New ZDoom
Randy, can you please add some features to DeHackEd in ZDoom, so we can "create" new weapons using DeHackEd & DEHSUPP? I've made source code for it (download below), so you can just copy & paste it.
Here's the list of changes:
1. Added patch format 7 which supports new features
2. Modified DehackedPickup original type determining, so modified Heretic, Hexen, Strife pickups can be picked up.
3. Added features for patching things:
4. Added features for patching frames:
5. Added features for patching weapons:
6. All ammo types can be patched now (Ammo 0-4 = 0-4, 5 = no ammo, 6-16 = 5-15)
So, can you insert it into new ZDoom before you release it?
Here's the list of changes:
1. Added patch format 7 which supports new features
Code: Select all
Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 73. Added features for patching things:
Code: Select all
Thing <num>
# Frames missing in patch format 6
Crash frame = <frame>
Burn death frame = <frame>
Ice death frame = <frame>
# Hexadecimal value of color used when Render Style is STYLE_Stencil, STYLE_Shaded or STYLE_TranslucentStencil
Color = <rr gg bb>
# Different handling, the old one is quite messy
Bits = <b>Code: Select all
Frame <num>
# Sprite can be now set by its name
Sprite = <SPRIte name>
# You can set code pointer by frame number, Heretic, Hexen, Strife code pointers too
Codep frame = <frame>Code: Select all
Weapon <num>
# You can set hold shooting frame
Hold shooting frame = <frame>
# These are for weapon level 2 (Tome of power)
Deselect 2 frame = <frame>
Select 2 frame = <frame>
Bobbing 2 frame = <frame>
Shooting 2 frame = <frame>
Hold shooting 2 frame = <frame>
Firing 2 frame = <frame>
# Fixed ammo type handling, so you can set all types of ammo
# (Ammo 0-4 = 0-4, 5 = no ammo, 6-16 = 5-15, 17 = both mana)
Ammo = <ammo num>
# How much is a monster pushed when hit
Kickback = <n>
# How many pixels is weapon sprite moved down
Sprite adjust = <n>
# Sound played when the weapon is selected
Up sound = <"sound">
# Sound played when the weapon is idle
Ready sound = <"sound">
# Weapon does not autofire with this flag set
No Auto Fire = 1/0
# Ready sound is played ~1/2 the time with this flag set
Ready Sound Half = 1/0
# Bob the weapon?
Weapon Bobbing = 1/0
# Weapon does fire damage on impact with this flag set
Fire Damage = 1/0
# Weapon does not alert monsters with this flag set
No Alert = 1/0
# Weapon can use ammo but does not require it with this flag set
Ammo Optional = 1/0
So, can you insert it into new ZDoom before you release it?
- Graf Zahl
- Lead GZDoom+Raze Developer

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I don't think with the development of DECORATE into a real DoomScript there is any need to extend the capabilities of DEHACKED. Why waste time on something that is going to be obsolete sooner or later.
But since you already did all the coding there is certainly no reason not to include it although freeze death without the freeze death code pointers seems rather useless to me...
But since you already did all the coding there is certainly no reason not to include it although freeze death without the freeze death code pointers seems rather useless to me...
- Chris
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I don't see much use in this. Wasn't randy planning on completely dropping Dehacked support after DECORATE got to a point where you could convert dehacked patches into decorate (and such a program was made, of course). Dehacked is hard enough to support, and adding stuff on top of it (especially with all the changes that've been made, especially to the inventory system; the attached source file might not even be compatible anymore) would just make more problems that don't need to be there.
- Lexus Alyus
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Does lynux run music software like cubase and Logic?
Chris: I can completely see where you're coming from... a free OS that is not jammed with shite is great... I'll look into it, but right now, windows offers all that I want so far... when Lynux can run dos, windows and any other game on the PC, that will be the day that windows will fall
. That's without emulation too...

Chris: I can completely see where you're coming from... a free OS that is not jammed with shite is great... I'll look into it, but right now, windows offers all that I want so far... when Lynux can run dos, windows and any other game on the PC, that will be the day that windows will fall
- Graf Zahl
- Lead GZDoom+Raze Developer

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If he drops the current support it will kill ZDoom. Imagine all the old WADs that won't work anymore. A converter is never a substitute for the real thing but with the current limited support it is at least possible to work around it without screwing up too much.Chris wrote:I don't see much use in this. Wasn't randy planning on completely dropping Dehacked support after DECORATE got to a point where you could convert dehacked patches into decorate (and such a program was made, of course).
With that I agree. And it wouldn't surprise me the least if some of the 'enhanced' DEHSUPP patches get broken by future versions. So everybody who wants to do this: Consider yourselves to be warned!Dehacked is hard enough to support, and adding stuff on top of it (especially with all the changes that've been made, especially to the inventory system; the attached source file might not even be compatible anymore) would just make more problems that don't need to be there.
DEHACKED is probably the biggest stumbling block for future development and all these 'enhancements' *will* cause problems eventually - especially since they don't add *any* new functionality. I checked Grubber's source and there is really no point in adding that because it doesn't offer anything that can't be done with DECORATE.
One enhancent I would like to see is to remove the restriction of dehacked patches not working in games other than Doom.
I do not mean make dehacked patches work for Heretic/Hexen monsters (etc) I mean allow dehacked patches that affect Doom items to work in a Heretic/Hexen/Strife game. That way we can use dehacked to alter Doom things and spawn the altered thing into another game. At present, the dehacked patch is ignored in those games and whichever item you spawn just behaves like the Doom original.
I do not mean make dehacked patches work for Heretic/Hexen monsters (etc) I mean allow dehacked patches that affect Doom items to work in a Heretic/Hexen/Strife game. That way we can use dehacked to alter Doom things and spawn the altered thing into another game. At present, the dehacked patch is ignored in those games and whichever item you spawn just behaves like the Doom original.
There will be a slight delay until I release a new ZDoom. When I upgraded to a new machine, I copied most of the files I wanted to keep to the new hard drive. Unfortunately, the ACC source code was accidentally overlooked. I quickly used Knoppix to burn it to a CD, but now I can't find the CD. So I will have to recreate all my ACC changes that were made to allow Strife to work. I don't think they were too many, but it will take some time. And there a few finishing touches that need to be done to the new inventory system.
(Do not worry. I still have all my latest ZDoom sources.)
(Do not worry. I still have all my latest ZDoom sources.)
- Cutmanmike
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- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
randy wrote:There will be a slight delay until I release a new ZDoom. When I upgraded to a new machine, I copied most of the files I wanted to keep to the new hard drive. Unfortunately, the ACC source code was accidentally overlooked. I quickly used Knoppix to burn it to a CD, but now I can't find the CD. So I will have to recreate all my ACC changes that were made to allow Strife to work. I don't think they were too many, but it will take some time. And there a few finishing touches that need to be done to the new inventory system.
(Do not worry. I still have all my latest ZDoom sources.)
Nooooooooooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!!!
- Cutmanmike
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