Doom Debug Menu

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Doomguy 2000
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Doom Debug Menu

Post by Doomguy 2000 »

This is just another one of those ideas I came with for an side project. This right here is the Doom Debug Menu where you can change certain monsters to different ones that are available in that specific monster's place. Same thing with weapons, ammo, items, decorations, dead things, and keys. It also includes the beta BFG 9000 which I believe is supposed to be called the BFG 2704, stealth versions of all monsters, beta score items, and other ZDoom extras are also included within the menu.

Image


Spoiler:
Of course as usual the download link for those interested in trying out the menu:
http://www.doomguy2000.com/uploads/2/7/ ... ugdoom.zip

idgames download
Last edited by Doomguy 2000 on Thu Apr 24, 2014 4:33 pm, edited 1 time in total.
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Sgt. Shivers
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Re: Doom Debug Menu

Post by Sgt. Shivers »

If it is possible maybe add in a way to edit monster health, ammo amount etc?
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Project Shadowcat
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Re: Doom Debug Menu

Post by Project Shadowcat »

Kate's older project Error: Doom did about the same thing.
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Triple S
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Re: Doom Debug Menu

Post by Triple S »

If only something like this could be loaded after other mods, index their monster/weapon replacements, and work with them. Too bad it's impossible; gotta make mod-specific addons. Though maybe PyDoom will allow for this?

Either way, I'mma download this. Maybe I can mess with it some, see what I can do.
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0bsidian
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Re: Doom Debug Menu

Post by 0bsidian »

That's pretty neat. :) I'm guessing compatibility with monster replacement wads is next, so good luck with that.
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TerminusEst13
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Re: Doom Debug Menu

Post by TerminusEst13 »

Changing all monsters to imps and changing all health pickups to Berserk packs results in fun, fun, fun times.
I love it.
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Sgt. Shivers
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Re: Doom Debug Menu

Post by Sgt. Shivers »

This works in multiplayer, me and a friend tried playing a few levels of doom with all enemies set to stealth revenants. All you have to do to get the changes to work is put changemap in the console and restart doom.
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Canofbacon
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Re: Doom Debug Menu

Post by Canofbacon »

I can't believe there is no Everything Random option. :D
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Doomguy 2000
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Re: Doom Debug Menu

Post by Doomguy 2000 »

Sgt. Shivers wrote:If it is possible maybe add in a way to edit monster health, ammo amount etc?
Yeah it's possible it's just that I don't know how to do something like this and I never actually thought of it in the first place. Like Project Dark Fox has said, it's been done before in Error Doom.
Triple S wrote:If only something like this could be loaded after other mods, index their monster/weapon replacements, and work with them. Too bad it's impossible; gotta make mod-specific addons. Though maybe PyDoom will allow for this?

Either way, I'mma download this. Maybe I can mess with it some, see what I can do.
I'm still waiting for PyDoom to be released, sadly we don't know when it's coming out if the source port ever does come out. Still if would be interesting to see what kind of features that this source port will have.
0bsidian wrote:That's pretty neat. :) I'm guessing compatibility with monster replacement wads is next, so good luck with that.
Well you can feel free to do it yourself because I'm not creating separate debug menus just for monster replacement wads.
Canofbacon wrote:I can't believe there is no Everything Random option. :D
Well I didn't think of that idea either. Then again that would be a gamemode and this is supposed to be a debug menu. Perhaps other people will talk about ideas I haven't thought of yet, but overall I'm pretty satisfied with the results of this menu I created.
Last edited by Doomguy 2000 on Sat Apr 19, 2014 11:05 pm, edited 1 time in total.
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0bsidian
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Re: Doom Debug Menu

Post by 0bsidian »

Doomguy 2000 wrote: Project Dark Force
:joker:
Gez
 
 
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Re: Doom Debug Menu

Post by Gez »

Project Dark Forks
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Orb Swallowing Fox
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Re: Doom Debug Menu

Post by Orb Swallowing Fox »

*loads plutonia.wad, replaces all enemies with pain elementals except lost souls, all weapons and items replaced with rocket launchers and rocket ammo (good luck avoiding splash : P), enters map32* bwhaha! I dare anyone to play like this =^,.,^=! Some sadistic possibilities here XD!

This is a mod I certainly will have fun with! Never seen one quite like this, didn't even know a menu like this was possible!
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Project Shadowcat
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Re: Doom Debug Menu

Post by Project Shadowcat »

Gez wrote:Project Dark Forks
0bsidian wrote:
Doomguy 2000 wrote: Project Dark Force
:joker:
brb going to request a temporary name change to Portable Document Format
Dan50
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Re: Doom Debug Menu

Post by Dan50 »

This is QUITE fun! :D
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Doomguy 2000
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Re: Doom Debug Menu

Post by Doomguy 2000 »

I've updated the first link to include the link of this wad to idgames which was finally put up there today after waiting a week when I uploaded it.

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