reaper with no name Posted January 11, 2007 Yeah, I know there's a ton of other threads like this, but none of them have been any help to me. No matter how I fiddle around with the .ini file, Dehacked doesn't work properly. Whenever I run it, all the thing numbers are huge and seemingly random (likely a result of C/C++'s tendency to grab any number in the system whenever a variable is not declared) (see example here. Every single frame/sprite/sound name shows up as "error" (see the aforementioned example and this one. Also, the text in the "text" area makes no sense (see here. Needless to say, after writing my changes and running my doomhack (called doom2, whereas my original is called doom2org), I just get the original game. My config file seems to be fine (I know for a fact that the pathnames and such are correct). The only things I can think of in it that may be causing problems is the version number and/or all those "extra options" in the file that start out ignored via the # before them. However, I have played around with just about all of that to no avail. What follows is pretty much anything I can think of that could possibly be relevant: Running Windows XP (Service Pack 2) Doom2 File Size: 756 KB (775,117 bytes) Doom2 File Size on Disk: 760 KB (778,240 bytes) Doom2 directory: C:/doom2 Dehacked directory: C:/doom2/dhe Dehacked version 3.1 Doom2 version data [ActiveNet] Cmdline= Name=Doom 2 Run=Doom95.exe SessionType= Platform=1 Language=1 Version=1.6 ShellOpts= [Version Info] Version=1.9 Branch=0.0 QA=2421 [Product Info] ProductID=doom2w95 ProductName=Doom 2 WebReg=http://cgi.activision.com/cgi/webreg/webreg My Dehacked Configuration Data # This is the DeHackEd v3.0a config file. # Lines that start with '#' are comments. # 'editname' is the name of the Doom exe file to hack. The 'normalname' # should be the name of your original (unmodified) Doom exe file. The # 'normalname' exe will NOT be modified by DeHackEd, but only referred # to at several times for pristine data. # For Ultimate DOOM editname = c:\doom2\doom2.exe normalname = c:\doom2\doom2org.exe # For DOOM ][ # editname = g:\doom2\doom2.exe # normalname = g:\doom2\doom2org.exe # The name and location of your Doom WAD. wadname = c:\doom2\doom2.wad # For DOOM ][ # wadname = c:\doom2\DOOM2.wad # The path to your Doom directory. This is where Doom will be run # from when you 'r'un Doom inside DeHackEd. # pathname = c:\doom2 pathname = c:\doom2 # Command line arguments when Doom is run from within DeHackEd. params = -skill 4 -warp 1 # The directory to look for patch files in. patchdir = c:\doom2\dhe # Determines whether DeHackEd asks if you would like to reload the original # exe data every time you load a patch file. It is true by default, but # just remove the pound sign from the next line to turn it off. askatload = false # Whether or not DeHackEd shows the cool logo on startup. True by default, # just remove the pound sign to skip the logo. loadlogo = false # Options for soundblaster cards. sbaddress is the address of your card, # sbirq is the IRQ for the card, and sbdma is the DMA channel. Use a # DMA of -1 for auto-detect. #sbaddress = 220 #sbirq = 5 #sbdma = -1 # Added by John K. for changing THING names # namefile = thing.nam # The following are all optional, and are included only in the hopes that # they might be used to fend off future Doom versions, if any more pop # up. # Doom version # # 0 for Doom 1 1.666 # 1 for Doom 2 1.666 # 2 for Doom 2 1.7, 1.7a # 3 for Doom x 1.9 # 4 for Ultimate Doom 1.9 # version = 2 version = 0 # The size of the user-defined Doom exe file. # size = 715493 # These are the offsets for the various data sections... # thingoff = 677472 # soundoff = 645924 # frameoff = 650396 # spriteoff = 649844 # ammooff = 638872 # weaponoff = 638904 # textoff = 691064 # cheatoff = 642244 # textlength = 24072 Any help would be greatly appreciated, because I'm practially tearing my hair out over this. 0 Share this post Link to post
Donce Posted January 11, 2007 I think Dehacked doesn't support Doom95. Use doom.exe or doom2.exe, or download if you don't have. 0 Share this post Link to post
Enjay Posted January 12, 2007 You might find my dehacked tutorials helpful. I have a section on getting it set up and configuring the ini. http://www.zen64060.zen.co.uk/dehacked/index.html 0 Share this post Link to post
reaper with no name Posted January 18, 2007 Ok, so it doesn't work with Doom95. That explains a lot. ...In that case, could someone tell me how to get it to work with ZDOOM? 0 Share this post Link to post
Dr. Zin Posted January 18, 2007 Drag and drop the deh file onto the ZDoom executable. 0 Share this post Link to post
reaper with no name Posted January 18, 2007 Hmmm...I had a feeling you'd say that. In that case, how do I play a WAD and a .deh at the same time? Both must be dragged and dropped onto zdoom, and each one causes zdoom to run. Am I just supposed to select both of them and drag/drop them both onto the zdoom executable at the same time? 0 Share this post Link to post
Maes Posted January 18, 2007 reaper with no name said:Hmmm...I had a feeling you'd say that. In that case, how do I play a WAD and a .deh at the same time? Both must be dragged and dropped onto zdoom, and each one causes zdoom to run. Am I just supposed to select both of them and drag/drop them both onto the zdoom executable at the same time? Or just use a frontend that can handle this for you. The two most decent you can find today are C#4rp Launcher and ZDL. They also allow handling of multiple ports and keeping all wads in one directory, instead of clumsy drag-n-drop or typing long pathnames in the commandline. 0 Share this post Link to post
myk Posted January 18, 2007 Launchers... sacrilege! reaper with no name said: Hmmm...I had a feeling you'd say that. In that case, how do I play a WAD and a .deh at the same time? Both must be dragged and dropped onto zdoom, and each one causes zdoom to run. Am I just supposed to select both of them and drag/drop them both onto the zdoom executable at the same time? That shouldn't be hard, if you press the Control key while you click on each file with the mouse, and then drag them onto the engine. 0 Share this post Link to post