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EarthQuake

Help with Dehacked

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ARGH! ITS JUST SO FRUSTRATING!!@@# I HAVE NO IDEA WHERE TO START!1

...I'm in a rather frustrating mood right now, so I may seem a bit incoherent... I'm trying to learn the basics of dehacked, but I've got some problems on hand:

First off, since I'm running XP, the program keeps crashing on me when I go into certain parts of it. Is there some way I can learn how to write dehacked patches from within notepad?

Second, I'm not sure if dehacked will do what I need it to do. I need to make duplicates of weapons, three in fact, without replacing anything in Doom II. That's not possible is it? They have to replace something, right? I was told that I should replace heretic/hexen weapons with modified versions thereof, but I've never seen these hexen/heretic weapons in Doom before.

Third, how can I add (not replace) monsters from heretic/hexen? I've been told this can be done with dehacked, but again, must something be replaced?

...I have many more questions, but I'll hold them off for a while.
Thanks for being so patient with me.

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Are you using DeHackEd? I'd suggest using WhackEd on XP, since that OS is generally unable to run DOS programs properly. As for adding things without replacing; Doom has a limited number of things (decorations, guns, monsters, items), so you're gonna have to remove something to add something new. It also has a limited number of frames to work with, and a limited number of weapon slots.

Actually, you seem to be referring to ZDoom, or some source mod like that, by the presumed features you're asking about (a mixup with Heretic/Hexen and whatnot.)

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Yea, sorry I forgot to mention that...

I got to the point where dehacked no longer crashes, I just have to be careful not to click on certain things...

I was given a lengthy response in the Zdoom forums, so maybe after trying a few things, I might not be so "in the dark"...
I'll be back after I try some things out.

My thread over there was:
http://forum.zdoom.org/viewtopic.php?p=17387#17387

If anyone could shed some further light, I'd be very pleased.

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Argh....
Everyone keeps saying that, but afai can tell, there is not much there that has helped me yet.

EDIT: Heh, I failed again to mention where I currently stand...
I have a fully working monster now, however, it's only a duplicate made to resemble a ghost of a demon. I'm going to attempt to import the gargoyle graphics from heretic and assign them to a lost soul duplicate.

Anyone know of how to add weapons from hexen/heretic/strife?

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EarthQuake said:

I'm going to attempt to import the gargoyle graphics from heretic and assign them to a lost soul duplicate.



If you are using ZDoom why don't you use the Heretic Imp directly? Not only will it save a lot of frames but the behavior of it will exactly be like the original.

Although you can't place it directly in the map this isn't really that hard. Just place a map spot, give it a Tid and add the following script to your map:

script 1 OPEN
{
spawnspot("HereticImp",mapspot-tid, angle, 0);
}

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Graf Zahl said:

script 1 OPEN
{
spawnspot("HereticImp",mapspot-tid, angle, 0);
}

Slight correction on that.

script 1 OPEN
{
   spawnspot ("HereticImp", MapSpot, TIDofSpawnedThing (usually 0), Angle);
}

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Oh wow, that's how you do it.
Through scripting. I thought was was some kind of thing number.

Heh, okay well...I can do that :]

Does anyone know anyting about keyconf lump and the weapon slots?

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cyber-menace said:

Slight correction on that.

script 1 OPEN
{
   spawnspot ("HereticImp", MapSpot, TIDofSpawnedThing (usually 0), Angle);
}



Sorry, it appears I got the last two arguments swapped... :-(

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Uhhh? Wait, what is this TIDofSpawnedThing?
Is it an actual thing in the map? (or just set it to 0?)

EDIT: Well, it doesn't matter anyways...
I compile the script and insert it into the map, but it doesn't do anything. I've eve n tried simple things like printing messages, but they never appear.

What activates the script? I thought the word "OPEN" made it execute upon the level starting...

So far, I have:

#include "zcommon.acs"

script 1 OPEN
{
   spawnspot ("HereticImp", 10, 0, 0);
}
...Where 10 is the TID of my mapspot.

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