frustratio Posted May 3, 2024 (edited) Seems like I'm making a small hospital. It really screams for doctors, nurses, patients and real hospital stuff and not just random crap. I'm making it for Boom/MBF while trying to maintain vanilla compatibility where I can, so no decorate/zscript etc. I'm looking for Doom color and size compatible sprites, preferably correctly named to replace an enemy and a .deh to give it proper behavior. Huge thanks if such resources exist or someone wants to help. Edited May 14, 2024 by frustratio 0 Quote Share this post Link to post
CravenCoyote Posted May 3, 2024 (edited) You could consider Realm 667 for assets. The page I linked has Scientist packs at the top which look like hospital staff, but you could also modify further if needed. You'd just need to replace the Doom sprites with something like Slade if you don't want specialised behaviour. Edited May 3, 2024 by CravenCoyote 0 Quote Share this post Link to post
Gothic Posted May 3, 2024 Check DeeDeeOZ's civilian sprites, or the scientist from Blake Stone if you want good doctor sprites. For patients maybe the Shadowcaster slaves will work. Osjclatchford edited them to fit Doom better. 2 Quote Share this post Link to post
frustratio Posted May 6, 2024 (edited) Those are some cool resources but is there _anything_ ready to use? I'm already swamped with work and running out of time. I wouldn't wanna have to cut sprites from sheets, compare and replace Doom II sprites with 'em. Even those that are already cut are named a bit obscurely and many have decorate/zscript etc. I wanna easy to use resources, like replace monster sprites with doctor/whatever sprites, little .deh tweaking, new sounds and that's it. Are there any easy to use vanilla Doom compatible hospital/civilian monsters? I could also use turrets etc "automated defences" (already got one turret replacing SS guy), ghosts etc spooky ones. Partial theme of my level is fear, mental problems, substance abuse and loneliness. Hope I don't sound lazy. I'd _really_ appreciate if there'd be like ready to use .wad or filenames etc (or maybe a software that'd rename and maybe even resize and set offsets to sprites that I'd replace original monsters with?). It's really hard to get anything done with my problems, ancient half-broken hardware etc. I'm struggling to make at least one map demonstrating some of my own and repurposed assets etc. Hope this message is readable, I'm so anguished, tired etc. Hoping to make my small virtual hospital etc craziness before I end up back in a real one :/ edit: Like if I wanna use the doctor from civilians, it has these files: PEM5A1.PNG PEM5A2A8.PNG PEM5A3A7.PNG PEM5A4A6.PNG PEM5A5.PNG PEM5B1.PNG PEM5B2B8.PNG PEM5B3B7.PNG PEM5B4B6.PNG PEM5B5.PNG PEM5C1.PNG PEM5C2C8.PNG PEM5C3C7.PNG PEM5C4C6.PNG PEM5C5.PNG PEM5E1.PNG PEM5E2E8.PNG PEM5E3E7.PNG PEM5E4E6.PNG PEM5E5.PNG PEM5I0.PNG PEM5J0.PNG PEM5K0.PNG PEM5L0.PNG PEM5M0.PNG PEM5N0.PNG PEM5O0.PNG PEM5P0.PNG PGIBA0.PNG PGIBB0.PNG PGIBC0.PNG PGIBD0.PNG PGIBE0.PNG What should I rename them to replace some Doom monster? (doesn't matter which as long as not archvile, demon, revenant, spectre or SS) Will I have to edit offsets manually? Replacing SS dude with a turret was _pain_ even though the turret had/has far less frames. Also, are there dehacked guides or examples of how to turn a shooting enemy into melee only? I've slowly learned a bit dehacked but am a forever newbie. IF I had the time and skill, I would replace all enemies. It'd be nice to have some aggressive melee fighters as well as cowards who just run away and then at least one scary ghost monster but I'd be happy if I could incorporate even one doctor looking dude to my level to sell the hospital illusion... I've also thought about MBF21 or DEHEXTRA but does Whacked support those? How do I utilize them? I already have to insert one line between Whacked and Slade to stop monster infighting in ports that support it. Anyway if there'd be just some way for stupid tired intoxicated me to easily import enemy I'd be happy. Edited May 6, 2024 by frustratio 0 Quote Share this post Link to post
