ETTiNGRiNDER Posted December 17, 2018 20 hours ago, VGA said: I can't believe noone thought to add blank states and uasble IDs all these decades. It is easy to do and doesn't mess with compatibility at all. It existed. It just didn't catch on. 2 Quote Share this post Link to post
NuMetalManiak Posted December 18, 2018 This has some weird dehacked stuff to it, but most of the levels are bad and it probably could have been finished. Still though, WALKING BARRELS 0 Quote Share this post Link to post
Gez Posted December 18, 2018 On lundi 17 décembre 2018 at 12:29 AM, VGA said: Graf would get an aneurysm if I was busting his balls about extending Dehacked for modding lmao :D I don't actually think so. He didn't object when I put the MBF+SMMU dehacked support stuff in ZDoom a while ago. I found the reference commit for the Crispy extension: https://github.com/fabiangreffrath/crispy-doom/commit/b3bed9a10184a21ed5cf226a50a832630ebedf3a#diff-dca30fac43e92fa7d4093049927a5d30 Most of that is straightforward and only represents a few more lines in dehsupp.txt. There's just the extrastates up to 4000 that will most probably need to be implemented differently. 0 Quote Share this post Link to post
taufan99 Posted December 18, 2018 7 hours ago, ETTiNGRiNDER said: It existed. It just didn't catch on. Such a shame it doesn't get much attention from the demographic it intended. If only! 0 Quote Share this post Link to post
NaZa Posted December 18, 2018 Aliens Doom deserves a mention because of simply how old it is. The DEHACKED usage is still great though. 1 Quote Share this post Link to post
Revae Posted December 18, 2018 Agree with everyone who said Batman Doom. They clearly planned everything out carefully to squeeze as much out of dehacked as they did. Super impressive stuff. 1 Quote Share this post Link to post
Please Delete This Account Posted December 19, 2018 (edited) ===================================================== Custom monsters from the wad "Valiant" Super imp Super demon Super mancubus Pyro Knight Cybruiser Arachnorb Lightning Orb Suicide Bomber Super Vile Reference: https://doomwiki.org/wiki/Valiant Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/valiant ===================================================== Custom monsters from the wad "Ancient Aliens" Stealth Plasma Alien Alien Guardian Reference: https://doomwiki.org/wiki/Ancient_Aliens Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens ===================================================== Custom monsters from "Legacy Of Suffering" rocket-chaingun soldier (you fight him in Act III) Shadow Knight (You fight him in either Act VIII or Act IX [or Final Act]? I don't exactly remember it now) Some new zombies are introduced, as the ones armed with super shotguns and others with chainsaws. The Arachnotron now looks halfways between the normal Doom 2 one and the Doom 64 one, and leaves a cell recharge behind when its corpse evaporates. Imps are more dark and have more spines. Monsters like Hell Knights and Barons attacks from both hands, and the Revenant now attacks two misiles at once. Reference: https://doom.fandom.com/wiki/Legacy_of_Suffering Link: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/los ===================================================== Custom monsters from the wad "Scythe 2" Evil Marine Afrit Reference: https://doom.fandom.com/wiki/Scythe_2 Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/scythe2 ===================================================== Edited December 19, 2018 by Ad009 ZA001 2 Quote Share this post Link to post
Please Delete This Account Posted December 20, 2018 Also, check out the custom monsters from "Knee-Deep in ZDoom" Link: https://www.doomworld.com/idgames/levels/doom/Ports/megawads/kdizd_12 0 Quote Share this post Link to post
Edward850 Posted December 20, 2018 10 minutes ago, Ad009 ZA001 said: Also, check out the custom monsters from "Knee-Deep in ZDoom" Link: https://www.doomworld.com/idgames/levels/doom/Ports/megawads/kdizd_12 The thread title is "Most creative DEHACKED custom monster?". KDiZD monsters are Decorate, which isn't related. 1 Quote Share this post Link to post
Jon Posted December 20, 2018 On 12/17/2018 at 3:44 PM, david_a said: I remember this mod but I don't think I played it. Or maybe I did, but it was in a super-early state. Wasn't it in black & white too? How did the wall bloodstains work? I know you can turn the blood into a projectile that "dies" into a blood pool but I don't understand how you could do anything special for walls. I remember it too but I can't remember playing it. I'm surprised it's sunk into obscurity. But perhaps it was never released in a playable format at all. 0 Quote Share this post Link to post
