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Jakub Majewski

My Dehextra patch doesn't work properly 😔

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I have attempted to construct a custom enemy for Boom compatible ports using Dehextra, but something went a bit wrong.

The enemy, while, it does spawn and render as it should, seems to for the most part get stuck on a single frame, until it ends up in pain or death states. It also doesn't seem to produce sounds, so I don't know if they are badly defined, or the call for them never gets reached.

 

I believe I have set the frames to loop properly, so I am not sure what the issue is. Below are screenshots of Whacked Beta.

Spoiler

whacked4_ZtE1fRVvvk.png.e5628572af6c9ad533923fbc5495b2ec.pngwhacked4_NObBWdgUmY.png.7eb720fa9b723fa6b63ef379a3c00cfe.pngwhacked4_2zTSnc5vTq.png.82746a9ead7d4559dc1fd457690e76cf.pngwhacked4_FV5QuFqmyE.png.a36d9df07c9507c30ac23c4e46596ed4.pngwhacked4_I9ExcbJ4jZ.png.91b1b53108e59979742ea666554b9ebe.png

 

I am also including a zipfile that contains the ready-to-use wad with the assets, the bex patched and a test map in one file. And the bex patch itself as a standalone file as a bonus.

Shrekplease.zip

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Okay, I took the suggestion from a decinocord patron and edited the dehacked file by hand with a text editor. It had turned out that the frames weren't pointed to like Whacked had shown. I managed to fix it.
However, the sounds still don't seem to work for some reason. I checked the textfile, it should work. But it doesn't play, even if I conver the sounds to imp files.

 

here's the new code:

Spoiler

Patch File for DeHackEd v3.0
# Created with WhackEd4 1.3.0 BETA
# Note: Use the pound sign ('#') to start comment lines.

Doom version = 21
Patch format = 6


Thing 151 (Shrek)
ID # = 300
Initial frame = 2000
Hit points = 120
First moving frame = 2002
Alert sound = 499
Reaction time = 10
Attack sound = 500
Injury frame = 2006
Pain chance = 200
Pain sound = 501
Close attack frame = 2007
Death frame = 2010
Death sound = 502
Speed = 9
Width = 1310720
Height = 3670016
Mass = 400
Bits = NOTDMATCH+SHOOTABLE+COUNTKILL+SOLID+DROPOFF
Respawn frame = 2015
Projectile pass height = 3670016

Frame 2000
Sprite number = 145
Duration = 10
Next frame = 2001

Frame 2001
Sprite number = 145
Sprite subnumber = 1
Duration = 10
Next frame = 2000

Frame 2002
Sprite number = 145
Duration = 6
Next frame = 2003

Frame 2003
Sprite number = 145
Sprite subnumber = 1
Duration = 6
Next frame = 2004

Frame 2004
Sprite number = 145
Sprite subnumber = 2
Duration = 6
Next frame = 2005

Frame 2005
Sprite number = 145
Sprite subnumber = 3
Duration = 6
Next frame = 2002

Frame 2006
Sprite number = 145
Sprite subnumber = 7
Duration = 4
Next frame = 2000

Frame 2007
Sprite number = 145
Sprite subnumber = 4
Duration = 8
Next frame = 2008

Frame 2008
Sprite number = 145
Sprite subnumber = 5
Duration = 8
Next frame = 2009

Frame 2009
Sprite number = 145
Sprite subnumber = 6
Duration = 6
Next frame = 2000

Frame 2010
Sprite number = 145
Sprite subnumber = 8
Duration = 6
Next frame = 2011

Frame 2011
Sprite number = 145
Sprite subnumber = 9
Duration = 6
Next frame = 2012

Frame 2012
Sprite number = 145
Sprite subnumber = 10
Duration = 5
Next frame = 2013

Frame 2013
Sprite number = 145
Sprite subnumber = 11
Duration = 5
Next frame = 2014

Frame 2014
Sprite number = 145
Sprite subnumber = 12

Frame 2015
Sprite number = 145
Sprite subnumber = 11
Duration = 8
Next frame = 2016

Frame 2016
Sprite number = 145
Sprite subnumber = 10
Duration = 6
Next frame = 2017

Frame 2017
Sprite number = 145
Sprite subnumber = 9
Duration = 6
Next frame = 2018

Frame 2018
Sprite number = 145
Sprite subnumber = 8
Duration = 6
Next frame = 2000

Frame 2019
Sprite number = 0
Next frame = 0

Frame 2020
Sprite number = 0
Next frame = 0

Sound 499 (FRE000)
Value = 32

Sound 500 (FRE001)
Value = 32

Sound 501 (FRE002)
Value = 32

Sound 502 (FRE003)
Value = 32

[CODEPTR]
FRAME 2000 = Look
FRAME 2001 = Look
FRAME 2002 = Chase
FRAME 2003 = Chase
FRAME 2004 = Chase
FRAME 2005 = Chase
FRAME 2006 = Pain
FRAME 2007 = FaceTarget
FRAME 2008 = FaceTarget
FRAME 2009 = SkelFist
FRAME 2011 = Scream
FRAME 2013 = Fall
 


 

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Thanks. I have already figured it out by myself a few years ago by looking at Heretic invades Doom though. Only thing left to improve on would be the sound quality.

 

LMP files work, but the alert sound is bad quality. PrBoom+ UM supports WAVs, and I heard they will play fine if you add reverb to them, but no luck on my end; it just plays at a low pitch.

 

Submitting it so others can look how I fixed it in case they need help with it themselves.

Shrekpls.7z

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