Vanilla Doom .DEH-based mods (Upd. 14/01/19)

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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby Whoah » Sat Dec 22, 2018 4:51 pm

Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby TDRR » Sat Dec 22, 2018 11:16 pm

Whoah wrote:Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom


I can try but you should forget about alt-fires and all that fancy stuff :)

SiFi270 wrote:Approximations of one or more of Final Doomer's classes?


Now we are talking! I'm going to look into the most feasible ones, i may have to do some ammotype trickery but in the end i could get all (except for JCPC and i would need to modify the BTSX weaponset to get rid of some projectiles)
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby Whoah » Sun Dec 23, 2018 1:15 am

TDRR wrote:
Whoah wrote:Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom


I can try but you should forget about alt-fires and all that fancy stuff :)

Oh for sure
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby Rev3n4nt » Sun Dec 30, 2018 2:53 pm

Sorry for a bit offtopic question:
Is it possible to reassign offsets for vanilla sprites?
Especially interested in hud weapons, and way to make it - with deh or zscript.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby TDRR » Tue Jan 01, 2019 11:42 am

Rev3n4nt wrote:Sorry for a bit offtopic question:
Is it possible to reassign offsets for vanilla sprites?
Especially interested in hud weapons, and way to make it - with deh or zscript.


You can only do this for weapons, and there's 2 ways to do it: In WhackED4 (DeHackEd editor for Windows) you can use the unknown 1 and unknown 2 special parameters to adjust the offsets of weapons. Unknown 1 set to 1 and Unknown 2 set to 32 makes the weapon automatically center like in ZDoom.

In DECORATE (and i think ZScript) you can do this:
SHTG A 1 Offset(0, 32)
Where the 0 is the horizontal (side to side) offset and 32 is the vertical (up and down) offset, experiment and try values to see which one looks better.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby TheNoob_Gamer » Thu Jan 10, 2019 9:13 am

A stupid suggestion to the OP: Can you please make the Deh4T weapon sprites centered? If not, please tell me how.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby wildweasel » Thu Jan 10, 2019 11:38 am

TheNoob_Gamer wrote:A stupid suggestion to the OP: Can you please make the Deh4T weapon sprites centered? If not, please tell me how.

That would require them to be entirely redrawn, if I'm not mistaken.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby TDRR » Thu Jan 10, 2019 3:34 pm

wildweasel wrote:
TheNoob_Gamer wrote:A stupid suggestion to the OP: Can you please make the Deh4T weapon sprites centered? If not, please tell me how.

That would require them to be entirely redrawn, if I'm not mistaken.


Yes, i can't do such a thing as i'm no artist. If you can get anyone to edit them to make them (almost) centered i can easily put them in game.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby Xim » Sun Jan 13, 2019 8:42 pm

Pretty sure there is an "old school" weapon view mode in Doom4, you could use that as a base. I think there is already a center view D4 pistol in another mod.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Postby TDRR » Mon Jan 14, 2019 9:38 am

D4T DeHackEd has been updated.
Changes include:
-Now really works in any source port instead of just a few (It didn't work in GZDoom!)
-Methods to get new states are less intrusive
-A few minimal weapon alterations

No it doesn't have center view weapons, and i probably won't do that either (I don't have the game to begin with)
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Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)

Postby TDRR » Mon Jun 24, 2019 4:06 pm

Added a new Randomizer mod. Basically all pickups will be different (That Chainsaw in MAP01? It could be a Shotgun or perhaps even a BFG this time around!) There's an optional .wad file attached to make the randomization look far less painful in the eyes, but it's not strictly necessary. There's no reason at all to not load it though, so i recommend loading it.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)

Postby okbuddy » Tue Jun 25, 2019 5:07 pm

Just tested center.deh with Chocolate Doom and it caused the demos to desync. The cacodemon kills the player before the shotgun guy in the first demo and dies and restarts in the third. I'm assuming I loaded it correctly using the command line -deh center.deh but maybe I screwed up on my end. Thanks.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)

Postby TDRR » Tue Jun 25, 2019 10:58 pm

okbuddy wrote:Just tested center.deh with Chocolate Doom and it caused the demos to desync. The cacodemon kills the player before the shotgun guy in the first demo and dies and restarts in the third. I'm assuming I loaded it correctly using the command line -deh center.deh but maybe I screwed up on my end. Thanks.


Unfortunately this seems to be a quirk with the Doom engine. The patch itself only changes a flag on the weapon firing states, no tic durations or flags or anything else that could cause a desync is touched by this.

So yeah you will have to live with center.deh not being demo compatible, sorry.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)

Postby okbuddy » Wed Jun 26, 2019 1:43 pm

No apology necessary. I just wanted to be sure I didn't screw anything up. This is one feature I wish all source ports had or at least a cvar to toggle.
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Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)

Postby TheOldKingCole » Sat Jan 18, 2020 8:06 pm

Can We get a complex doom weapons only deh?
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