Jump to content
  • 0
StevenC21

DeHackEd w/GZDoom 3.2.3 incompatibility?

Question

As the title says, is GZDoom 3.2.3 incompatible iwth DeHackEd/WhackEd? Whenever I load a .bex or .deh patch, the in-console log says "Could not load DeHackEd patch, and includes the filename. Any insight, especially from, for example @Doomkid? You are quite wise in these ways from what I have observed.

Share this post


Link to post

6 answers to this question

Recommended Posts

  • 0

Give this a try, it works for me

 

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 23 (Pain Elemental)
Respawn frame = 0

Frame 164
Duration = 105
Next frame = 721

Frame 173
Duration = 105
Next frame = 720

Frame 193
Duration = 105
Next frame = 721

Frame 202
Duration = 105
Next frame = 720

Frame 226
Duration = 105
Next frame = 721

Frame 235
Duration = 105
Next frame = 720

Frame 280
Duration = 105
Next frame = 720

Frame 350
Duration = 105
Next frame = 720

Frame 397
Duration = 105
Next frame = 720

Next frame = 720

Frame 428
Duration = 105
Frame 434
Duration = 105
Next frame = 720

Frame 461
Duration = 105
Next frame = 720

Frame 469
Duration = 105
Next frame = 720

Frame 495
Duration = 105
Next frame = 720

Frame 515
Duration = 105
Next frame = 720

Frame 548
Duration = 105
Next frame = 720

Frame 577
Duration = 105
Next frame = 720

Frame 631
Duration = 105
Next frame = 720

Frame 659
Duration = 105
Next frame = 720

Frame 700
Duration = 105
Next frame = 720

Frame 720
Sprite number = 29
Sprite subnumber = 20

Frame 721
Sprite number = 98
Sprite subnumber = 0

Frame 722
Sprite number = 133
Sprite subnumber = 0

Frame 723
Sprite number = 134
Sprite subnumber = 0
Next frame = 0

Frame 748
Duration = 105
Next frame = 721

Frame 757
Duration = 105
Next frame = 720

 

Share this post


Link to post
  • 0

@Kappes Buur Hey, I actually found a solution to my issue: I downloaded a dev build from drdteam and it works now. Don't know why, and I am ok with that (for now!)

Share this post


Link to post
  • 0
16 hours ago, Kappes Buur said:

Give this a try, it works for me

 


Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 23 (Pain Elemental)
Respawn frame = 0

Frame 164
Duration = 105
Next frame = 721

Frame 173
Duration = 105
Next frame = 720

Frame 193
Duration = 105
Next frame = 721

Frame 202
Duration = 105
Next frame = 720

Frame 226
Duration = 105
Next frame = 721

Frame 235
Duration = 105
Next frame = 720

Frame 280
Duration = 105
Next frame = 720

Frame 350
Duration = 105
Next frame = 720

Frame 397
Duration = 105
Next frame = 720

Next frame = 720

Frame 428
Duration = 105
Frame 434
Duration = 105
Next frame = 720

Frame 461
Duration = 105
Next frame = 720

Frame 469
Duration = 105
Next frame = 720

Frame 495
Duration = 105
Next frame = 720

Frame 515
Duration = 105
Next frame = 720

Frame 548
Duration = 105
Next frame = 720

Frame 577
Duration = 105
Next frame = 720

Frame 631
Duration = 105
Next frame = 720

Frame 659
Duration = 105
Next frame = 720

Frame 700
Duration = 105
Next frame = 720

Frame 720
Sprite number = 29
Sprite subnumber = 20

Frame 721
Sprite number = 98
Sprite subnumber = 0

Frame 722
Sprite number = 133
Sprite subnumber = 0

Frame 723
Sprite number = 134
Sprite subnumber = 0
Next frame = 0

Frame 748
Duration = 105
Next frame = 721

Frame 757
Duration = 105
Next frame = 720

 

Could you use this same type of script for the firesky texture?  I wanna add the firesky from the PS1 to my wad and I still am haveing a hard time figuring it out

Share this post


Link to post
  • 0

For vanilla DOOM2:

Since DOOM2 has everything set up to display a sky with TEXTURE1, the easiest way to add a new sky to the range of MAP01 to MAP11 is to import the new sky patch into the pwad and renaming the new patch as RSKY1.

Either by drag/drop the new sky into a resource pwad or by drag/drop into an existing pwad.

 

 

For G/ZDOOM:

Specify the new sky in MAPINFO

Sky1 = "<texture>", [scrollspeed]

https://zdoom.org/wiki/MAPINFO/Map_definition

 

Addendum:

Make sure that the new sky image tiles properly.

 

Share this post


Link to post
  • 0
2 minutes ago, Kappes Buur said:

 

For vanilla DOOM2:

Since DOOM2 has everything set up to display a sky with TEXTURE1, the easiest way to add a new sky to the range of MAP01 to MAP11 is to import the new sky patch into the pwad and renaming the new patch as RSKY1.

Either by drag/drop the new sky into a resource pwad or by drag/drop into an existing pwad.

 

 

For G/ZDOOM:

Specify the new sky in MAPINFO


Sky1 = "<texture>", [scrollspeed]

https://zdoom.org/wiki/MAPINFO/Map_definition

 

 

The wad was made in gzdoom builder, and is played in gzdoom.  I read that I have to write out each tic for the sky to work.  Im assuming thats the scrollspeed?  Sorry for the noobish question, never added the fireskybefore

Share this post


Link to post
  • 0
7 hours ago, AleksB said:

The wad was made in gzdoom builder, and is played in gzdoom.  I read that I have to write out each tic for the sky to work.  Im assuming thats the scrollspeed?  Sorry for the noobish question, never added the fireskybefore

I assume that you mean the firesky from Realm667, which has an ANIMDEFS with 100 textures for various colours. The number after each texture is the duration that each textures is displayed, not the scrollspeed. Specify the sky in MAPINFO.

 

See my example just for the orange firesky

 

0UUW3J9.png

 

orange_fire_sky.7z

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×