound (unless you've changed it) and the speed with
- which the imp drops; The full death sequence plays frames 8-12, but the fake
- one imitated by the two injury frames only has enough room to play two frames.
- Still, if you're busy blasting other bad guys, you probably won't notice.
-
- Candles explode when shot
-
- Thing 100 (candle):
-
- * Hit points: 1 (was 1000)
- * Mass: 5 (was 100)
- * Death frame: 127 (was 0)
- * Bit 2 (shootable thing): On (was off)
-
- The name says it all. Try this patch in DOOM episode 2, mission 1. There are
- candles all over the place there, especially around teleporters.
-
- Infinite lost souls
-
- Frame 589 (first frame in lost soul attack):
-
- * Code pointer: Frame 711 (pain elemental attack) (was frame 589)
-
- Whenever a lost soul attacks you, it will spawn another one. Neat, huh?
-
- This patch is a very good demonstration of infinite recursion, but remember: If
- you get too many of the things, the game will get sluggish. Actually, you'll
- probably never get them to approach any large number, as lost souls will attack
- each other when crowded. (But then, if they attack each other, they'll still be
- spawning more. It's a mess any way you slice it.)
-
- Any monster can respawn others like the archvile
-
- Frames 241-242 (normal frames for archvile) and 266-268 (respawning frames):
-
- * Sprite #: 26 (teleport fog) (was 31)
- * Duration: 6 (was 10)
- * Bright sprite: On (was off for frames 241-242)
-
- Frame 266:
-
- * Sub-sprite: 0 (was 26)
-
- Frame 267:
-
- * Sub-sprite: 1 (was 27)
-
- Frame 268:
-
- * Sub-sprite: 0 (was 28)
- * Next frame: 242 (was 243)
-
- Monster's moving frames (usually 8 of them):
-
- * Code pointer: Frame 243 (archvile movement)
- * NOTE- if the code pointer is different than the most commonly used moving
- pointer (in some monsters, like the cyberdemon, other code pointers are
- used in the moving frames to add sounds and such), do not change it;
- changing it will probably not hurt, but it will alter some sub-behaviors
- of the monster
-
- This patch absolutely requires hijacking the archvile's frames because
- otherwise there would be a few problems (especially running in the original
- DOOM, which doesn't have the right sprites in its WAD). Here's what it does:
-
- 1. The sprite #'s are changed to that of the teleport fog to prevent the game
- from accessing a non-existent sprite, and for a cool effect.
- 2. Frames 266-268, called internally by the code pointer, are changed to a
- kind of animation sequence with the teleport fog effect.
- 3. Control passes to the archvile's normal frames instead of its moving ones.
- The normal frames have the "sleeping" code pointer, which tells the
- monster to wake up and switch to its own moving frames when it sees or
- hears you. If this was not done, the archvile's moving frames would be
- used for every monster using the effect, and they would not change until
- an attack, injury, or death. If for some reason the monster doesn't wake
- up right away, it has a nice teleport fog effect going.
- 4. Changing the code pointers on the monster's moving frames makes it not
- only move around and wait to attack as usual, but it also checks to see if
- it can respawn another monster (in which case, it does so and jumps to
- frame 266).
-
- This doesn't seem to work for demons and spectres, though I have no idea why.
- My only guess is that monster speed could possibly be a factor. If you know,
- send me a comment.
-
- Thanks to Jim Davis for the idea.
-
-
-
- 9. The easy way
- ===============
-
- These patches make playing boring. They're only good for novelty.
-
- Monsters don't wake up until they are in pain
-
- Any/all monsters:
-
- * First moving frame: 0
-
- Like it says, they just won't wake up when they see you. Why not? Because the
- game needs the monsters' first moving frames, and if they're 0, it thinks that
- the monsters can't go into "alert mode". If you set the injury frames or pain
- chances to 0 as well, the monsters won't wake up at all.
-
- No monsters attack you
-
- Thing 1 (player):
-
- * Bit 2: Off (was on)
-
- Turning off the shootable thing bit (2) makes it impossible for monsters to
- hurt you, even if they tried, which they won't.
-
- The effect of this in DeathMatch is unknown, as this particular object
- isn't supposed to appear in DeathMatch at all. Try it and tell me about
- it. If it did work, then no players in DeathMatch could shoot each other, and
- that would be a drag.
-
-
-
- 10. The hard way
- ================
-
- For the masochist in all of us.
-
- Unarmed!