frustratio Posted May 6, 2024 (edited) I'm trying to replace cacodemon with a doctor but the doctor sprite doesn't have sprites headd1-headd5 (and some of the existing sprites are copies of themselves) so what do I do? In general, are there tips or examples on how to turn cacodemon into walking monster etc? I might be able to pull it of in dehacked if I'd just get the frames right. I find it weird that there are no utilities for this. My coding skills suck but almost makes me wanna write a program to do the renaming but what to do when there are missing frames like in this case etc? Sorry my stupidity (and double post, just thought that a few edits is enough). Edited May 6, 2024 by frustratio 0 Quote Share this post Link to post
CravenCoyote Posted May 6, 2024 (edited) Those are probably 'walking' sprites for the Cacodemon, so if a Cacodemon had feet you'd probably see a difference. There are naming conventions with Sprites, for example when looking at the Former Sergeant: Walking "Away" from player: SPOSA5 (Frame A, Direction 5) SPOSB5 (Frame B, Direction 5) SPOSC5 (Frame C, Direction 5) SPOSD5 (Frame D, Direction 5) Walking "Towards" the player: SPOSA1 (Frame A, Direction 1) SPOSB1 (Frame B, Direction 1) SPOSC1 (Frame C, Direction 1) SPOSD1 (Frame D, Direction 1) Walking "Towards and to the left of" the player: SPOSA2A8 (Frame A, Direction 8) SPOSB2B8 (Frame B, Direction 8) SPOSC2C8 (Frame C, Direction 8) SPOSD2D8 (Frame D, Direction 8) You might find a wad with vanilla configured sprites right from the get-go, or you might not. And if not, it will take you a short time to do and you will learn from it (and that's a good thing for future projects!). It doesn't take a lot of time to move sprites into Slade and rename them, and the more you do it the easier it becomes. If you don't want to take the time to do it, then DECORATE will have you covered, and you wont need Whacked/Dehacked, but you won't have the vanilla compatibility either. To answer your Whacked/Dehacked question, yes - there are videos available you can watch on YouTube that will teach you how to do things. I would honestly take the time to do something like this and not just brush it off as "it takes too long". Doom projects take time, and it feels good when you finish them. I personally use my sprite editing time to take a small break from mapping. Edited May 6, 2024 by CravenCoyote 2 Quote Share this post Link to post
frustratio Posted May 7, 2024 Thanks for comprehensive answer, though I've tried to learn it from some Doom wiki etc. I just find it difficult and also beyond hate renaming, offsetting etc (and certain other tasks, real life example: doing dishes). I might have asperger or something besides all the other mental health stuff. I tried to replace poss* (trooper?) dude with doctor but couldn't find matching sprites and got confused by both missing and extra frames that were there. But with the help of beer I managed to replace trooper graphics with a gunless goon! So maybe I'll learn how to replace sargeant with doctor or sumtin. Anyway, now I would like to know the easiest dehacked way of making the goon melee only? Can I just drop attack frames/states all together and leave melee frames? (I tried looking at how demon works). Of course that would make an easy enemy so think I'll give him more health and speed _IF_ I get him to work. Other things I should change/be aware of? I know the feel good of finishing the tiniest thing. It's just very difficult with this head, let alone life of mine. I'm trying to do and learn against the odds and wouldn't need very much more to have assets for it. 0 Quote Share this post Link to post
CravenCoyote Posted May 7, 2024 (edited) Are you using Whacked? Open up Things and then find Demon on the right. You can see that under States, Attack is 0. This is the ranged attack and of course, the Demon does not have one. Melee, however, has the tag 485 SARGE. If you look at States for the Demon, you can see 485 SARGE, meaning that when engaging Melee, the Demon will jump to state 485. And if you look at the Cacodemon in the Things window, you can see that Melee is 0. Because by default, a Cacodemon only has ranged attacks. You'll also notice that the Cacodemon has 'Floating' and 'No Gravity' ticked so it can float around. If you unticked these, it would walk around like other monsters. If you happen to find a list of Sprites that you want to use, and there are more than the vanilla version, you could choose to 'skip' one of those sprites in the sequence. As an example, I used the Sprites for Obsidian Statue to replace the Imp in one of my wads. The Obsidian Statue has one extra death frame compared to the Imp. To resolve, I simply ignored one of the Obsidian Statue's frames by not placing it into my wad. You can probably get around this with Dehacked/Whacked, but I've never tried, and that one single frame was hardly noticeable anyway. Edited May 7, 2024 by CravenCoyote 0 Quote Share this post Link to post
