View Full Version : Dehacked Question(s)
Doom_Dude
May 3rd, 2003, 07:29 AM
Hey. I was designing a dehacked patch to go with my Vilecore2.0 project. I was wondering do the 3 main ports, Legacy, ZDoom and JDoom support dehacked patches in the wad file? Actually I know Legacy does but not sure about the other 2.
Is there any reason I shouldn't put the dehacked file in the .wad? Will doom2.exe blow a head gasket? Doesn't matter if doom2.exe does or not as vanilla won't be recommended once I'm done.
How can I combine dehacked patches? I asked this before but I forget what the answer is.
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Aliotroph?
May 3rd, 2003, 10:06 AM
DooM II will won't even know what the patch is if you put it in a wad. It was originally an illegal hack of the exe and the only reason those patch files existed was so you could save them for later before you patched anoher copy of the exe since back in the day, that's what you actually had to do.
That means by default, it's probably not too safe to assume dehacked patches will work in wads. If they do, it's because the port authors specifically made an effort to do it. JDoom was late getting Dehacked support and I don't know whatever happened with Zdoom. I can just about guarantee BooM will use them but not in wads.
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Doom_Dude
May 3rd, 2003, 03:43 PM
I know it won't work with doom2.exe..... I'm just assuming it will be ignored if it's in there and not crash.
I suppose it'll be easier to just add the dehacked patch in a seperate wad. That way ppl won't have to use it if they don't want to. I want to put it in a seperate wad cause I will be putting our Imp rifle with the graphics and stuff in too.
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
ReX
May 3rd, 2003, 09:23 PM
DeHacked patches work just fine when included as a lump in wads meant for ZDooM.
To insert a DeHacked lump, you could use XWE, where you simply open your wad, select Entry|Load and use your browser to find and load your .deh file. Rename it DEHACKED, and you're all set.
Using multiple DeHacked patches is tricky. The best way is to use Copy|Paste between one .deh file and another and create a single .deh file. If there's more than one .deh file called in a command line (or if two or more wads containing different DeHacked patches are called from the command line), only one will take effect.
Agent Spork
May 3rd, 2003, 09:26 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">DooM II will won't</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
lol. Nice typo :P
Palladium
May 4th, 2003, 12:47 AM
er.. when adding multiple dehack patches, they are all loaded, and the changes caused by one will be overwritten by anything that modifies the same attributes or elements, so you end up with a hybrid patch when your done
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Doom_Dude
May 4th, 2003, 05:22 AM
Thanx for the info guys. I never messed with dehacked (WhackED actually) until recently... I'm still playing around with diff settings and ideas for now.
LOL@DooM II will won't!!!!!!!
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
ReX
May 6th, 2003, 05:32 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Palladium said:
when adding multiple dehack patches, they are all loaded, and the changes caused by one will be overwritten by anything that modifies the same attributes or elements, so you end up with a hybrid patch when your done</font><hr width="100%" size="1" noshade></BLOCKQUOTE>Are you quite sure about that? I was under the impression that when calling multiple wads, each with different .deh patches, the patch in the last wad called would overwrite all others in its entirety. Otherwise, how does DooM know which elements to pick and choose from one .deh patch to another?
I loaded 2 wads, each with its own .deh patch, and the patch in the second wad loaded took effect. Still, I'm no DeHacked expert, and I can look into this further.
ToXiCFLUFF
May 6th, 2003, 07:48 AM
A dehacked patch only contains the data which has been changed from the Doom2.exe default. Therefore, for example, the first deh patch may only change the pain elemental's attributes and the second one may not effect the PE but does affect the cyberdemon - you would have both modified PE's and CB's if you loaded the game with both these patches.
If there is an overlap between the two patches' influence though, the changes of the last patch to be loaded will always take precedence.
At least it is this way in Legacy, I'm not sure about other ports.
//edit Oh and I've become an imp now. Fear me.
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ReX
May 6th, 2003, 10:43 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">If there is an overlap between the two patches' influence though, the changes of the last patch to be loaded will always take precedence.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>Ah, this clarifies everything. Palladium was quite correct.
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