Teafromprivy Posted July 12, 2015 I'm trying to make my own mod with oblige. How do I change stats of the vanilla weapon. 0 Share this post Link to post
Doomkid Posted July 12, 2015 To change the functionality of the vanilla weapons I reccomend WhackEd. http://doomwiki.org/wiki/WhackEd You cannt use Boom format (.bex) in vanilla Doom, only dehacked (.DEH) format will work. 0 Share this post Link to post
scifista42 Posted July 12, 2015 Oblige generates maps automatically, but it doesn't generate gameplay mods. You need to do it yourself via making a DEHACKED patch (in WhackEd editor), DECORATE patch (text-based script, ZDoom-only) or another port-specific script language, or import existing custom DEHACKED/DECORATE made by someone else into your wad. Also, beware of what you call "my own mod". If you only let Oblige generate "your" maps, and/or if you only import "your" DEHACKED/DECORATE/sprites/etc made by someone else, then it's barely "your own mod". Feel free to experiment with actual map editor like Doom Builder 2 or GZDoom Builder. 0 Share this post Link to post
Teafromprivy Posted July 12, 2015 I have whackEd4 now. Where exactly do I go to change the weapon stats? I want to lower the rate of fire and increase damage. 0 Share this post Link to post
scifista42 Posted July 12, 2015 Increasing damage of hitscan weapons is not possible in DEHACKED. Damage of projectiles can be set in Things table. Fire rate of weapons can be influenced by messing around with state durations in States table. I recommend you to learn DEHACKED from these tutorials: http://www.aspectsweb.co.uk/dehacked/index.html 0 Share this post Link to post
Teafromprivy Posted July 12, 2015 The default damage is 0 on the ammo. Is it suppose to be like that? 0 Share this post Link to post
scifista42 Posted July 12, 2015 It actually doesn't matter what their damage value is. Ammo pickups don't deal any impact damage. Only projectiles (and Lost Souls) do so. And damage of ammo pickups has no effect on the damage dealt by a weapon using this ammo. 0 Share this post Link to post
Teafromprivy Posted July 12, 2015 Another question, how would I get dehacked files working with oblige? Does it do it automatically or do I need to do something else to get it to load? 0 Share this post Link to post
VGA Posted July 13, 2015 Teafromprivy said:Another question, how would I get dehacked files working with oblige? Does it do it automatically or do I need to do something else to get it to load? Oblige just makes maps. You load the bex files to your port for the mod to apply. Regardless of using oblige maps, downloaded maps or the stock ones. 0 Share this post Link to post
Teafromprivy Posted July 13, 2015 The thing that confuses me is oblige makes a new wad for each generated map/level. When I create a new WhackEd patch should I pick the wad for the new .wad that Oblige made or doom2.wad? 0 Share this post Link to post
40oz Posted July 13, 2015 Use Doom2.wad. Whacked changes the properties from Doom 2, but it doesn't do anything related to the levels. Oblige generates a wad file that only contains levels in it. The dehacked patch should modify other things in the game. You can run both the wad file and dehacked file together with Doom 2. I hope that answered your question. 0 Share this post Link to post
scifista42 Posted July 13, 2015 Teafromprivy said:how would I get dehacked files working Get SLADE3 (wad content editor). Open your wad. Create an empty lump and name it "DEHACKED". Then import the .deh patch into the lump, and save the wad. Most Doom source ports will apply this embedded patch to the whole wad when it's played. Alternatively, load the .wad and .deh together via a command line or a wad launcher. From command line, it would be something like:<source_port_name> -iwad doom2.wad -file <wadname>.wad -deh <dehname>.deh 0 Share this post Link to post
Teafromprivy Posted July 13, 2015 40oz said:Use Doom2.wad. Whacked changes the properties from Doom 2, but it doesn't do anything related to the levels. Oblige generates a wad file that only contains levels in it. The dehacked patch should modify other things in the game. You can run both the wad file and dehacked file together with Doom 2. I hope that answered your question. So oblige basically uses everything from Doom2.wad beside levels? 0 Share this post Link to post
Teafromprivy Posted July 13, 2015 Thanks for the help guys you have really helped me a lot :) 0 Share this post Link to post
Teafromprivy Posted July 13, 2015 scifista42 said:Fire rate of weapons can be influenced by messing around with state durations in States table. http://www.aspectsweb.co.uk/dehacked/index.html Can I also do that with monsters? 0 Share this post Link to post