frustratio Posted May 7, 2024 (edited) 6 hours ago, CravenCoyote said: Are you using Whacked... Yes. Thanks a lot for making things easier to understand. Just one last question, which attack function should I use for trooper's melee attack? Can I borrow sargattack or sumtin or do I use default posattack? (think it might make a gunshot sound, does it?) edit: I tested it and posattack works except the gunshot sound. I read somewhere that if I set posattack time to 0 and play another sound after it the gunshot wouldn't be heard but what codepointer do I use to play "punch" etc fitting sound? I tried SpawnSound (as I don't use spawn cube) but it didn't work, I keep hearing gunshots as the goon takes punches at me. Is there any fix? edit2: One way I got it to work as I don't use revenant was to replace posattack with skelfist (and having it a punch sound effect) but it takes like ~40-50% of players health away. Is there any way of making it less damaging or some other way to get punch sound with melee attack? edit3: Even with posattack the "punches" are so punishing that guess I'll keep this enemy as one really tough melee fighter but wouldn't wanna doctor to be such a kung fu master so is there a way to make enemy punch with less energy and in general other ways to change which sounds play during attack? Edited May 7, 2024 by frustratio 0 Quote Share this post Link to post
CravenCoyote Posted May 7, 2024 (edited) You could probably switch the Melee tag with the Attack tag which means that the Trooper would attack only when in melee range. I think this would play the firing animation but wouldn't make a sound. And if that's the case, just replace the firing animation with the melee sprites in Slade edit: you can change the sounds in the Sounds section underneath States. Haven't got Whacked open at the moment (I'm at work) but I'm sure one of the option menus can be used to determine sound codes. Eg, change Sound 1 (Pistol) to 83 (Punch) for Trooper in Things Edited May 7, 2024 by CravenCoyote 0 Quote Share this post Link to post
frustratio Posted May 8, 2024 I think I can manage from now on except I'd like to know how to incorporate extra frames? I'm trying to replace sargeant, I've got doctor sprites renamed to default sargeant sprites but there's more doctor sprites (so it wouldn't be mirrored). What are the correct filenames for the un-mirrored sargeant/doctor sprites and is renaming them enough to get them working or do I need to do more? PS. Wish the doc had a gun... 0 Quote Share this post Link to post
frustratio Posted May 11, 2024 (edited) Okay, so I I've spent eternity researching, trial and erroring and _finally_ figured out sprite names but still, maybe due to dodgy animation frames, couldn't get that ugly doctor to work (walking looked really bad). I ended up ripping up a mutated doctor from sci2.wad but would really like "normal" doctor who has a gun - does such sprite exist? Also are there any ghoul/ghost/tech like sprites that'd be easy replacement for demon or lost soul? I don't need much, IF I had the time I'd draw a ghost sprite myself and set to appear like spectre. Also I don't know if I'm blind or stupid but for some reason imp doesn't seem to be very popular replaceable, pretty much all the sprites out there are geared towards zombie/shotgun guy (unless it's an imp modification but true new sprites meant to replace imp, do they exist and where?). In general, I have a lot of trouble of finding sprites that have both melee and shooting attacks let alone that would fit imp as it shoots plasma though this can be of course changed (right?). So far I've replaced zombie with a melee only goon, sargeant with a mobster, chaingun sargeant with a mutated doctor, SS guy with a turret and cacodemon with another turret. Might make changes still. Any, all and previous help _ much_ obliged :) PS. I have a security camera on ceiling and I would like it's base to remain there when it explodes but it always drops down - is there anything to fix this? Also seems like enemies get stuck behind it even though there's plenty of vertical space, I guess nothing to be done 'bout this? edit: made more readable, added content Edited May 12, 2024 by frustratio 0 Quote Share this post Link to post
