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- ===========================================================
- THE MAKING OF
-
- Dalias's
- M E G A F L A M E :
-
- The Secrets Revealed...
- ===========================================================
-
- i. General Information
-
- This document is writen as a guide to help those
- interested in making a DeHackEd patch that utilizes some
- of the same features of the DOOM engine as MEGAFLAME. It
- is not a replacement for the manual for DeHackEd, or for
- any other program mentioned. I am revealing these design
- techniques for two primary reasons. One is that I would
- like to be recognized for developing them. The other is
- that I would like to see some other DeHackEd patches
- available that include many of the advanced features of
- DeHackEd/the DOOM engine. Note that this file does NOT
- promote imitating the 'flame' design, or any other theme-
- related aspect of MEGAFLAME.
-
- ii. Contents
- [I] Sprites in PWADs
- [II] Sounds
- [III] Weapons
- [a] Fist, Electricity
- [b] Flaming Pistol, Shotguns, Chaingun
- [c] Rocket Launcher
- [d] Flame Gun
- [e] Fire Bombs
- [IV] Monsters
- [a] Mancubus
- [b] Imp
- [c] Cacodemon
- [V] Extra Graphics
- [a] Title Screen
- [b] Victory Screen
- [c] Status Bar
- [d] Sky
- [VI] Credits
- [VII] Closing
-
- [I] Sprites in PWADs
-
- First, a note on the adding of sprites (thing graphics)
- in PWAD files: IT CAN BE DONE. Although many manuals
- call it impossible, it is very simple with the use of
- DeHackEd. Here are the steps:
- 1. Create graphics. Use any paint program.
- 2. Put the graphics in a PWAD. Use NWT or
- DeuTex. If the DeuTex version is 4.3, add
- a 'dummy' sprite named S_END, In versions
- 3.5 and up, use the -s_end option. Place
- all graphics to be added befor the S_END,
- giving them NEW NAMES (such as PUNGE0 for
- a new frame of the punch). Only change the
- 5th letter, which tells the frame.
- 3. Create a DeHackEd patch. In the frame editor
- (F3), change the sprite 'sub #' to reference
- the new picture. For example, to use a new
- picture named PUNGE0 instead of the first frame
- of the punch (PUNGA0), change the sub # from
- 0 to 4. Note that these numbers start at 0.
- (0=A, 1=B, 2=C, etc.)
- 4. Load the DeHackEd patch along with the WAD file.
- I recommend giving both the same base name. This
- way, DEH.BAT can recognize the WAD file when
- loading the patch.
- 5. Enjoy your new graphics! :)
-
- [II] Sounds
-
- Sound were added pretty normally, except that they had
- to be given different names to prevent DOOM from locking
- up. The names were then referenced in the TEXT section.
-
- [III] Weapons
-
- When editing weapons, first note that an ammo 'type 5' is
- available in DeHackEd. This means unlimited. If any weapon
- other than #1 has type 5, though, using it will 'steal'
- ammo from the shotgun's max ammo. Setting the shotgun to
- type 5 will fix this. Be sure to set the shotgun's initial
- max ammo to -99 first; not doing this makes the chaingun
- 'stop' if it has infinite ammo. Also, if you don't feel
- like doing any of this, just 'merge in' any of my infinite
- ammo patches (infiam??.deh).
-
- [IIIa] The Fist, Electricity
-
- The fist, although not changed much in MEGAFLAME, is very
- useful with berserk. This is because of its high 'firing'
- rate, created by its low shooting frame durations. The
- graphics for the fist's FLAME were added using the technique
- described in section I.
-
- The Electrictiy (chainsaw) was created similarly, using the
- SPRITES technique. The graphics design for the 'bolts'
- was to use the lightest blue for the inside, then put blues
- #3 and #5 around the sides.
-
- [IIIb] Flaming Pistol, Shotguns, Chaingun
-
- The flames were added to the bullet 'puffs' by changing the
- 'next frame' of the bullet puff's last frame to 791,
- connecting it to the demon spawn flame.
-
- The blood was given its small frames by connecting the last
- 'next frame' to #132, part of the teleport flash, which was
- changed to use frame 791 (flame). The teleport flash was then
- used as 'extra space' to add in new graphics as described in
- section I.
-
- [IIIc] Rocket Launcher
-
- The rocket (thing #34), as you may have guessed, had its
- next frame changed to 316, the first frame of the revenant
- fireball. This was to create the 'trail'. Then, the
- duration of frame 316 was changed to 1 and that of #317 to
- 0. This is a sort of strange thing, but it tricks DOOM's
- random number generator, making the flames always appear.
- Frames 316 and 317 were also changed to look like a rocket.
