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DeHackEd - old versions: v. 1.0, 1.2, 1.3, 2.0, v2.1, v2.2, v2.3, v2.4, v3.0

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About This File

DeHackEd is a tool, that changes the way, how the DooM executable works, that means, how the game DooM behaves. This package contains all the outdated versions of the tool. The latest version of DeHackEd by Greg Lewis, that is v3.0a, can be found in the /idgames -ftp -archives (see current list of mirrors at the end of this file) here: utils/exe_edit/dhe30a.zip DeHackEd v3.1 is able to work with Final DOOM. That update has been done by John A. Kaczmarski Jr. (74017.3225@compuserve.com or jkacz@en.com). It is avaiable in the /idgames-archives here: utils/exe_edit/dhe31.zip Although the newer versions have good downwards compatibility to older deh-patches, there are still sometimes one or two problems, when you try to use very old dehacked-patches with the latest versions of Dehacked (3.0a/3.1) and DooM(I and II v. 1.9). Because of that, you should import any antique deh-patch into the doom.exe-version, for that it has been created. Use for this action the dehacked version, that has been used to create the deh-patch. Then export the changes from the modified DooM.exe by using a newer version of DeHackEd, that is able to create patches, that are compatible with newer versions of DooM and Dehacked. It is important to know, that only dehacked 2.3 and 2.4 support DooM versions from 1.2 to 1.9. Since DeHackEd v.3.0, only DooM versions from 1.666 upwards are supported. Old deh-patches require often older versions of the doom(2).exe, to work properly. Start with downgrading DooM with /utils/exe_edit/downgrd.zip from Ultimate Doom v1.9 to Doom v1.1 And doom2.exe with /utils/exe_edit/dm2dwngr.zip from 1.9 to 1.666. (The file locations are from the /idgames archives, see list of current mirrors below). Upgrade from those low versions to the required version by using the official patches.


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Unknown date

  
***** 5/5 good

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Guest

Unknown date

  
Absolutely legendary, and still very useful, as there are a lot of deh patches in these older formats.

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Guest

Unknown date

  
Some free (but well deserved) points taken from the lying, thieving mattbratt11 (id=14796).

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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