frustratio Posted May 13, 2024 Maybe good that I didn't get answers, I've really had to learn dehacked and learned a lot I have. I've already got 4 different turrets, 3 on the floor, one in the ceiling - and speaking of things in ceiling, like I tried to ask already that does -nogravity do much anything and I guess that if you have a turret in the ceiling that it must fall down no matter what? I'd rather have it's destroyed base stay in the ceiling but it's no biggie. But I need more monsters besides melee goon, shotgun gangster and mutated doctor! I'd like to replace the shotgun gangster with someone who looks less like chicago mobster and more like UAC etc personnel (a guy who takes care of things) and I'm _still_ searching for proper imp/trooper replacement, some humane or scary monster with both melee and shooting attacks. Something totally un-imp like (there's millions of edits out there). Also would love something else to replace demon but a dog? Haven't found anything else. It would fit theme/surroundings but I feel bad about killing (even virtual) animals. I'd like to replace demon and lost soul with some scary ghosts (kinda like figments of junkie doomguy's psychotic imagination). I could and likely will search for examples but was wondering if there are guides or easy answers on how to do personnel (with dehacked) that just wonder around or run away from the player when shots fired? And most of all, I'm searching for doctor/scientist/nurse sprite _with_ a gun and no mutations, it's enough that my only doctor has been taking a "little" too much drugs, mutated in result, runs and shoots like a crazy person :D PS. In general IF somebody is interested in this hard-to-describe sort of an "outsider art" Doom II project which draws from real life (health and armors are different drugs and black magick), no default enemies (only custom turrets, ghosts and hospital/uac personnel etc), besides used sprites almost all flats and textures are either my own photographs, borrowed from net, screenshot from TV-series'/movies' or edited etc. I wanna keep software Doom gameplay, look and feel while doing "something", trying to bring out my vision (which I would gladly share, maybe if someone would like to even make one map or sumtin?). I really dunno if this is unique. I'd like to become aware if other hard life junkies etc artistic outsiders have done something to Doom(s) which is it's own thing and stands out? My life's really hard lonely life, I'm a mentally ill drug addict, trying to get help but dunno if I'll get it. This project is pretty much my life and I'd also wanna make sure that everything wouldn't go to waste if something happens to me. If I had a friend here I might link a WIP dropbox file. My resource file (95% vanilla compatible, little 'bit of Boom extensions) is over 60MB and I've got a few unfinished maps. If only I could bounce ideas and talk to someone even that might light the spark, I'm so alone, got _nobody_ let alone someone who'd understand why I spend years working on content for 30 years old game. I'm very dedicated to this project but having trouble finding suitable enemy sprites and coming up with some kind of plot and coherence (though little incoherence fits the theme). I would be happy to try some cooperation with someone or if somebody has (especially) enemy sprites or sumtin that might fit the the UAC tech base/hospital/urban/hell theme and junkie doomguy fighting automated defenses and personnel. Maybe someone even has experience on the difficult side of life and would like to bring their heartbreak/pain/struggle to Doom? Broken hearts, drug syringes, prescription drugs, whiskey, black magick, good ol' boomstick and some decent surroundings etc... PS. I guess there aren't any _easy_ tricks with Boom/MBF21 limits to cause player to see/feel like he's on drugs or something? I haven't played a lot with the lighting effects etc and it's really hard to get anything to blink/flicker like I'd like to (like sectors in front of screens, fireplaces etc). 0 Quote Share this post Link to post
