If you have questions, please ask at www.doomworld.com - YT often doesn't notify me of comments! 0:34 Downloading necessary programs 0:52 Starting WhackEd4, creating new file 1:43 Basic WhackEd4 menu overview 1:58 Editing THING properties (health of enemies, height and width, etc) 3:13 Editing STATES (animation frames and their actions) 4:34 Editing STRINGS (story text, item pickup messages, etc) 5:45 Editing WEAPON properties (*weapons other than fist/chainsaw should NOT use "infinite" ammo type!*) 6:05 Editing AMMO (how much ammo you pick up and max capacity) 6:46 Editing CHEAT codes 7:08 Editing MISC properties (BFG ammo usage, etc) 7:42 Examples of messing with STATES and THING properties 9:05 (Big mistake by me, anything *that fires bullets or projectiles* should NEVER use infinite ammo, even the fist or saw!) 12:42 Making an enemy walk at different speed & fire different projectiles 17:07 Loading our DEH file in Vanilla Doom (OPTIONAL! DosBox not needed if you use a port!) 19:34 (Example of why "infinite ammo" is bad - firing the customized fist weapon causes my SHELL capacity to go down, glitching the game) 21:07 Setting custom SPRITES for your modified weapons/enemies 24:31 Re-naming sprites in Slade 26:31 Re-naming custom sprites in WhackEd4 (MUST match name set in Slade!) 29:00 Setting up your WAD so that it will run in ALL source ports (GZDoom, PrBoom etc)
I have a correction for things I said at 3:47 and 8:56 - The Fist and Chainsaw SHOULD NOT ever shoot bullets or plasma, as it causes a glitch where your Shotgun is no longer able to hold ammo.. If you look at 19:34, you'll notice when the fist is shooting pistol shots, that the SHELL capacity is going down! In the bottom right, it should say 0 / 50, but it goes down to 49, 48, etc. This causes the shotgun to be useless and is generally buggy. So, DO NOT attempt to give anything but melee weapons (fists and chainsaws) infinite ammo. Sorry about the mix up!
so it actually gets a bit goofier if you start playing around with the ammo type in the bex file by hand. 0 - 3 correspond to regular ammo values, 4-7 are the *total* ammo values - so if you use the "unknown" ammo type, it'll use the max bullets value; if you set ammo type to 6 or 7 you'll use max plasma or rockets. the most bizarre one is setting the ammo type to 8. you'll end up with a weapon that normally has 0 ammo until you fire it, where it will immediately be set to 1 until it reaches a frame where it actually fires something and return to 0. if you set this weapon to only use physical attacks (punch or saw), it will stay at 1 ammo until you switch weapons where it will return to 0 when re-equipped. if you have multiple firing frames, it'll dip into a negative ammo counter and switch out, though again it'll reset to 0 after re-equipping. i'm assuming it's not really a proper ammo type so much as some internal ammo counter handler that's normally not supposed to be accessible, but is potentially useful for infinite ammo weapons. the only issue then is how some source ports handle this a bit differently. prboom+ works pretty much perfectly, where you can just keep shooting your infinite ammo weapon repeatedly without issue. crispy doom wants to switch to a different weapon after every shot, but the weapon can be immediately re-equipped and fired again. might be worth playing around with this some more to see if that can be worked around in some way (or just give an alternate bex file for crispy players) setting the ammo type to 9 or higher just gives you a 0 ammo weapon, unable to fire. also keep in mind leaving ammo type at anything higher than 5 will cause whacked to crash on load. thanks for coming to my ted talk
Editing text strings to say "poop" was pretty much the extend of my knowledge with dehacked, so thank you for this. Great tutorial. Could you make one on advanced vanilla mapping tricks, like the fake 3D structures? I found Mordeth's old pages on Doomworld, but I'm having a hard time following the text instructions with 320x200 pictures...
dude this is huge. This is an absolutely vital video for me, as I plan to construct some boom maps with a few custom enemies sprinkled in to make more interesting gameplay scenarios. I had previously known how to work decorate for custom stuff, but now I prefer to make boom maps. Awesome video, always wanted to learn dehacked stuff
I learned about dehacked in 1996 from "tricks of the doom programming gurus" book and I can't say I don't feel old right now looking at that tiny font text interface in dos. Then again, it's not as if vanilla doom ever changes
Here’s a hint to everyone who’s making a resprite you can change the colors to vanilla compatible trough slade by making a empty entry at the start of the files named SS_START and one at the end named SS_END and select all of them and change to the colors that are in the vanilla palette
Sprite monsters are good for old vanilla dooming. I remember having fun just messing around randomly in dehacked for msdos back in the day. Back then I had nothing but dehacked and edmap.
