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DSDHacked
Posted: Fri Sep 08, 2023 6:45 am
by Dynamo
This is less a feature request and more of a general question, but is support for
DSDHacked planned to be implemented at some point in the future? I have not found any discussion on this specification on the forums.
Re: DSDHacked
Posted: Fri Sep 08, 2023 1:07 pm
by Graf Zahl
I have made some preparations for it but with nothing to test it's currently collecting dust.
Re: DSDHacked
Posted: Fri Sep 08, 2023 1:45 pm
by Dynamo
Yes, there have not been many projects supporting this standard yet. There is this one however,
Crusader, that came out recently, might be a good benchmark for testing.
Re: DSDHacked
Posted: Mon Sep 11, 2023 3:21 am
by abelar
Does GZDoom nightly builds support this? How do I enable it? I've downloaded this version:
https://github.com/ZDoom/gzdoom/actions/runs/6139067183 and want to try it on Crusader WAD that was mentioned above, but cannot find any new compatibility options.
Re: DSDHacked
Posted: Mon Sep 11, 2023 6:39 am
by Professor Hastig
At the moment, no. There is a dsdhacked branch that's getting 2 years old in 2 days but it's not part of master and possibly needs some work to be added.
Re: DSDHacked
Posted: Mon Sep 11, 2023 12:27 pm
by Graf Zahl
Finally something to test this old code with.
If we just hadn't had the nicest weather imaginable for the last week...
Re: DSDHacked
Posted: Mon Sep 11, 2023 3:24 pm
by Graf Zahl
I ran some tests with this old code and fixed some issues. Can someone please have a look at Crusader and tell me if it is all correct?
Re: DSDHacked
Posted: Mon Sep 11, 2023 5:16 pm
by Dynamo
Sure thing... I imagine the latest nightly off DRDTeam will do? Will report back with my findings.
EDIT: Using
this, the WAD is very bugged still. The weapons are invisible, and there's a lot of errors on startup, such as:
Frame 1593: Sprite 277 out of range
Frame 1594: Sprite 277 out of range
Frame 1595: Sprite 277 out of range
Frame 1596: Sprite 277 out of range
Frame 1597: Sprite 277 out of range
Frame 1598: Sprite 277 out of range
Frame 1599: Sprite 277 out of range
Frame 1600: Sprite 277 out of range
Frame 1601: Sprite 277 out of range
Frame 1602: Sprite 277 out of range
Frame 1603: Sprite 277 out of range
and more...
I'm guessing I'm just using the wrong build here, sorry about that, which one should I be using instead?
Re: DSDHacked
Posted: Mon Sep 11, 2023 11:23 pm
by Professor Hastig
Wait for the next one. The one you linked to is definitely too old. Compiling the latest master loads the WAD, all I got was two editor number collisions and the game seems to work. I haven't done any comparisons with other ports yet to check if it is all correct. But I didn't spot any outright glitches
Re: DSDHacked
Posted: Tue Sep 12, 2023 5:11 pm
by Dynamo
All right, the build is out, and it works! I'll post here any issues I find when I run into them.
Issue #1: this enemy (deh_actor_178) on the first level, which is just meant to be a heavy weapon dude that does not drop a chaingun, seems to have no firing sound, but behaves normally otherwise. In DSDA-Doom they have the firing sound as normal.
Issue #2: The BFG9000 replacement does not play any weapon firing sounds when utilizing it. It plays the sound correctly in DSDA-Doom.
Re: DSDHacked
Posted: Wed Sep 13, 2023 9:53 am
by Graf Zahl
Issue #1 is fixed. This one's from the ancient mists of time. The shotgun attack once had the same problem but got fixed before DECORATE. The chaingun attack did not, so I was forced to add a hack to make it work.
Re: DSDHacked
Posted: Wed Sep 13, 2023 10:44 am
by Graf Zahl
Issue #2 is also fixed.
Re: DSDHacked
Posted: Wed Sep 13, 2023 12:27 pm
by Dynamo
I just finished the WAD! There is only one more issue I've noticed:
This actor (deh_actor_182), which is meant to be a cyberdemon with less HP but that fires slightly faster, in DSDA-Doom is invulnerable to splash damage, but in GZDoom it isn't, meaning that they kill themselves very quickly and easily by infighting when they are in groups (since splash damage triggers that). Easily seen in one of the sections of MAP09. I believe the final boss (deh_actor_186) suffers from the same problem, taking massive damage when spawned in map32 from its own rockets.
Re: DSDHacked
Posted: Wed Sep 13, 2023 12:51 pm
by Graf Zahl
Also fixed
Re: DSDHacked
Posted: Wed Sep 13, 2023 2:33 pm
by Dynamo
Thanks Graf

This mod should be perfect in GZDoom now. I'll test more DSDHacked mods when I see any popping up, but I've added GZDoom to the list of
DSDHacked-supported ports on the wiki.