-
- Misc. codes:
-
- * Initial Bullets: 0
-
- Look on the bright side. At least you won't have very long to worry about it.
-
- Relentless imps
-
- Frame 454 (last frame in imp attack):
-
- * Next frame: 452 (was 444)
-
- Optional- Frames 452-454:
-
- * Duration: 1 (were 8, 8, and 6)
-
- This is a most unpleasant patch. Once an imp starts to attack, he won't stop.
- Fireball after fireball, scratch after scratch. This can be done with other
- monsters as well.
-
- Note that the optional duration change will make the imps' attacks extremely
- fast. It is essentially the equivalent of arming them with infinite-range
- infinite-ammo flame throwers.
-
- See no evil, hear no evil
-
- All monsters and monsters' projectiles:
-
- * All sounds: 0
- * Bit 3: On
- * Bit 18: Off (if it was on)
-
- This variation of the sneaky imps patch effectively renders all monsters
- invisible and silent. You won't even see their fireballs coming. This is great
- if you can use cheat codes- you'll need them.
-
- Barrels become land mines
-
- Thing 31 (barrel):
-
- * Width: 1 (was 10)
- * Height: 1 (was 42)
- * Bit 3 (total invisibility): On (was off)
- * Bits 1 (obstacle) and 2 (shootable thing): Off (were on)
- * Attack sound: 82 (explosion) (was 0)
- * First normal frame: 442 (imp's) (was 806)
- * First moving frame: 444 (imp's) (was 0)
- * Close attack frame: 127 or 808 (was 0)
- * Death frame: 0 (was 808)
-
- These invisible mines (think of them as being buried) will go off the second
- you touch them. They will only react to you; monsters are unharmed unless a
- mine goes off near them. It doesn't matter which monster's frames you use for
- its first normal/moving frames, as long as they do belong to a monster (it must
- be "alert"). This effect can be done with other inanimate objects as well, but
- works especially well for the barrels.
-
- If you are unarmored, or have very little armor, and are at 100% health or
- less, stepping on a mine is fatal.
-
- If you have all the barrel locations memorized, this patch can be interesting.
- If not, it can be even more interesting. The mines do not respawn (the barrels
- don't), but they can be made to respawn by setting bit 22 (counts for kill %);
- this will make it impossible to pick up a 100% kill rating, even if you
- detonate every last one.
-
-
-
- 11. The dream arsenal
- =====================
-
- Everyone must have the SUPRWEP6.DEH patch that comes with DHE 2.2, so I won't
- bother with it here (if you don't have it, get it- it makes all weapons really
- fast and gives you practically unlimited ammo). This section is for those
- weapons you've always wished for, but couldn't find; and for weapons you wished
- your enemies could have. Well, your problems are over. Count yer ammo, boys,
- we're goin' in!
-
- Rockets become hand grenades
-
- Thing 34 (rocket in flight):
-
- * Bit 9: Off (was on)
- * Speed: 40 (was 20)
- * First normal frame: Change to frame of something harmless-looking. But be
- sure that the grenade doesn't disappear as soon as it's launched (which it
- will, if you use the wrong frame- some have next frame set to 0 and
- duration of -1, which doesn't work). A health potion, armor helmet, or
- something small with animation that goes back and forth should be fine.
- Frame 822 (armor helmet) looks good.
-
- Text:
-
- * Offset 13664: "You got the grenade launcher!" (was "You got the rocket
- launcher!")
-
- This is best used, obviously, from a cliff or some high place, or when shooting
- at monsters above you. It has limited range, which is sometimes a nice feature.
- As soon as it hits the ground or some other target, it will explode. This is
- very useful when you're trying to hit monsters just around a corner, where
- otherwise a rocket would go on past them.
-
- Plasma gun becomes grenade launcher
-
- Thing 35 (plasma bullet):
-
- * Bit 9: Off (was on)
- * Speed: 40 (was 25)
- * missile damage: 10 (was 5)
- * Alert sound: 14 (was 8)
- * Death sound: 82 (was 17)
- * First normal frame: 816 (health potion), 822 (armor helmet), or something
- with similar animation (was 107)
- * Death frame: 127 (was 109)
-
- Weapon 6 (plasma gun)
-
- * Firing frame: 0 (was 79)
-
- Frame 77 (plasma gun shooting frame)
-
- * Duration: 15 (was 3)
-
- Text:
-
- * Offset 13696: "Got grenade launcher!" (was "You got the plasma gun!")