Great tutorial! I just started to make a doom mods myself (after a years of playing doom mods and asking myself, how people doing this?), and this tutorial really helped me! And your other tutorials, like add custom music or textures, really helped me too! :)
Excellent video, I feel like I've learned so much. Thank you for cutting it down and getting straight to your point with helpful examples. You really made this easier to understand, thank you!!
i use GZDoom and ZDLauncher... but this video was of great help to me..... especially pointing out which inputs will glitch out the game.. that was boss.
Thankfully, the BFG ball doesn’t really care which object spawned it - no matter what object did, it will create tracers between the impact point and that object, taking the direction the object was facing into account. The game really was programmed in a way to be friendly to alterations and expansions!
Very informative. I've certainly learned a few things in this one even beyond the original aim of the tutorial. Thank you! Now, as i develop interest in building a custom arsenal for a Doom project, i do want to learn all this stuff. However, some questions still remain, as a few subjects have been overlooked: 1) Can you use the WhackED/DEHacked editors with Hexen and Heretic as opposed to just Doom? 2) You have never said anything about changing the damage of the player's hitscan weapons, or the enemy hitscan weapon for that matter. How would that work? 3) What about changing melee damage or range? Chainsaw range, for example. 4) How about the weapons like Railgun, - the kind that are not based on the derivatives of vanilla. How do they make this happen? 5) Last but not least: ALT Fire?
Sorry I took so long: 0:34 Downloading necessary programs 0:52 Starting WhackEd4, creating new file 1:43 Basic WhackEd4 menu overview 1:58 Editing THING properties (health of enemies, height and width, etc) 3:13 Editing STATES (animation frames and their actions) 4:34 Editing STRINGS (story text, item pickup messages, etc) 5:45 Editing WEAPON properties (*weapons other than fist/chainsaw should NOT use "infinite" ammo type!*) 6:05 Editing AMMO (how much ammo you pick up and max capacity) 6:46 Editing CHEAT codes 7:08 Editing MISC properties (BFG ammo usage, etc) 7:42 Examples of messing with STATES and THING properties 9:05 (Big mistake by me, anything that fires bullets or projectiles should NEVER use infinite ammo, even the fist or saw!) 12:42 Making an enemy walk at different speed & fire different projectiles 17:07 Loading our DEH modifications in Vanilla Doom 19:34 (Example of why "infinite ammo" is bad - firing the customized fist weapon causes my SHELL capacity to go down, glitching the game) 21:07 Setting custom SPRITES for your modified weapons/enemies 24:31 Re-naming sprites in Slade 26:31 Re-naming custom sprites in WhackEd4 (MUST match name set in Slade!) 29:00 Setting up your WAD so that it will run in ALL source ports (GZDoom, PrBoom etc)
Excellent tutorial! There's not many of them, so I'm glad you're making them! The only thing that didn't work for me was the S_END lump. Doom hangs and doesn't load any further. I had to change S_END to SS_END to make it work. Also, it seems like the order doesn't really matter. Is it because I'm using Ultimate Doom instead of Doom2? Anyway, keep up the good work!
I found the problem! I was replacing the sprites with the original sprite names, which messes things up. It looks like I have to use custom sprite names, and then the S_END lump works fine too. Which also means I can't just change sprites without using a DeHackEd file.
so anytime I try to replace any sprite weapon enemy or object (and yes I am converting them to doom gfx) it just crashes the game. It says "Invalid Sprite Frame". You know a way to fix this?
I was wondering how you got custom sprites in rudy2v1.wad without having to use the merge parameter -- good info! Does anyone know why loading custom sprites is so funky with vanilla?
