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- The file kp1_0.zip contains a number of 'deh' files for use with
- DEHACKED v1.3 (and DOOM v1.2, of course) which create some interesting
- and informatie changes to doom.exe.
-
- Of course, you should back up doom.exe before implementing any of
- these.
-
- To use, just type
-
- c:\games\doom> dehacked -load ??????.deh
- ^
- |
- |-name goes here, silly!
-
- The files included in kp1_0.zip:
-
- ammo2pos.deh :: Causes troopers to 'reappear' upon death
-
- bal12skl.deh :: Imps fire skulls, with occasionally lethal
- results
-
- blastimp.deh :: Imps on amphetamines.
-
- gun.deh :: Shotgun goes automatic.
-
- infmisl.deh :: Missiles, upon detonation, keep exploding
- forever!
-
- puff2pos.deh :: Watch where you shoot - misses create more
- troopers!
-
- --------------------------------
-
- The following is how I created the changes in each of the above files:
-
- ammo2pos.deh: This was simple. I edited 'thing' number 47(?), the 'ammo'
- thing, and replaced all of its attributes with that of
- the 'spos/trooper' thing. Note that upon killing the
- 2nd trooper, another trooper is NOT produced. Apparently,
- whenever thing number 3(?) is killed, it produces thing 47,
- regardless of what attributes either has. (Even ID number
- has no effect on this!)
-
- bal12skl.deh: This was an attempt to create imps which would shoot skulls
- instead of fireballs. After numerous attempts of editing the 'bal1'
- thing (imp fireball), I discovered a few important things.
- 1) Projectiles (balls, missiles, etc.) must have the
- 'projectile bit' set, or they 'die' as soon as they
- are produced. Also, projectiles with the bit set
- 'die' as soon as they hit another thing or wall.
- 2) Only the projectile 'frames' behave properly when shot
- from an imp. Note that I am referring to the
- frame #; the picture associated with it (columns
- 1 & 2 of the frame table) have no effect. When
- monsters are 'shot' as projectiles, they blink, do
- other wierd things, and cause the game to crash.
- 3) The skull 'attack' frame DOES know how to behave as
- a projectile! (I think it's the SECOND frame in
- the skull attack sequence). So, by setting the
- standard frame of the imp fireball to that of
- the skull attack, the imp can shoot skull. But,
- because of #1, the skull dies when it hits a wall,
- instead of stopping and trying to re-aim.
- 4) If the skull is shot in mid flight, bizzare things happen
- for some wierd reason. The skull goes crazy and
- goes into a continuous and quite lethal attack mode.
- Instant death (unless you have IDDQD on :)
-
- blastimp.deh: This is a simple modification of the frame table. I changed
- the 'duration' column for all of the imp's movement frames to 1.
- As a result, the imp now walks REALLY fast, and gets frequent
- opportunities to shoot as well. I believe I also sped up the imp's
- shooting frames so it can get off more shots than before.
-
- gun.deh: Another simple modification of the frame table. I edited the
- 'next frame' column of the shotgun firing sequence to point
- directly to the actual shooting frame, and edited that frame's
- 'next frame' to the 'resting frame' of the shotgun. I also dropped
- the duration time of these frames to 1. As a result, the shotgun
- now fires at obscene speed by skipping all of those reload frames.
-
- infmisl.deh: For this modification, I changed the 'next frame' for the
- last frame of the missle death sequence to point not to 0 (which
- causes the explosion to dissappear) but to the first frame of
- its death sequence. The missle now never stops 'dying', and so
- it does infinite repeated damage.
-
- puff2pos.deh: This is my most imaginative modification. I editted the frame
- table for the 'bullet puff' frames so that a different picture was
- loaded, and so instead of dying the puff calls the trooper frame
- as the 'next frame'. Also, all of the normal attributes of the
- trooper were copied over to the puff thing. Finnally, I edited
- the bits a little. The 'nonclipping' was neccessary to detatch the
- trooper from the wall, and the 'color' bit was so the puff would look
- more interesting.
-
- I hope you like these modifications!
- Write to me at kp2084@atlas.ccm.edu
-
- An observation: Does the 'code pointer' column of the frame editor actually
- do anything? (column 5) I have edited this repeatedly, both copying the
- values for other frames and inserting random values. Nothing I do seems to
- have any effect. As far as I can tell, while dehacked1.3 saves your changes
- to column 5 in your save file, it does not write these changes to doom.exe
-
- Karl
- (marx)
-
-
-
-
-