-
- Changing the plasma gun to a grenade launcher will give you rockets and
- grenades (insert evil laugh here). The change to the weapon itself is to
- eliminate the blue glare from firing plasma bullets. Changing the duration of
- frame 77 makes it take longer to fire the rounds.
-
- Favorite Patch: Plasma gun becomes flame thrower
-
- Thing 35 (plasma bullet):
-
- * Alert sound: 16 (was 8)
- * Death sound: 16 (was 17)
- * First normal frame: 99 (or 359 for brighter flames) (was 107)
- * Optional- Death frame: 127 (was 109)
-
- Frame 77 (plasma gun shooting frame):
-
- * Duration: 1 (was 3)
-
- Weapon 6 (plasma gun):
-
- * Max init. ammo: 1000 (was 300)
- * Ammo per item: 100 (was 20)
- * Firing frame: 0 (was 79)
-
- Text:
-
- * Offset 13696: "Got the flame thrower!" (was "You got the plasma gun!")
-
- This is based on a patch by Night Child that was created for DOOM 1.2. This
- version of mine is for v1.666, and it has several improvements. For one, it has
- longer range. Also, the sounds used in the older patch weren't as good (he used
- sound 22, made when floors and ceilings move- the new sound is the one made
- when an imp fires a fireball).
-
- The flame thrower, like a real one, has limited range, is hard to see around,
- and uses a lot of ammo. Also, if you get too close to a hit (my idea- notice
- that the death frame is now the rocket explosion's), the flames will burn you.
- Not good for use in close quarters.
-
- If you don't want the explosions (you don't need them), use frame 99 as the
- plasma bullet's death frame instead of 127. It will still hit with the strength
- of a plasma bullet. Enough of these "flames" will hit to make a big dent in
- your opposition. However, you may still want to increase its missile damage
- from 5 to 10 or more. The explosion will make mincemeat out of most enemies too
- quickly, but it will still be very dangerous without.
-
- To alter the range, you can use frames 100 or 101 as an alternate for the
- modified plasma bullet's first moving frame (100 is shorter range, 101 is very
- short), or you can change the durations of frames 99, 100, and/or 101. Or,
- alternatively, you could change the speed of the plasma bullet. Increasing
- frame duration will increase range (it will look best if frame 99's duration is
- increased the most); increasing bullet speed will also increase range. I
- recommend changing frame durations, with 99 having the longest duration, 101
- the shortest (this will modify the imps' fireballs as well, but not in any
- important way).
-
- Troopers fire chainguns
-
- Thing 2 (trooper):
-
- * Far attack frame: 186 (was 184)
-
- Frame 184 (1st trooper attack frame):
-
- * Duration: 0 (was 10)
- * Code pointer: Frame 618 (end of spider boss attack) (was frame 184)
-
- Frame 185:
-
- * Duration: 4 (was 8)
- * Next frame: 184 (was 186)
-
- Frame 186:
-
- * Next frame: 184 (was 176)
-
- This patch is great if you've been wanting a little more challenge. The code
- pointer change allows troopers to stop firing if you leave their line of sight.
-
- Sergeants fire rockets
-
- Frame 218 (from sergeant attack):
-
- * Code pointer: Frame 685 (cyberdemon attack) (was frame 218)
-
- This one's simple enough. But they'll still only leave you with a shotgun when
- they die.
-
-
-
- 12. Wishes come true
- ====================
-
- This section is to supplement the Fun With DeHackEd text file that comes with
- DHE 2.2. There is a wish list section which has ideas that are somewhat
- workable, but only with some really bizarre solutions.
-
- "Make any monster shoot fireballs"
-
- This is only possible via DHE 2.4 and older versions if you change the far
- attack frames for that monster to that of another monster that shoots fireballs
- (like an imp- frame 452 is good). But, unless your monster is totally
- invisible, it will look like its counterpart- even after the attack.
-
- It is also possible to create this effect another way, with DeHackEd
- 3.0. You simply change the code pointer of the frame in which the
- actual attack occurs to the code pointer for the attack you want to use. For
- example, the imp's attack frame is 454 (the previous two play the attack
- sound), and the trooper's is 185. To make the trooper shoot fireballs (or
- scratch you), change the code pointer for frame 185 to frame 454.
