Dash Posted December 1, 2008 I am learning to use WhackEd just today, and have already created several BEX files...however I have no idea how to get my WADs to recognize it. So far the only way I know works is to drag the BEX file onto Zdoom, but that only affects the original DOOM2 IWAD my copy of Zdoom runs on. I want to know how to include my BEX into my WAD so it makes the appropriate changes. 0 Share this post Link to post
EarthQuake Posted December 2, 2008 Drag both files onto the icon. Alternatively, you can just insert the dehacked patch into the wad itself using XWE or something, and be sure to name it "DEHACKED". This is probably the better method as far as recent source ports go (most of the popular ones allow embedded dehacked patches). 0 Share this post Link to post
Dash Posted December 2, 2008 EarthQuake said: Alternatively, you can just insert the dehacked patch into the wad itself using XWE or something, and be sure to name it "DEHACKED". This is probably the better method as far as recent source ports go (most of the popular ones allow embedded dehacked patches). So that's officially how the "pro" modders get their WADs to have custom strings, enemies, weapons, projectiles, events etc? Seems a bit convoluted to me. Well, I just tried it. Seems to work fine...thanks for the advice :) 0 Share this post Link to post
magicsofa Posted December 2, 2008 The old-school way was actually making a hacked engine file. I think until recently you still had to tell doom to load both the .wad and the .deh file with source ports. It's really less convoluted to have a simple lump in your wad that can be automatically read by the game. 0 Share this post Link to post
Quasar Posted December 2, 2008 Ports that support the DEHACKED lump include, to my knowledge, BOOM, MBF, SMMU, Eternity, ZDoom and most if not all variants, PrBoom/plus, and possibly (don't take my word for it) Legacy. Beware of putting port-specific extensions into internal DEHACKED lumps, however. Some ports' DeHackEd parsers are intolerant of unknown information. 0 Share this post Link to post
EarthQuake Posted December 2, 2008 Just to expand on what Quasar said: Skulltag, Odamex, and ZDaemon are the ZDoom variants and all support [internal] boom extended dehacked patches. 0 Share this post Link to post
Coraline Posted December 3, 2008 Ajapted said:EDGE also supports the DEHACKED lump. Always forgetting about us everyone seems to do. =) 0 Share this post Link to post
hawkwind Posted December 3, 2008 Risen3D also supports the embedded DEHACKED lump, whether embedded in the wad or not 0 Share this post Link to post
Creaphis Posted December 4, 2008 hawkwind said:Moderator please delete me Let's not go overboard here. We all feel a bit guilty for making a forum faux pas, but I think deleting the post might be a sufficient replacement for murder. 0 Share this post Link to post
GreyGhost Posted December 4, 2008 IIRC - Moderators delete, Administrators rub out. I think Hawkwind's safe. :-) Legacy doesn't seem to like DEHACKED lumps. 0 Share this post Link to post