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