coderamen Posted September 23, 2023 Self explanatory. I want to hear if anyone messed with the code and I think it would be a nice catalog of experiments with the doom engine's codebase. 1 Quote Share this post Link to post
OniriA Posted September 24, 2023 (edited) As a matter of fact I did. And I came about a very unique discovery while doing so. A certain file caught my curiosity but was in an encrypted (now defunct ancient) format. I randomly decided to open it in mspaint instead and what I saw was unbelievable and will likely be shocking. Spoiler Edited September 24, 2023 by OniriA 10 Quote Share this post Link to post
Ralphis Posted September 24, 2023 (edited) I have never personally seen, nor heard, of anyone attempting to modify the Doom source code. It's kind of an insane idea and if anyone ever tries, they deserve to be locked up. Edited September 24, 2023 by Ralphis 8 Quote Share this post Link to post
ETTiNGRiNDER Posted September 24, 2023 I did, a long time ago. I think I used prboom as a base. All I remember adding was a projectile spread shot similar to an ethereal crossbow as a weapon action, and I had tried to make it possible to go over/under things and include upright spears that hurt if you fell on top of them but not if you bumped them from the side, but it was buggy and you tended to get stuck in them (why they said "fuck it" and didn't let things go over/under each other I guess.) Never released it or got anywhere near finishing whatever mod I was trying to make (if I even had a coherent plan in the first place or if I was just screwing around). 3 Quote Share this post Link to post
coderamen Posted September 24, 2023 45 minutes ago, OniriA said: As a matter of fact I did. And I came about a very unique discovery while doing so. A certain file caught my curiosity but was in an encrypted (now defunct ancient) format. I randomly decided to open it in mspaint instead and what I saw was unbelievable and will likely be shocking. Reveal hidden contents LMAO man this is hilarious wow. 0 Quote Share this post Link to post
DNSKILL5 Posted September 24, 2023 I'd say that due to the accessibility Doom offers without the need to alter the source code is the main reason there aren't as many mods with actual source code changes that compile their own executable. This was not the case for Wolfenstein 3D, which is why many mods that predate ECWolf came with their own EXE was due to the changes made to the source code to add new features. 1 Quote Share this post Link to post
Spie812 Posted September 24, 2023 (edited) Not Doom, but I was once upset with Heretic's fullscreen HUD. It only shows health and artifacts, neglecting certain minor things like how much ammo you have, how much armor, or which keys. (Of course, vanilla Doom's doesn't show anything...) So I patched the HUD-drawing function in Crispy Heretic to be actually playable. A simple fix, but very welcome. Edited September 24, 2023 by Spie812 7 Quote Share this post Link to post
LexiMax Posted September 24, 2023 More than a decade ago, I started messing around with the Doom source code, just for fun and because there were a few features in Odamex that I wanted to see that weren't in. Today, I have a job in game development and my name in the credits of several games that I loved growing up. Messing with Doom's source code literally changed my life trajectory. 0/10 would not recommend. 😛 4 Quote Share this post Link to post
coderamen Posted September 24, 2023 6 minutes ago, LexiMax said: More than a decade ago, I started messing around with the Doom source code, just for fun and because there were a few features in Odamex that I wanted to see that weren't in. Today, I have a job in game development and my name in the credits of several games that I loved growing up. Messing with Doom's source code literally changed my life trajectory. 0/10 would not recommend. 😛 That's actually funny. As for me, Doom has helped me get through some traumatic things in my life to an extent. I have personally tinkered with the source code to do things like mess with the animation frames of various weapons, attempt to fix some bugs while failing in that endeavor miserably, and successfully fixing a bug in the source code because why not. 0 Quote Share this post Link to post
houston Posted September 25, 2023 No, but I've edited the source of Belgian-Chocolate Duke3D to disable the version info message which normally appears at the top of the screen when loading a level. 1 Quote Share this post Link to post
inkoalawetrust Posted September 25, 2023 Well, I haven't messed with the Doom source code itself, but have made a few commits to GZDoom and have a to do list for more of them. Does that count ? 1 Quote Share this post Link to post
coderamen Posted September 25, 2023 6 hours ago, inkoalawetrust said: Well, I haven't messed with the Doom source code itself, but have made a few commits to GZDoom and have a to do list for more of them. Does that count ? Yeah. If you modify a derivative of the doom source code it counts imo. 0 Quote Share this post Link to post
The Almighty Egg Posted September 25, 2023 On 9/24/2023 at 3:29 AM, Ralphis said: I have never personally seen, nor heard, of anyone attempting to modify the Doom source code. It's kind of an insane idea and if anyone ever tries, they deserve to be locked up. That's crazy! Why would someone do something like that! 0 Quote Share this post Link to post
SilverMiner Posted September 25, 2023 I modified mbf 2.04 and boom 2.02 in 2018. The changes were simple: end game at map24, make sky2 appear at map21, make rocket guys drop rockets, make fast shotguys drop shotguns, get map07 stuff get triggered on map11 as well. Text screens after map19 and 24. I didn't get to implement all the gameplay features I wanted back then, but now I have all powers to add them within a one day: return ghost monsters, add waggling floors, make fast shotguys use A_FastChase. This spring I edited crispy heretic so that it matched crispy doom in features like boom animated, switches, mbf sky transfers 2 Quote Share this post Link to post
MugMonster Posted September 26, 2023 On 9/23/2023 at 9:17 PM, CAM-7EA said: I'd say that due to the accessibility Doom offers without the need to alter the source code is the main reason there aren't as many mods with actual source code changes that compile their own executable. This was not the case for Wolfenstein 3D, which is why many mods that predate ECWolf came with their own EXE was due to the changes made to the source code to add new features. an idle thought I had a while ago is that while people have made commercial games from total conversions, using both advanced GZDoom features (Supplice) and vanilla DEHacked tricks (REKKR), so far as I know no one's used the luxury of open source to make a game out of the code itself, the way Hexen/Heretic/Strife were. I guess with everything GZDoom offers it would just be redundant, but I still feel like it would be interesting for novelty's sake 1 Quote Share this post Link to post
Obsidian Plague Posted September 26, 2023 (edited) On 9/23/2023 at 6:46 PM, coderamen said: Self explanatory. I want to hear if anyone messed with the code and I think it would be a nice catalog of experiments with the doom engine's codebase. i should, the actual doom source code is available now and i kinda wanna fuck with it what's stopped me from modifying actual doom source code in the first place to make funny gameplay stuff is the fact i would've had to pick a windows based doom source port to start with, and the problem with that is that i'd have to play nice with the fact dehacked exists. Edited September 26, 2023 by Obsidian Plague 1 Quote Share this post Link to post
tomas7777 Posted September 26, 2023 A few months ago I tried porting MBF21 to Crispy Doom. About halfway through the process I realized that I was basically just turning it into something like Woof, so I lost my motivation. It was a cool experience though... I got the Vesper weapons mod to work, and while testing it against other source ports I found a bug in Woof's implementation of one of the functions. I submitted a pull request to fix it. Turns out the same bug was also present in Doom Retro. It was just a tiny bug fix, but it felt really satisfying to have contributed (for the first time) to a major source port of what is probably my favorite video game of all time, and to know that other people will benefit from it too! 6 Quote Share this post Link to post
EPICALLL Posted September 26, 2023 By accident, I did. So, I guess that's something. 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.