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