Revae Posted December 20, 2018 Is there a download for the Zombie Doom beta anywhere? 0 Quote Share this post Link to post
david_a Posted December 20, 2018 (edited) 39 minutes ago, Revae said: Is there a download for the Zombie Doom beta anywhere? I was looking for that. Apparently it used to be hosted on Doomworld but it was killed in 1999; I haven't found anything useful stashed away on DW or on The Wayback Machine. Somebody made stand-alone mods for the various weapons and uploaded them to idgames but they don't look too special according to the reviews (an anonymous dude gave them all 1 star). EDIT: I've managed to find a screenshot: https://web.archive.org/web/19991105033122/http://www.doomworld.com:80/zombie/gangree2.jpg EDIT2: Some of these screenshots work: https://web.archive.org/web/19991005165611/http://www.doomworld.com:80/zombie/screen.htm I was right that the project did use a mostly B&W palette for a while. In some of the shots you can see an imp zombie with a missing arm too. EDIT3: I didn't realize @Scuba Steve actually helped out with it a bit; maybe he kept some files?? Edited December 20, 2018 by david_a 1 Quote Share this post Link to post
Scuba Steve Posted December 21, 2018 (edited) Back when I was a middling teenage artist, I remember drawing some artwork for Zombie Doom that was to be used as the chainsaw zombie. I'll see what I can find... Edit: OK So here's what I found: I never had any of the levels he made, but I did have the game files. I included two versions I had on my HDD. zombie.wad is an early version which has the crazy grenade launcher effect still in it (in an even earlier copy I can't find, it was even MORE absurd with MORE explosions.) Zombieg.zip is a newer build that had more completed assets, but significant changes to how the grenade launcher was handled. Due to the extensive nature of the DEH, which I embedded into the wads, this will not properly work with ZDoom... only Eternity or a more DEH compatible wad will run it correctly. Zombie.zip Edited December 21, 2018 by Scuba Steve 5 Quote Share this post Link to post
Revae Posted December 21, 2018 Oh rad. I'll check it out when I get a chance. 0 Quote Share this post Link to post
Scuba Steve Posted December 23, 2018 On 12/14/2018 at 11:26 AM, Linguica said: The most creative custom monsters in DeHackEd were, and remain, those in Batman Doom. Agreed... and it's also bizarre that the entire project was originally designed for Macintosh Doom. Which reminded me of something that I have never been able to find... The developers, when converting the .DEH from Mac Doom to PC, once mentioned a few changes that had to be made because the PC version of DeHackEd was unable to replicate some of the changes, specifically the molotov cocktails thrown by Zeke. Apparently in the Macintosh version of Batman Doom they operate completely different from the PC version which had to be significantly scaled back. I have no idea if anyone has access to a copy of MAC Doom and could describe the differences, upload a video, or maybe replicate the original functionality in decorate? 2 Quote Share this post Link to post
david_a Posted December 24, 2018 Getting the original Mac Batman Doom running sounds like it might be a fun winter break task. I got a classic Mac emulator working a few years ago but deleted everything when I realized I had absolutely no reason to run any Mac software :/ 0 Quote Share this post Link to post
VGA Posted December 24, 2018 Did the Dehacked tool support the Mac executable? Huh?! 0 Quote Share this post Link to post
david_a Posted December 24, 2018 1 hour ago, VGA said: Did the Dehacked tool support the Mac executable? Huh?! No, I think they used their own bizzaro universe tool. 0 Quote Share this post Link to post
Scuba Steve Posted December 24, 2018 Shit... Batman Doom's files were stored on 3D Downloads. So unless someone has a copy of the Mac Batman Doom, or can contact one of the members of ACE Team Software... I have no idea how to recover the files. 0 Quote Share this post Link to post
Linguica Posted December 24, 2018 https://www.doomworld.com/3ddownloads/batmantc/Batman.sit 3 Quote Share this post Link to post
david_a Posted December 24, 2018 (edited) I got a working MacOS 7.5.5 running with Mac Doom 2 already, looking into Batman Doom now... Edit: @Linguica, do you happen to have a magic download link for Doominator? It's apparently the Mac Dehacked equivalent. The Batman Doom docs actually refer to downloading it from Doomworld. Edit2: This is... not looking promising: Edit3: I put out a general call for help about finding Doominator. Edited December 24, 2018 by david_a 0 Quote Share this post Link to post