Apparently, id actually wanted people to be able to add custom sprites, but they messed up the line of code that was supposed to allow it! www.doomworld.com/forum/topic/70755-vanilla-custom-sprites-oddities/
This has been handy, thanks! Do you think an extra video covering Dehextra could be a good idea? Informations about seem fairly limited beside "more stuff, states, things, etc can be added". Like, i'm not certain how I could use it.
lovely tutorial btw i tried something similar with DEHEXTRA but the strings table seems really different, and idk how to use the texture replacements, and unfortunately there arent dehextra tutorials out there
I have this entierly custom monster. I want to make it spawn naturally in any wad with a given chance of replacing a pinky. Is there an easier way of pulling this off, without a custom actor for random spawns?
I’m sorry to say, but that’s beyond my skill set. I do know that the easiest way to do what you want is to use DECORATE though, and I’m sure some people on Doomworld or ZDoom forums would be willing to help
I've been trying to include a Slaughterfest and Tarachillax dehacked patches in my wad and when loading my infinite BFG, it crashes the program and I get an error message. I've been wanting to include cybers that fire 14 rockets instead of just one in addition to the infinite BFG but I've been having some problems with it.
It is, but he has to have “look” and “chase” frames just like other enemies, and he hardly has enough frames. What I’ve done before to free up some frames I’d borrow some from the SS nazi!
Could this method be used to create totally new enemies without replacing the existing ones? Like, I want to create a custom zombieman enemy that can coexist with the default Zombieman and the Shotgun Zombie?
Sadly it's not possible, the best option is to replace Keen or SS. However if you want to target ZDoom-based ports, Decorate allows you to add plenty of custom stuff, without having to replace anything.
@@DoomKid Ok, so you can only change existing enemies stats and sprites. With decorate you can create new enemies from scratch. Got it. Thank you, DoomKid. Ps: btw, while I was writing this comment, I was watching the Spawn "Making of" and when I was about to write "decorate" I heard Michael J. White saying "decorated" lol
Is it possible to modify actions in vanilla or boom? I mean: let say I want to change SpidRefire to work like PainAttack creating monster or thing I want without interfering Lost Soul.
In weird ways - You'd have to re-define the Lost Soul actor itself, since PainAttack is hard-coded to summon that specific actor. Unfortunately, a lot of the hard-coded stuff can't be undone in DEH/BEX..
Notice Realm667 implementing more PK3/ZScripts instead of Decorates (Actors) and WADS. This makes it more difficult to use custom monsters. I'm not familiar with complicated ZScripts. I had to pass on using some of the newer Realm667 monsters and weapons. Difficult to convert ZScript to Decorate/Actor.
The easiest way would be to use Slade to export all the mugshot graphics, edit them using whatever image editing program you like, then re-import them into your own wad, being sure to convert them back to 'doom image format'. Hopefully this helps you get started.
If you have questions, please ask at www.doomworld.com - YT often doesn't notify me of comments!
0:34 Downloading necessary programs
0:52 Starting WhackEd4, creating new file
1:43 Basic WhackEd4 menu overview
1:58 Editing THING properties (health of enemies, height and width, etc)
3:13 Editing STATES (animation frames and their actions)
4:34 Editing STRINGS (story text, item pickup messages, etc)
5:45 Editing WEAPON properties (*weapons other than fist/chainsaw should NOT use "infinite" ammo type!*)
6:05 Editing AMMO (how much ammo you pick up and max capacity)
6:46 Editing CHEAT codes
7:08 Editing MISC properties (BFG ammo usage, etc)
7:42 Examples of messing with STATES and THING properties
9:05 (Big mistake by me, anything *that fires bullets or projectiles* should NEVER use infinite ammo, even the fist or saw!)
12:42 Making an enemy walk at different speed & fire different projectiles
17:07 Loading our DEH file in Vanilla Doom (OPTIONAL! DosBox not needed if you use a port!)
19:34 (Example of why "infinite ammo" is bad - firing the customized fist weapon causes my SHELL capacity to go down, glitching the game)
21:07 Setting custom SPRITES for your modified weapons/enemies
24:31 Re-naming sprites in Slade
26:31 Re-naming custom sprites in WhackEd4 (MUST match name set in Slade!)