-
- "Star Trek 'Bird of Prey' effect...a 'cloaked' monster unless it attacks"
-
- This is completely impossible with a single monster. Bit settings can't be
- changed for a monster in-game. However, an effect like this can be simulated
- using a variation of the troopers' ghosts patch. If you were to make the
- trooper (thing #2) invisible (totally or partially) and make him die as soon as
- he attacked (try all death frames=0, far attack frame=127), and changed the
- ammo clip (thing #64) to be just like the trooper in every way except thing ID
- (although it wouldn't give you ammo clips when it died), then you could pull it
- off that way. Changing all the trooper's (the actual trooper, thing #2) sounds
- to 0 would enable him to sneak up on you first.
-
- However, this patch is pretty darn useless. I've tried it. Using frame 127 for
- far attack is the only way I know of to successfully kill the sucker so he can
- be replaced by his visible counterpart, and it will blast other bad guys around
- him to smithereens. Plus, it's not all that visually appealing. If that's what
- you want, you've got it.
-
- And a few wishes of my own...
-
- "Make weapons require resetting (like the shotgun)"
-
- I finally found out how to do this. Apparently there is a code pointer at the
- end of a weapon's shooting frame that allows it to shoot again. In the shotgun
- and fist, the frame with this code pointer (for the shotgun, frame 29) is not
- reached until the end of the sequence.
-
- To make a weapon require resetting, just take some unused frames to use for the
- weapon's shooting frame, and make the last one use that particular code
- pointer. Then go to the original sequence, and once the actual shot frame is
- reached, change its next frame to jump to your new hijacked frames.
-
- Example
-
- Frame 270 (or any unused frame with a code pointer):
-
- * Use "C" key to copy all info from frame 78, including code pointer
-
- Frame 78 (2nd plasma gun shooting frame):
-
- * Next frame: 270 (or whatever you used) (was 1)
- * Code pointer: Frame 77 (was frame 78)
-
- This makes the plasma gun fire two shots and makes it take longer to reset.
- Before, it only had to go through 3 units of time for frame 77 before reaching
- the code pointer in 78 that reset it. Now, it has to go through another 20
- units of time for frame 78, before reaching the code pointer in frame 270.
-
-
-
- 13. Why can't I...
- ==================
-
- The answers to some common questions about what DHE can and can't do.
- Unfortunately, this section is longer than most people would like.
-
- ...Make ammo boxes explode when shot?
-
- This would be a cool patch, true. I even tried to implement it for this file.
- If thing #65's (the ammo box) death frame were changed to 127, its hit points
- to about 20, death sound to 82 (explosion), and bit 2 (shootable thing) turned
- on, it should work, right?
-
- Wrong. Bit 0 (gettable thing) spoils it all. If you are to be able to pick up
- the ammo in the box, this bit must remain on. But, what you get depends on what
- sprite is being displayed. When it's displaying the ammo box sprite, no
- problem. But the sprites for frames 127-129 (the explosion sequence) are not
- gettable. If you walk into the explosion close enough to pick it up, the game
- will consider it an error and exit (or worse, lock up the system).
-
- ...Make imps shoot health potions?
-
- Again, this would have been a nice patch, one that I tried to do myself. But
- alas, the gettable thing bit is not quite to blame this time: Bit 4
- (automatics/can't be hit) is the culprit. It must be turned on for items such
- as fireballs- otherwise the game locks up. This bit will prevent you from
- picking up a fireball, even if its first normal and death frames are changed to
- 816 (health potion) and bit 0 (gettable thing) is set. So, you'll just have to
- change regular inanimate objects into health potions instead.
-
- I should note that it is possible, if you mess around with the things long
- enough, to get some semblance of a patch. I did manage once to do this, though
- I don't remember how, but picking up the potions was not automatic; you had to
- walk into it. Peter Schmidt also suggested to me that this could be done by
- redefining lost souls as health potions, then, for the imp fireballs, use frame
- 711 (the DOOM II pain elemental) that fires lost souls with its code pointer
- (just redefine the sprite number it uses to show something in the DOOM.WAD
- file, change the duration to 0, and the next frame to 0). That gives the same
- result. Both methods are a little too shabby for my taste.
-
- ...Shoot rockets in flight?
-
- "But the Fun With DeHackEd file says..." Forget it. It can't be done. Not
- properly, anyway. If you turn off bit 4 as required, you'll have a major bug
- and the game will crash. Turning off bit 4 is the surest way I know of (now
- that code pointers are relatively stable) to crash the game.
-
- ...Use negative missile damage to make projectiles help you instead of hurt
- you?
-
- Try it. For me, the colors on the screen started cycling like mad, which
- probably indicates that something has gone seriously wrong in the game data.