frustratio Posted May 14, 2024 (edited) Sorry for multiple posting but I'd need answers, especially as I came upon a new mystery... I thought of recreating permanent (or long lasting) blood spots like instructed here: https://aspectsweb.co.uk/dehacked/dehex04.html except what does "Uncheck bit 4 "can’t be hit"." mean? I see original dehacked has "can't be hit" selection but on the site it isn't discussed at all and I can't find it in Whacked. Am I stupid, overly tired or what's going on? Here's screenshots from the linked site and whacked; Guide to permanent blood spots: Another screenshot showing original dehacked having such option but the site skips talking about it? Here's the options Whacked gives (in Boom format, if it makes a difference, whereas the "can't be hit" should be in Vanilla too): So what's the story with "can't be hit" and how it differs from "shootable"? PS. I also took a look at the .deh file with the blud.wad and it looks like this: Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Thing 23 (Pain Elemental) Respawn frame = 0 Thing 39 (Blood Splat) Width = 524288 Bits = 0 Frame 92 Duration = 4 Next frame = 720 Frame 720 Sprite number = 16 Sprite subnumber = 3 Frame 721 Sprite number = 16 Sprite subnumber = 4 Duration = -1 Next frame = 0 So where's "can't be hit"? Is "Bits = 0" it? Edited May 14, 2024 by frustratio 0 Quote Share this post Link to post
Xaser Posted May 14, 2024 The "Can't be hit" option is labeled "Visible & untouchable" in WHackEd -- the flags are in the same order in both programs, even if the names differ a bit. This flag's proper name is NOBLOCKMAP (or MF_NOBLOCKMAP if you want to be super literal re: the source code :P ) -- the full explanation of what it does is a bit geeky, though the ZDoom wiki does a sort-of-OK explanation here. Neither OG DeHacked nor WHackEd have a good "name" for it, unfortunately. 0 Quote Share this post Link to post
frustratio Posted May 16, 2024 (edited) On 5/14/2024 at 9:08 AM, Xaser said: The "Can't be hit" option is labeled "Visible & untouchable" in WHackEd -- the flags are in the same order in both programs, even if the names differ a bit. This flag's proper name is NOBLOCKMAP (or MF_NOBLOCKMAP if you want to be super literal re: the source code :P ) -- the full explanation of what it does is a bit geeky, though the ZDoom wiki does a sort-of-OK explanation here. Neither OG DeHacked nor WHackEd have a good "name" for it, unfortunately. Thank you! My latest dillemma is that I'm trying to turn https://www.realm667.com/en/repository-18489/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/2574-haywire-turret into vanilla/Boom compatible. It has frames that shoot directly as well as frames that have the barrels pointed downwards, I bet there's no way to determine player height or anything to be able to use both? Also _still_ having trouble finding suitable imp, demon, baron of hell and cyberdemon replacements and in general sprites that aren't just edits of Doom monsters and that have _both_ gun and melee attacks. Theme is what I've told, UAC science/hospital etc human staff, automated turrets and I'd like to have some scary demon(s) and maybe a robot but not too huge and should fit the style. I'll probably post pics of what I've done some time if I'm still alive. EDIT: I also have little trouble with some of the turrets. Some (like the one I replaced baron of hell with) does seem to have trouble in aiming. Also is there a way to stop ceiling mounted turrets from sliding across the ceiling when I shoot them? I tested more and seems like I have to be very close to the turret so it'd hit me more than 1/10 of the time? The room isn't even big! Is there a way to make turrets (etc shooting enemies) more accurate? EDIT2: The basic cposattacking turret that I replaced SS guy with hits much better even though it's slower. Also one turret does seem to get stuck in short spaces even though the height of the space is more than of the turret? Anyway of fixing these? I think I stopped sliding by applying float and giving ceiling turrets huge mass. Just would like to make 'em hit the player :) Also feels dumb that player can't pass underneath them even though there'd be space. What would happen if I removed "obstacle" bit? Would be really happy to get my turrets working properly and finding some humanoid like enemies to replace imp, demon, hell knight and cyber demon. Also would love a ghost to replace lost soul but where can I find enemies that have both melee+gun attacks and also where could I find a suitable ghost sprite to replace lost soul? Edited May 16, 2024 by frustratio 0 Quote Share this post Link to post
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