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Terra-jin
Posts: 65
Joined: Mon Oct 27, 2003 7:15 am
Location: Bilthoven, Holland

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Post by Terra-jin »

Hello everyone!

I'm Terra-jin, just registered...

I'm an old fan of DOOM, and keep being amazed at how there is always something new to DOOM. In the early days, I discovered that there were level editors to DOOM, and I made my first maps back then. Later still, I got DeHackEd, and it allowed my to change even more of DOOM.

Now, however, I hope to be able to change EVERYTHING I ever wanted with the ZDOOM source port. I don't quite know yet how to edit the source code, so I would love to learn from you guys.

I've got a 30 page document of all my ideas for various new monsters, weapons, hazards and so on, and browsing through ZDOOM I hoped I could actually implement them all. Some would require more hard-coded changes, but I can create most of these things with DeHackEd, but I simply lack the Thing #'s, the frames, and the code pointers to create them all. Can this problem be circumvented?

Greetings,
Terra-jin :)
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Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.

Post by Nanami »

Salutations.

Doom codepointers can be found here: http://www.doomworld.com/tutorials/codep.txt

More codepointers and bits are here: http://zdoom.doomworld.com/reference/dehacked.html

The Eternity page lists these: http://www.doomworld.com/eternity/engine/codeptrs.html

The last one is a list of DeHacked and BEX extentions, but it also has some Eternity-only changes so you'll have to sort through those.

As for the frames, DeHacked.exe should show you those. Also, Enjay can probably help with that.
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wildweasel
Moderator Team Lead
Posts: 21361
Joined: Tue Jul 15, 2003 7:33 pm

Post by wildweasel »

Hello, Terra-jin.

I notice that you didn't link to the original BOOMDEH.TXT file. I would link to it myself but I can't find the link to Enjay's page...

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