-
- [IIId] Flame Gun
-
- The ever-changing fire that comes out of the flame gun was
- created by giving the plasma ball an initial frame of 281,
- the Arch-Vile fire. The weapon's firing frames were changed
- using the meathod described in section I, as were the
- death (explosion) frames for the plasma ball. Note that,
- because frame 281 eventually leads to 0, the fire gun has a
- limited range. Its range, however, is very high.
-
- [IIIe] Fire Bombs
-
- The fire bombs, the newest weapon in MEGAFLAME, uses
- almost totally new graphics. The weapon itself, the
- BFG, was modified to use the hand's sprite, including #4
- and #6, which are the 'glowing' hand pictures added.
- The BFG projectile was then changed to use a new sprite
- for its 'in air' frames (initial frames). Its exposion
- was also changed to use new pictures, as well as to bypass
- the 'wipe out the screen' frame (#119). This bypass was
- created by changing the next frame of frame 118 to 120
- instead of 119.
-
- [IV] Monsters
-
- The monsters in MEGAFLAME, although somewhat annoying, :)
- are one of the best examples of its 'fairness' and support
- for challenging single-player and cooperative games. The
- primary monster changes are in the Mancubus and the Imp,
- as well as in the Cacodemon.
-
- [IVa] Mancubus
-
- The 'dual plasma' beam of the Mancubus was created by
- changing the next frame of the last frame of the Mancubus
- attack to loop back onto the first frame. The durations
- were then lowered, and the Mancubus fireball had the
- sprite numbers in its frames changed to 20 and 21, for the
- plasma and plasma explode, respectively.
-
- [IVb] Imp
-
- By far the most annoying enemy in MEGAFLAME, the Imp has
- been given the gif of increased speed by lowering the
- durations of its moving frames. The attack frames were
- also made quicker, making the Imp a formidable opponent.
- To make things a bit more fair, the fireball was given
- limited range.
-
- [IVc] Cacodemon
-
- Perhaps one of the strangest monsters in MEGAFLAME is the
- Cacodemon, which never gets a chance to hit you unless
- it's nearby. If it does, however, you're in for major damage.
- This is because the Cacodemon was modified in a way
- similar to the mancubus, but its fire was given limited
- range like the fire gun, using frame 791 (demon spawn fire).
-
- [V] Extra Graphics
-
- Now, I explain the additional graphics in MEGAFLAME, such as
- the title screen, the status bar, etc.
-
- [Va] Title Screen
-
- In addition to the rule that states that no sprite names
- can be replaced in a PWAD, there is another rule stating
- that NO NAMES can be replaced in a PWAD ***BEFORE*** the
- SPRITES section (beginning with SS_START in a PWAD). This
- means that, to replace the title picture, a new name must
- be used. To force the EXE to use this new picture, the
- text section has been modified to contain MFTITPIC instead
- of TITLEPIC.
-
- NOTE: If you really like MEGAFLAME a lot, :) you can put
- a title screen in your level PWADS that is used when MEGAFLAME
- is loaded. To do this, place a graphic named MFTITPIC in
- your WAD file. If you do this, however, please put "MEGAFLAME"
- somewhere on the picture; I am being very nice to tell you
- all of this.
-
- [Vb] Victory Screen
-
- If you beat DOOM II with MEGAFLAME, you will see the MFTITPIC
- graphic in the background. This is merely another change in
- the text section.
-
- [Vc] Status Bar
-
- The new status bar, although not very noticable, has one change.
- The word "SHEL" had been replaced with "BOMB" to indicate the
- new ammunition type. It is put in with the name MFBAR.
-
- [Vd] Sky
-
- The sky in MEGAFLAME, although similar to SKY3, is actually a
- combination of the mountains in SKY3 and the fire from FIREWALL.
- It is included as a normal texture, so textures in level PWADS
- will turn this off if present.
-
- [VI] Credits
-
- I would like to give credit to several important people who
- made MEGAFLAME possible.
-
- Special thanks to...
-
- Greg Lewis, for making it all possible with DeHackEd.
- ID Software, for providing a great engine, and for all the limits. :)
- Matt Fell, for the DOOM Specs.
- Olivier Montanuy, for DEUTEX 3.1, which was used to make MFLAM?.WAD.
- The Revenant, for 'testing' MEGAFLAME. :)
- George Hamlin, for finding the 'steal the keen frames' trick.
-
- [VII] Closing
-
- I hope that, through this document, I have destroyed many
- of the old beliefs about what is and is not possible in
- DOOM. I have discovered many more interesting techniques,
- but they are not included in MEGAFLAME and thus are not
- explained here. Note that this document is current as of
- 5/29/95, and covers MEGAFLAME 9. In future versions, I may
- include a merge-in to bring back the shield, but it was not the
- most valued weapon. Well, I hope you enjoyed the secrets of
- MEGAFLAME. Feel free to write to 71614,3257 if you have any
- questions.
-
- Dalias, 71614,3257
- 71614.3257@COMPUSERVE.COM
-
-