Ar_e_en Posted January 5, 2021 (edited) A while ago, I asked some people what color should the Baron fireballs be. The reason why I asked that is because I wanted to do a little DeHackEd experiment - I wanted to see how many object states I could free up in DeHackEd while still keeping the game visually similar to the original (or at least as close as possible) and the Baron fireball being green interfered with this due to the DeHackEd color switching options. I did this mostly as an exercise for future DeHackEd projects. By using the two color options, modifying some sprites in GIMP and by replacing some of the various states with already existing states - I managed to save the following states: I also made a test map for map01 and e1m8 that showcases some of the visual changes in a .wad file that can be used with both DOOM 1 and 2 (Screenshots made with Woof): Spoiler There was one oddity that showed up during this, like if I test e1m8 with The Ultimate DOOM in PrBoom-Plus or Woof - the Hell Knight won't show up even tho I changed it so he would share all the sprites and states (with the exception of the death state due to the tag 666 shenanigans) with the Baron of Hell, but he will show up in GZDoom. I'm not actually worried about this because Hell Knights don't appear in The Ultimate DOOM (even tho most source-ports contain all the non-visual data needed for DOOM 2 monsters). Anyway, here's the file if you're interested (edit: touched up the Baron sprite a bit): DehTestV2.zip Edited January 5, 2021 by Ar_e_en 3 Quote Share this post Link to post
fabian Posted January 6, 2021 There is no Hell Knight in Doom 1, it was one of the new monsters in Doom 2. 0 Quote Share this post Link to post
Ar_e_en Posted January 6, 2021 Yes, but the original .exe for The Ultimate DOOM (as well as any source-port that can play The Ultimate DOOM) contains data (that isn't visual or auditory) for all the DOOM 2 monsters, this is actually one of the reasons why REKKR can have player-seeking projectiles and monsters with resurrection powers even tho it runs on The Ultimate DOOM or Freedoom Phase 1 Iwads. Note that I write "The Ultimate DOOM" and not "DOOM 1". Although, there is another oddity that I noticed: the player plasma rifle in my wad fires the Arachnotron projectile in both DOOM 2 and The Ultimate DOOM despite the fact that Arachnotron projectiles shouldn't visually exist in The Ultimate DOOM. 0 Quote Share this post Link to post
Ar_e_en Posted January 6, 2021 I just checked The Ultimate DOOM iwad, turns out that there IS an Arachnotron projectile in the iwad (there is also a Mancubus fireball and a few other DOOM 2 sprites), but there are no Arachnotrons. I guess the id guys forgot to delete a few things when compiling The Ultimate DOOM iwad, or maybe the original .exe would crash if some of the sprites were missing. 0 Quote Share this post Link to post
fabian Posted January 6, 2021 All the necessary code pointers are there, but the monstets won't get spawned: https://github.com/chocolate-doom/chocolate-doom/blob/b26157aca5b12049b35d8dfcf969c51967a369f6/src/doom/p_setup.c#L362 1 Quote Share this post Link to post
Ar_e_en Posted January 6, 2021 So the "commercial" value is determined by the iwad right? And that's why even on specific source-ports (excluding GZDoom) the specific monsters or other entities won't spawn right? 0 Quote Share this post Link to post
fabian Posted January 6, 2021 Yep, in Doom source code, "commercial" means any flavor of Doom 2. 1 Quote Share this post Link to post
Ar_e_en Posted January 6, 2021 Okay! In other words anything occupying the following states: case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS Won't be spawned, even if I replace them with anything custom. 0 Quote Share this post Link to post
P41R47 Posted January 6, 2021 1 minute ago, Ar_e_en said: Okay! In other words anything occupying the following states: case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS Won't be spawned, even if I replace them with anything custom. Thats how REKKR did it magic, i think. Having a lot of non usable monsters and a lot of states to use, Revae mixed cookies, sugar, and a lot of funky colours until the mysterious substance x accidentally drop into the mix and those awful nightmares spread throught the land of REKKR. :P 3 Quote Share this post Link to post
SilverMiner Posted January 11, 2021 If you stick to Doom 2, you can use Pain Elemental's resurrect states. That's some of frames 2 Quote Share this post Link to post
Ar_e_en Posted January 12, 2021 17 hours ago, SilverMiner said: If you stick to Doom 2, you can use Pain Elemental's resurrect states. That's some of frames True, but technically speaking the Archvile CAN resurrect a Pain Elemental through some crusher shenanigans, this is a rarity and a bug, but it can happen and people have used this trick in the past. 0 Quote Share this post Link to post
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