29:00 Setting up your WAD so that it will run in ALL source ports (GZDoom, PrBoom etc)
trying my best at this for prboom3DS... I may be doing it wrong but...i dunno
@@doomdoomerson6524 Is there anything in particular giving you trouble?
man you seem pretty nice
In my pc it shows fatal error
@@i.nakanon If you try asking at Doomworld, exl (author of whacker) May be able to help you out
I have a correction for things I said at 3:47 and 8:56 - The Fist and Chainsaw SHOULD NOT ever shoot bullets or plasma, as it causes a glitch where your Shotgun is no longer able to hold ammo.. If you look at 19:34, you'll notice when the fist is shooting pistol shots, that the SHELL capacity is going down! In the bottom right, it should say 0 / 50, but it goes down to 49, 48, etc. This causes the shotgun to be useless and is generally buggy. So, DO NOT attempt to give anything but melee weapons (fists and chainsaws) infinite ammo.
Sorry about the mix up!
Is it because of the program? Or the DooM version? I replaced my chainsaw with a pistol, it works fine, i use Slade.
@@reinhold1616 It only causes problems in Vanilla/Chocolate. If you make such a mod for ZDoom, GZDoom, it will work fine!
Doomkid oh okay.
Doomkid but it glitches when i replace pistol or fist.
so it actually gets a bit goofier if you start playing around with the ammo type in the bex file by hand. 0 - 3 correspond to regular ammo values, 4-7 are the *total* ammo values - so if you use the "unknown" ammo type, it'll use the max bullets value; if you set ammo type to 6 or 7 you'll use max plasma or rockets. the most bizarre one is setting the ammo type to 8. you'll end up with a weapon that normally has 0 ammo until you fire it, where it will immediately be set to 1 until it reaches a frame where it actually fires something and return to 0. if you set this weapon to only use physical attacks (punch or saw), it will stay at 1 ammo until you switch weapons where it will return to 0 when re-equipped. if you have multiple firing frames, it'll dip into a negative ammo counter and switch out, though again it'll reset to 0 after re-equipping.
i'm assuming it's not really a proper ammo type so much as some internal ammo counter handler that's normally not supposed to be accessible, but is potentially useful for infinite ammo weapons. the only issue then is how some source ports handle this a bit differently. prboom+ works pretty much perfectly, where you can just keep shooting your infinite ammo weapon repeatedly without issue. crispy doom wants to switch to a different weapon after every shot, but the weapon can be immediately re-equipped and fired again. might be worth playing around with this some more to see if that can be worked around in some way (or just give an alternate bex file for crispy players)
setting the ammo type to 9 or higher just gives you a 0 ammo weapon, unable to fire. also keep in mind leaving ammo type at anything higher than 5 will cause whacked to crash on load.
thanks for coming to my ted talk
How does this feel 2000-2010 ish?
When its posted in 2019?
My guess is - Windows 7, plus a low resolution, plus speaking off the cuff rather than having a perfect script
@@DoomKid and thats the best in you! :)
DosBox lmao
@@DoomKid I have to ask, why is your resolution so low?
@@DoomKid Keep it that way, youll get more views
Editing text strings to say "poop" was pretty much the extend of my knowledge with dehacked, so thank you for this. Great tutorial. Could you make one on advanced vanilla mapping tricks, like the fake 3D structures? I found Mordeth's old pages on Doomworld, but I'm having a hard time following the text instructions with 320x200 pictures...
That's a great idea - more tutorials on classic mapping/engine tricks will definitely come.
like this?
POOPPOOPOOPOOPOOPOOPOOPOOPOOP?
lucky dude, you had dehackex
These are gonna be pretty fun to play around with and the best part is its so simple. Great tutorial!
Cheers Ed, have fun with it! ZDaemon compatibility allows a whole lot more flexibility too.
