Vanilla Doom DEH gameplay mods (Upd. 13/8/24)

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TDRR
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Vanilla Doom DEH gameplay mods (Upd. 13/8/24)

Post by TDRR »

This is the post where I will keep a bunch of DEHACKED gameplay mods, fully vanilla-compatible (Some might not work on a few select source ports)

Vanilla Doom Quake
Image
What a creative name, I know.
Simply contains all of Quake 1's arsenal but now for Doom! With faster weapon switching and all that.
Wolfenstein SS are replaced by chaingunners to get more states, and the chainsaw is replaced with a berserk pack since there's no chainsaw equivalent in Quake.
Grenade launcher doesn't have bouncing grenades, but does more direct hit damage to compensate for the lower range.
Sprites and sounds from QDoom.
Originally made with DECOHack, but I lost the source. Sorry!
Download!
Spoiler: Older mods
Last edited by TDRR on Tue Aug 13, 2024 5:51 pm, edited 16 times in total.
Zeskofp
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Re: Vanilla Doom .DEH-based mods

Post by Zeskofp »

What! I didn't know you can center the weapons somehow in DeHackEd.

You may want to make the deathmatch marine to shoot and chase at the same time to make it feel more like an actual player instead of a bot. (EDIT: Nevermind, I think it's somewhat impossible to make it compatible with Vanilla since you'll need to use lots of unused states. And I don't know if you can use 0 tic in Vanilla. Never tried it)

I'm not sure what you mean by properly change sprite names and merging it with an IWAD. You mean like... you want to add new custom sprites instead of replacing them? either way you need to provide an additional .WAD that contain these sprites instead of just .DEH files
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TDRR
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Re: Vanilla Doom .DEH-based mods

Post by TDRR »

TPhentr wrote:What! I didn't know you can center the weapons somehow in DeHackEd.

You may want to make the deathmatch marine to shoot and chase at the same time to make it feel more like an actual player instead of a bot. (EDIT: Nevermind, I think it's somewhat impossible to make it compatible with Vanilla since you'll need to use lots of unused states. And I don't know if you can use 0 tic in Vanilla. Never tried it)

I'm not sure what you mean by properly change sprite names and merging it with an IWAD. You mean like... you want to add new custom sprites instead of replacing them? either way you need to provide an additional .WAD that contain these sprites instead of just .DEH files
The weapons can be centered by using the Unknown1 and Unknown2 state parameters for setting the offset of your weapon, i think Unknown1 goes 32 and Unknown2 goes 1 to center, you can just check on the .DEH itself to see.

I did try making the bots shoot while running and it worked pretty good, unfortunately it made the whole game crash if you got close to them. Since the other monsters are unused, i can take how many states from them as i please, and 0 tic states do work, but they occasionally crash.

As for the changing sprite names, i meant how in Vanilla Doom replacing sprites with a PWAD would crash the game, but there's a way around it by changing sprite names with DeHackEd and then putting the new sprites in your PWAD, but i don't know how it works.
Zeskofp
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Re: Vanilla Doom .DEH-based mods

Post by Zeskofp »

Can you give me the sample wad that causes Vanilla to crash?

What do you use to edit DEHACKED lump by the way?
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Arctangent
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Re: Vanilla Doom .DEH-based mods

Post by Arctangent »

The issue with making DEH monsters move and attack at the same time is that the the monster movement function is also the function that determines whether or not a monster will attack.

Which means it's possible for a monster to reach the movement function, decide to attack, jump to the attack state, find the movement function, decide to attack, and ... jump to the attack state. Potentially forever. Absolutely forever if it's the melee attack, because a monster will always try to melee when its target is in range.

So "move while attacking" stuff is firmly in the realm of Decorate and beyond, because it actually allows you to call the movement function without the attack check. 'Course, it still doesn't really work all that well, because monster movement isn't remotely close to how players move ... but it's better than nothing, I guess.
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Re: Vanilla Doom .DEH-based mods

Post by Zeskofp »

Based on your explanation I tried putting the Chase after attacking and it seemed to work so far, no crashes... on Chocolate Doom that is, I don't know what would happen on Vanilla.

Just to straighten things up, I was talking about the replacing sprites thing that causes the game to crash. And not the chasing while attacking monster.
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TDRR
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Re: Vanilla Doom .DEH-based mods

Post by TDRR »

I use Whacked4, but i don't fear going into SLADE and do manual changes if needed.

My version of Chocolate Doom is 3.0 which is the latest version and most accurate, i also got a crash in Vanilla Doom.

I put the chase frame right before the "FaceTarget" which makes the enemy run close to you and makes it harder to dodge all those bullets, maybe that's why it crashed?

