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Ultimate Doom 1.9 DeHacked with Doom 2 Monsters


ZeMystic

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This has almost definitely been asked before but I just wanted to know to get some clarification.

 

I opened up WhackEd 4 and opened up ultimate doom stuff only. They're basically the same, so what's stopping us from making doom 1 have doom 2 items? Is there anything with the code? Or is it just the editor blocking off the stuff. If we put in the Doom 2 assets and sprites what's stopping it from working?

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35 minutes ago, ZeMystic said:

Would that mean replacing monsters?

For REKKR, that what was done, yes. Replaced the monsters with new ones.

Since REKKR is an Ultimate Doom mapset, thats how Revae use the ''unused'' Doom 2 monsters on it.

 

35 minutes ago, ZeMystic said:

Say if I went into doom 2 editing, with doom 1 as the IWAD, then ran it, would it still be there?

I don't uderstand too well this question.

Are you are asking about using Doom1 as a resource wad while mapping?

In that case, no, Ultimate Doom doesn't have the assets, so they would not show up on the builder.

 

Otherwise, if you use both iwads as resource, and make a Ultimate Doom map, you will be able to locate Doom 2 monsters with the builder.

Then, when you make your map, E1M1, if Doom 2 monsters are on it, and you make a pwad where the graphic lumps of the monsters are on it, when loading your UDoom pwad with UDoom as iwad, you will see Doom 2 monsters on the map.

Edited by P41R47

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You can use Doom 2 monsters on UDoom.

As long as the assets are on the pwad, you can use them as their behaviour is on the executable.

Only thing you can't use on UDoom is the switcheable shotguns.

You can have one or the other, not both, as the code for switching them is hardcoded for Doom2.

And the megasphere, i think. Don't remember if it is usable on UDoom.

 

Thats kinda how REKKR made it bestiary, reutilizing the codepointers and states from Doom2 monsters.

Edited by P41R47

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41 minutes ago, P41R47 said:

You can use Doom 2 monsters on UDoom.

As long as the assets are on the pwad, you can use them as their behaviour is on the executable.

Only thing you can't use on UDoom is the switcheable shotguns.

You can have one or the other, not both, as the code for switching them is hardcoded for Doom2.

And the megasphere, i think. Don't remember if it is usable on UDoom.

 

Thats kinda how REKKR made it bestiary, reutilizing the codepointers and states from Doom2 monsters.

Would that mean replacing monsters?

 

Say if I went into doom 2 editing, with doom 1 as the IWAD, then ran it, would it still be there?

 

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4 minutes ago, P41R47 said:

Otherwise, if you use both iwads as resource, and make a Ultimate Doom map, you will be able to locate Doom 2 monsters with the builder.

Then, when you make your map, E1M1, if Doom 2 monsters are on it, and you make a pwad where the graphic lumps of the monsters are on it, when loading your UDoom pwad with UDoom as iwad, you will see Doom 2 monsters on the map.

That answers my question then perfectly, thank you!

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I've been practicing with dehacked and came up with a success. I currently working on a dehacked mod that can even work on Crispy Doom (and GLboom), which has custom weapons as well as enemies. I replaced the BOSS enemies with normal monsters, which makes room for enemies that behave like their Doom 2 counterparts. Spiderdemon is replaced by the Chaingun-Spider, while the Cyberdemon is replaced with the Cyber-Satyr; and shotgunners are replaced with plasma zombies that shoot Arachnotron fireballs. Doom Imps are replaced with black imps /w green eyes, they shoot baron fireballs and make noises from Barons, Hell Knights, and even Archvile pain sounds. New weapons include the Alpha Doom pistol rifle, along with custom weapons like the Plasma Beam (slot 3) and Nailgun (slot 7). There are a combination of Doom 2 and Stardoom sound effects with it. Many things in it came from Realm667, and then converted to Doom format. I have not picked a level set yet to go with it, but it does mix well with Solar Struggle. I would need a map where I can place things like boss enemies instead of Doom 2 exclusive monsters.

Edited by Morfos

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