- Sometimes it works right, other times weird effects happen, like monsters
- flying backwards (this from the Fun With DeHackEd file- no observation of that
- done on my part). It was a nice thought, though.
-
- ...Make anything explode or shoot fireballs or such by changing the code
- pointer on the frame?
-
- In DHE 2.4 and earlier versions, the code pointer in the frame editor has no
- real value. It is used as a dummy for the game. If it is 0, it must stay 0 or
- the game will lock up. If it is nonzero, you can change it to anything but 0
- without effect.
-
- DHE 3.0 allows code pointer editing within limits, by finding the locations of
- the real code pointers and editing those instead.
-
- ...Light up dark sectors with plasma bullets and such?
-
- In the wish list section of the Fun With DeHackEd text file, Evan Bynum asked
- about this. "IDEA: somehow mix lamp's behavior with plasma bullets?"
-
- Sorry, Evan, it can't be done. The lamp has no such behavior. DOOM has
- absolutely no true light sourcing. The most you will see are a few sectors in
- your view lighting up when you fire a weapon. That's it.
-
- Most of the lighting done around lamps, when it's done at all, is done
- artificially with special sectors around the lamp. To see that I'm right about
- the lamps, try out episode 1, mission 3 of DOOM (at easy difficulty). When you
- grab the blue key and the lights go out, you can see that the lamps in the area
- do nothing whatsoever to help you see, although you can still see them. They're
- only there as landmarks, so you can find your way out in the dark. The bright
- sprite entry in their frames is set, so they can be seen in total darkness, but
- they won't illuminate anything.
-
- ...Have things that can be shot at but never die?
-
- You'd need infinite hit points to do that. The closest you can get is to set
- the hit points as high as they can go. The only way for an object never to die
- is to turn off bit 2 (shootable thing), and then you can't shoot at it. It's a
- trade-off.
-
- There is some controversy, though, over what happens when you use multiple
- player-one starts. If anyone has had the definitive word on the subject, I have
- yet to hear it. Mostly it's a lot of blather about nothing, but some vaguely
- state that it's possible to kill a clone of yourself to the point where you
- become invincible, until you pick up more health. Very vampire-like, isn't it?
-
-
-
- 14. What I can't tell you
- =========================
-
- Well, the truth is out. I don't know everything about DeHackEd or DOOM.
-
- There are a few things I'd love to know, such as...
-
- * What other weapons may be possible
- * Nobody else say a boomerang- that one's only remotely possible, and
- it doesn't work too well
- * If there are any other really great patches out there (no FTP sites,
- please; just send me a full description of how it's made and how it works)
- * Why id made the WAD files so big and then crippled them with sprite/flat
- limitations and put some information in the EXE file, requiring DHE to
- exist in the first place (I'm a game programmer, and as such I figure it
- has something to do with speed, but that's a lame argument- it could still
- all be put into a WAD somehow)
- * Why id decided to make redundant code pointers and disallowed use of them
- altogether in certain frames
- * If there are more locations in the EXE file itself that DHE doesn't know
- about that control things like explosion radius and damage, and why those
- explosions don't seem to hurt bigger enemies like the cyberdemon
- * What you think about this page
-
- If you know something I don't, write me. The same goes if you have a
- new idea for some special effect, or if you see something that belongs
- on this page but isn't, or even if you have a question (but please read the
- text files that come with DeHackEd first and see if they can help).
-
- Good or thought-provoking questions are especially welcome. If I get enough,
- maybe I'll put them in a section on this page.
-
- When in doubt, check out the DeHackEd manual and the Fun With
- DeHackEd files that come with DHE. There is information about a lot of things
- and answers to some very common questions, as well as a few ideas, some of
- which made it here, others that didn't. The Fun With DeHackEd file is not quite
- as clear or coherent as this one, but what do you expect from a multiple-author
- open-edit document?
-
- And remember, I didn't write DeHackEd; Greg Lewis did. He's probably as
- interested in your ideas, questions, and suggestions as I am, and maybe he can
- tell you something I can't.
-
-
- Converters note:
- The WWW page contains a lot of pictures and links that don't translate easily
- to ASCII. This was the best I could do given the limited time I have to spend
- on this. Converter: Jens Hykkelbjerg (hykkelbj@daimi.aau.dk)
-
-
- DOOM is a trademark of id Software.
-
- Lee Gaiteri (a.k.a. Lummox JR) / LummoxJR@aol.com
-
-