There was a mod called "Deathmatch warmup" where the plasma marine would strafe around you, i always wondered how that was done.

EDIT: Any .wad file where you replace any sprite makes vanilla crash 100% of the time. I recommend replacing the chainsaw idle sprite to see instant results though. (Test on Chocolate but DON'T use -merge, use -file instead)
Zeskofp
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Re: Vanilla Doom .DEH-based mods

Post by Zeskofp »

I put the chase frame right before the "FaceTarget" which makes the enemy run close to you and makes it harder to dodge all those bullets, maybe that's why it crashed?
Yeah I think so.
There was a mod called "Deathmatch warmup" where the plasma marine would strafe around you, i always wondered how that was done.
It's simillar to what you did, but the chase frame is put after the attack preventing the infinite loop to happen as explained by Archtangent.
EDIT: Any .wad file where you replace any sprite makes vanilla crash 100% of the time. I recommend replacing the chainsaw idle sprite to see instant results though. (Test on Chocolate but DON'T use -merge, use -file instead)
I thought I misunderstood what you said, but really surprised to find out that it did crash because of it.
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Re: Vanilla Doom .DEH-based mods

Post by Zeskofp »

TDRR wrote:As for the changing sprite names, i meant how in Vanilla Doom replacing sprites with a PWAD would crash the game, but there's a way around it by changing sprite names with DeHackEd and then putting the new sprites in your PWAD, but i don't know how it works.
I did some googling and managed to get it to work, here's a sample wad/deh (it's down there)
Don't add S_START lump into the sprites wad or Chocolate will crash. The absence of S_START did make PrBoom to crash however, but it can be fixed by adding SS_START 1(with two S's) which works on both Chocolate and PrBoom.

Hope you get what I'm trying to say.
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TDRR
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Re: Vanilla Doom .DEH-based mods

Post by TDRR »

Here's a super early prototype of the Railgun i'm doing. It's mostly complete except for the fact that you turn to the east and trigger the BFG spray when firing it, still need to rule out the states that cause that.
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TDRR
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Re: Vanilla Doom .DEH-based mods (Upd. 13/12/18)

Post by TDRR »

I have added two mods to this list, a Dehacked version of D4T (still missing the infinite ammo pistol)
and a Vanilla version of Brutal Doom which doesn't include reloading (a separate version will be uploading with reloading).

Of these two, only vBrutal is compatible with Vanilla Doom. I'm pretty sure the reason is that DeHackEd can't parse D4T's Dehacked file properly because any other source-port with support for .deh files (even those without Boom extensions) work. Of note is that D4T DeHackEd was made before fraggle's vsmooth.wad (which vBrutal is based on), and i instead used boom-enhanced.wad which may be the source of the problem.

Of course since both include new graphics, for Vanilla Doom you will need to either use DeuSF and input this "DeuSF -as vbrutal.wad" which will put all IWAD sprites into that wad so it doesn't crash on vanilla, or input this "DeuSF -merge vbrutal.wad" which will merge vbrutal.wad into your IWAD. Doing this is NOT recommended unless you are going to do this in a separate folder, if not, use the -as method. Obviously you will also need to use DeHackEd to load the patch into your .exe.

EDIT: Added a Vanilla-Compatible Railgun that uses graphics from Skulltag, for Vanilla Doom DeuSF isn't required but DeHackEd obviously is.
Do note that it is ridiculously overpowered (Just like the Quake 2 railgun :lol: )
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Post by Whoah »

I really dig the DeHackEd versions of BD and D4T! I've always had a soft spot for these types of mods. I have a suggestion, though. Would it be possible to change the mugshot in the D4T DeHackEd mod to this one here? https://www.moddb.com/games/doom/addons ... er-mugshot
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TDRR
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Post by TDRR »

Whoah wrote:I really dig the DeHackEd versions of BD and D4T! I've always had a soft spot for these types of mods. I have a suggestion, though. Would it be possible to change the mugshot in the D4T DeHackEd mod to this one here? https://www.moddb.com/games/doom/addons ... er-mugshot
I can, but honestly the colors look like trash when those graphics are limited to the Doom pallete.

In other news, i have released Brutal Doom DeHackEd. The main difference from vBrutal Doom is that the Rifle and Plasma rifle have reloading, and that sprites are from Brutal Doom v19.
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TDRR
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Post by TDRR »

So, what mod would you like to see in Vanilla-compatible form?
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Re: Vanilla Doom .DEH-based mods (Upd. 14/12/18)

Post by SiFi270 »

Approximations of one or more of Final Doomer's classes?
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