Dehacked question.
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Dehacked question.
can I make a new monster by replacing a Dead Lost Soul, and extending the Sprite Sub-Number? I plan to make a stronger lost soul variant.
Re: Dehacked question.
Yes, you can.

This might be of use to you.
http://www.aspectsweb.co.uk/dehacked/
In the worked examples link, one of the examples is very similar to what you are trying to do.

This might be of use to you.
http://www.aspectsweb.co.uk/dehacked/
In the worked examples link, one of the examples is very similar to what you are trying to do.
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Re: Dehacked question.
will it replace the lost soul?
Re: Dehacked question.
It may and it may not. The dead lost soul is a left-over item from the Doom development days. All of the original Doom main enemies have a dead version that can be used as a decoration. The lost soul was originally designed to leave a corpse (a pile of shattered bone shards). The design of the lost soul changed to the one that we know but the dead bodies are separate items and can be dehacked separately. So, item properties such as hit points and so on can be changed.
However, the items and the sprite frames that they use are separate entities. (Even the dead lost soul does share some frames with the lost soul. (If you place a dead lost soul in a map near the player start, you can see it vanish as you start the game.))
So if you want to give your new lost soul an ability in its frames that is different to the standard behaviour - and keep the original lost soul -, then you will have to find unused frames that are already in the game, and use them (e.g. the pain elemental resurrection frames - which are only ever used in the rarest of circumstances - can be useful here). If you just change the existing frames, it will change them for any actor that uses those frames - in this case the original lost soul and the new one.
As I said, one of the examples on the page that I linked to does something very similar to what you are trying to do by creating a "super imp" that throws baron fireballs but still leaves you with a normal imp too.
However, the items and the sprite frames that they use are separate entities. (Even the dead lost soul does share some frames with the lost soul. (If you place a dead lost soul in a map near the player start, you can see it vanish as you start the game.))
So if you want to give your new lost soul an ability in its frames that is different to the standard behaviour - and keep the original lost soul -, then you will have to find unused frames that are already in the game, and use them (e.g. the pain elemental resurrection frames - which are only ever used in the rarest of circumstances - can be useful here). If you just change the existing frames, it will change them for any actor that uses those frames - in this case the original lost soul and the new one.
As I said, one of the examples on the page that I linked to does something very similar to what you are trying to do by creating a "super imp" that throws baron fireballs but still leaves you with a normal imp too.
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Re: Dehacked question.
when I try to test a map with the DeHackEd file, I get an error message saying: no patches found for SKUL frame A.
what does this mean, and how can I fix it?
here is the .deh file: edit: here is the WAD file: https://drive.google.com/open?id=1eVcQH ... 1iZCp1Nbn5
what does this mean, and how can I fix it?
here is the .deh file: edit: here is the WAD file: https://drive.google.com/open?id=1eVcQH ... 1iZCp1Nbn5
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Re: Dehacked question.
is anyone able to download the file and maybe tell me what's wrong with it?
Re: Dehacked question.
I'm not sure why you are getting that error message because I'm not. Usually the error means exactly what it says - that some or all of the sprites of that name (in this case SKULA*) are not in your resource files. However, if you are using a standard doom or doom2 IWAD, that shouldn't be the case.
I did try summoning a normal lost soul and they seem to be working. I also summoned a dead lost soul. I couldn't see it but there was definitely a solid, invisible, non-moving item in front of me. So your patch does something (but not what you want). Unfortunately, reading the contents of a dehacked file isn't easy and I don't have any dehacked programs installed right now to check it with that instead.
Out of interest, why are you doing this via dehacked? Is a more modern solution like DECORATE or ZScript not an option for you?
I did try summoning a normal lost soul and they seem to be working. I also summoned a dead lost soul. I couldn't see it but there was definitely a solid, invisible, non-moving item in front of me. So your patch does something (but not what you want). Unfortunately, reading the contents of a dehacked file isn't easy and I don't have any dehacked programs installed right now to check it with that instead.
Out of interest, why are you doing this via dehacked? Is a more modern solution like DECORATE or ZScript not an option for you?
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Re: Dehacked question.
it's for a vanilla compatible WAD i'm making. the marines were made by -TDRR- of doomworld. the Maykr Soul is m own creation.
how exactly COULD I make a new Lost Soul type monster with dehacked? the "super imp" example does not really help me.
EDIT: the new monster uses textures from the WAD I made. you might need to download the wad to be able to see the monster.
how exactly COULD I make a new Lost Soul type monster with dehacked? the "super imp" example does not really help me.
EDIT: the new monster uses textures from the WAD I made. you might need to download the wad to be able to see the monster.
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Re: Dehacked question.
is anyone able to tell me what is wrong with my file? a DeHackEd expert maybe?
EDIT: the deh file calls for textures in the wad file.
EDIT: the deh file calls for textures in the wad file.
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Re: Dehacked question.
How does it not? Enjay mentioned that its workings is very similar to what you want to achieve. So, have you tried it out? What made you decide this didn't help you? Did it throw an error?Memes4LyfeLives wrote:the "super imp" example does not really help me.
I am far from a DeHackEd expert (More a silly layman) so whatever i am about to say is likely wrong but if you are going for Vanilla DeHackEd, don't you need to append the monster sprites in your WAD first? (This is done through DeusF) Or are you using something like Whacked to create your patch?
Enjay is a defacto expert, hence why i asked you to elaborate on why the Super Imp example didn't do anything for youMemes4LyfeLives wrote:is anyone able to tell me what is wrong with my file? a DeHackEd expert maybe?
EDIT: the deh file calls for textures in the wad file.

Secondly: Patience is a virtue! Not everyone is available for a prolonged period of time, let alone people who actually have experience with DeHackEd.
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Re: Dehacked question.
it did not do anything for me because I did not think it would help. like, yeah I get it. copy and paste the lost soul data, maybe edit it, but I used ALL of the pain elemental reanimation sprites as well as duplicate sprites, because I wanted a custom death animation. after looking at it in dehacked, I messed up. pain elemental sprites transition to the custom sprites I made. not that I can see it in the game, because it will not start up in Chocolate doom. also, the BEX part at the end of the example is confusing. not because of the code, but because I don't know HOW I can pull it off without messing anything up.
also, how do I append sprites in DeusF?
also, how do I append sprites in DeusF?
- Redneckerz
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Re: Dehacked question.
Memes4LyfeLives wrote:it did not do anything for me because I did not think it would help.

So you use Chocolate Doom. Why not use Whacked then? It does literally everything that DeHackEd does but in a much friendlier way.Memes4LyfeLives wrote: not that I can see it in the game, because it will not start up in Chocolate doom.
The only reason i would imagine using DeHackEd (as in the DOS program) is if you want to follow a purists route by making a .deh patch using the original software. Judging by what you use and what you want to do, i do not think that's what you are after.
The BEX part is to be ignored, because it is stands for Boom EXtended. Its part of Boom. If you are talking Vanilla Doom, then a BEX patch is not needed. Enjay's link mentions this.Memes4LyfeLives wrote: also, the BEX part at the end of the example is confusing. not because of the code, but because I don't know HOW I can pull it off without messing anything up.
I am not saying that you should do that, but i am saying that might be one of the things.Memes4LyfeLives wrote: also, how do I append sprites in DeusF?
But now that i know that you use Chocolate Doom, i much rather refer to my suggestion earlier in the post - Use Whacked. Really.
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Re: Dehacked question.
whenever I save in Whacked, I get an error saying "can not find an action pointer index for state 45". here is a screen shot:
i used copy and paste to assign actions to the unused sprites.
i used copy and paste to assign actions to the unused sprites.