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Dehacked Vs. Mapinfo (And some dehacking questions)


NinjaDelphox

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So I'm just looking to change the automap names, and I know how to do this with dehacked since it's incredibly simple, but I also see that Mapinfo exists. I was looking at some wads in Slade like BTSX and saw they have a ZMapinfo and one just called mapinfo, if all I want to change is the automap names, is just the dehacked file fine? And if I should include a Mapinfo lump, is it supported by PrBoom+?

Dehacked questions:
I want to try and change the Wolf SS and Commander Keen into real enemies, but I do not know how to add in the extra sprites for either (Other rotations for the SS and any at all for the Keen), how would I go about achieving this? I also want to change the Story text flat, I changed the text string for the flat in the dehacked file to the flat I wanted it to be but it did not change it. Can that not be done within the dehacked or did I just do it wrong?

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59 minutes ago, NinjaDelphox said:

So I'm just looking to change the automap names, and I know how to do this with dehacked since it's incredibly simple, but I also see that Mapinfo exists. I was looking at some wads in Slade like BTSX and saw they have a ZMapinfo and one just called mapinfo, if all I want to change is the automap names, is just the dehacked file fine? And if I should include a Mapinfo lump, is it supported by PrBoom+?

This article should explain things in details about the many flavors of MAPINFO. However, if all you want to change is the automap names, then yeah, you can stay with just DEHACKED.

 

1 hour ago, NinjaDelphox said:

I want to try and change the Wolf SS and Commander Keen into real enemies, but I do not know how to add in the extra sprites for either (Other rotations for the SS and any at all for the Keen), how would I go about achieving this?

For sprite rotations, all you need to do is to provide them. If they exist, they'll be used. There's nothing about it in the actor code (and therefore, nothing about it that needs to be handled in DEHACKED), it's all purely on the renderer side. The actor code only says which frame to render, it's the renderer which decides which rotation to use for this frame.

1 hour ago, NinjaDelphox said:

I also want to change the Story text flat, I changed the text string for the flat in the dehacked file to the flat I wanted it to be but it did not change it. Can that not be done within the dehacked or did I just do it wrong?

AFAIK it should work, so there's probably a mistake somewhere in your test. Without being able to check the file in question, it's hard to be more specific than that.

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So if I wanted to add new attacking rotation sprites I would just keep the same letter and then just number them each like I do with all the other monsters?

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