david_a Posted December 24, 2018 DISASTER AVERTED, Doominator has been found, call off the National Guard Unfortunately the Mac version of Doom II that I "acquired" doesn't seem to be compatible with it though This better be some molotov cocktail effect, I'm just saying, I mean instead of this I could be... uh... well i guess there's not much to do at my parent's house 3 Quote Share this post Link to post
Doomkid Posted December 24, 2018 I hope you get it running at some point just to find out. I bet it's barely different but who knows until we see. I'm kind of curious, especially since I only just recently played through Batman Doom the right way (not just playing like 3 maps in a server or something) 0 Quote Share this post Link to post
Scuba Steve Posted December 24, 2018 On 12/17/2018 at 9:44 AM, david_a said: I remember this mod but I don't think I played it. Or maybe I did, but it was in a super-early state. Wasn't it in black & white too? How did the wall bloodstains work? I know you can turn the blood into a projectile that "dies" into a blood pool but I don't understand how you could do anything special for walls. It worked by turning bullet puffs into shootable objects. If a bullet puff was attacked, it would turn into a blood splat on the wall. A bit silly when you just shoot walls and blood comes out, but it was already an over-the-top project to begin with and general gameplay made it look pretty neat when a supershotgun blast blows through a zombie and causes blood behind them. 0 Quote Share this post Link to post
Scuba Steve Posted December 24, 2018 2 hours ago, Linguica said: https://www.doomworld.com/3ddownloads/batmantc/Batman.sit Did you back up everything from 3ddownloads? And how much was saved from old hosted sites like the 'Zombies' mod? Are there old zip files that might contain more recent versions of the project? 0 Quote Share this post Link to post
david_a Posted December 24, 2018 25 minutes ago, Doomkid said: I hope you get it running at some point just to find out. I bet it's barely different but who knows until we see. I'm kind of curious, especially since I only just recently played through Batman Doom the right way (not just playing like 3 maps in a server or something) I think I'm pretty close, but I'm giving up for today. I think I just realized it would be much easier dealing with a SIT-compressed CDR file on my Mom's iMac instead of fumbling around inside an emulated MacOS 7.5 install. 1 Quote Share this post Link to post
Afterglow Posted December 24, 2018 (edited) On 12/20/2018 at 10:07 PM, Scuba Steve said: (in an even earlier copy I can't find, it was even MORE absurd with MORE explosions.) Spoiler Was this it? Edited December 24, 2018 by Afterglow 3 Quote Share this post Link to post
david_a Posted December 24, 2018 (edited) Hells yes; it’s a Festivus miracle EDIT: Not sure I can in good conscience spend more time on this for the next day or two :) What's the quickest way to encounter a Zeke in Batman Doom? Edited December 24, 2018 by david_a 1 Quote Share this post Link to post
Scuba Steve Posted December 24, 2018 (edited) Map 27, the military base, in the hardest setting should have one near the start. Afterglow: lol yes! Edited December 24, 2018 by Scuba Steve 0 Quote Share this post Link to post
Revae Posted December 24, 2018 (edited) I accidentally did something like that looked kinda like that with a stand in object that had the romero head death. But it was a bunch of grenade runes dropping from the sky in a row. This looks like it does the BFG ray cast and spawns explosives with gravity that spawn on the ceiling or some such. Pretty cool. I tried to fake rain with a bunch of monsters that you couldn't shoot or touch that had a super high speed and a rain sprite. My thought was that they would stay so close to the player trying to attack him (with no real attack) that they would always be right next to you, so you wouldn't be able to tell they were moving around so much. Didn't work. They just ran away and back and looked generally stupid. I think I might've gotten better results if I had each of them drop a single line of rain, then disappear for a few frames, drop a slightly different raindrop, disappear, etc... Biggest issue would be keeping them from walking outside to inside, and having them still look decent from the doorway, without making the level design cumbersome or stupid. Maybe I'll give it a go again for kicks. edit for results: bunch of rain monsters running around at high speed occasionally popping off tracers puffs on the ground to simulate rain splashes. tall enough that they can't get under the porch, so other monsters can still take refuge from the rain.https://i.4cdn.org/vr/1545699997553.webm Edited December 25, 2018 by Revae 0 Quote Share this post Link to post
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