Vanilla Doom .DEH-based mods (Upd. 14/01/19)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)
Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom
- TDRR
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)
I can try but you should forget about alt-fires and all that fancy stuffWhoah wrote:Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom
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)SiFi270 wrote:Approximations of one or more of Final Doomer's classes?
Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)
Oh for sureTDRR wrote:I can try but you should forget about alt-fires and all that fancy stuffWhoah wrote:Here's a toughy: Heretical Doom weapons and/or monsters for vanilla Doom
Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)
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.
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)
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.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.
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)
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)
That would require them to be entirely redrawn, if I'm not mistaken.TheNoob_Gamer wrote: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)
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.wildweasel wrote:That would require them to be entirely redrawn, if I'm not mistaken.TheNoob_Gamer wrote:A stupid suggestion to the OP: Can you please make the Deh4T weapon sprites centered? If not, please tell me how.
Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)
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)
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)
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)
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.
Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)
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)
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.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.
So yeah you will have to live with center.deh not being demo compatible, sorry.
Re: Vanilla Doom .DEH-based mods (Upd. 14/01/19)
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)
Can We get a complex doom weapons only deh?