@@DoomKid For Doom1 : Burning Barrel can be used as frame to replace re-used sprites such as gibbed marine 2, SMT2 is an unused sprite in iwad
dude this is huge. This is an absolutely vital video for me, as I plan to construct some boom maps with a few custom enemies sprinkled in to make more interesting gameplay scenarios. I had previously known how to work decorate for custom stuff, but now I prefer to make boom maps. Awesome video, always wanted to learn dehacked stuff
Glad it’s useful for you! If you ever need help, there’s myself and others on DW who have done a lot of DeHacking.
A dehacked tutorial!!!! AMAZING!
:D
He knows how to replace the cacodemon fireball.
I Love How The Intro Song Is Literally Slightly Modified Early E2M1.
Wow
Excellent
I would do it 15 years ago.
You made an amazing video.
There is also a software called
dck22
dck32
That you can build wads
For Doom
I have a question bro, can u modify amount of game of God Hand PS2? I will pay u if u can do it?
Thanks, just what I wanted!
Your voice comes like khan academy teacher of math!
I want to make the woman screaming at the cat version
Finally! Some Dehacked tutorial. Thank you very much!
No problem!
I learned about dehacked in 1996 from "tricks of the doom programming gurus" book and I can't say I don't feel old right now looking at that tiny font text interface in dos.
Then again, it's not as if vanilla doom ever changes
Here’s a hint to everyone who’s making a resprite you can change the colors to vanilla compatible trough slade by making a empty entry at the start of the files named SS_START and one at the end named SS_END and select all of them and change to the colors that are in the vanilla palette
OMG. And I knowing about that just in 2020? I played since 1995. Wow. Amazing man!!!
Ironic, a stormtrooper that never misses
lmao this never even occurred to me!
This was serves as a great introduction to DeHackED modding, It helped me out tremendously when making my mod.
I'm glad to hear that!
Need a tutorial on how to add custom sound effects and music
Everything on slade gives me an error code
I know I'm almost a year late, but I did add a custom music tutorial a month ago (same method works for custom SFX too)
Your desktop is so clean, I love it
You're the first one to mention it!
frank zappas name being the command for god mode is very fitting
Sprite monsters are good for old vanilla dooming. I remember having fun just messing around randomly in dehacked for msdos back in the day. Back then I had nothing but dehacked and edmap.
Finally took the plunge with DEH/BEX, this was really useful - got me right out of a rut, thanks!
Glad it helped!
Great tutorial! I just started to make a doom mods myself (after a years of playing doom mods and asking myself, how people doing this?), and this tutorial really helped me! And your other tutorials, like add custom music or textures, really helped me too! :)
Glad I could help!
Excellent video, I feel like I've learned so much. Thank you for cutting it down and getting straight to your point with helpful examples. You really made this easier to understand, thank you!!
Glad it helped!
Thank you for that tutorial. Amazing and interesting!
Thank you! Hopefully me and my friend will be able to beat map 16 of chillax if I can make some balanced op weapons! :)
Thanks doomkid, im going to make a fast paced doom mod for the wad im making
Hey. Thanks for the tutorial, im gonna use this for future cases. You deserve a subscriber
This video makes me happy.
i use GZDoom and ZDLauncher... but this video was of great help to me..... especially pointing out which inputs will glitch out the game.. that was boss.
Loving the tutorial and screen res 😅
LOL don't worry, im not crazy enough to use a screen that small, I just wanted the text to be nice and big for the video 😅
Opening music : I sawed the demons early version
DeHackEd. Now that's a word I haven't heard for... 23 years? Wow.
Thanks for helping! Now im gonna make the worst wad ever.
Wait how was this not posted fifteen years ago
It's weird seeing Dehacked in a modern app window rather than ASCII DOS Char.
blast from past, i remember my DeH days!
Hell yeah i'm adding Skulltag's BFG 10000 to my custom vanilla map
Thanks a ton for this great tutorial! Can't wait to play God in my own Doom world. (bad pun)
P.S. Are you the same Doomkid on Doomworld?
Yep, same one!
l actually liked your video,but l really want to add new guns with my own custom animations,how l can do it ?
For that I would suggest learning DECORATE, there's more information on the ZDoom wiki
the punch lowers your max shells by 1 each time too
finally, i can make weird shit, thank you
I now know how to make every weapon automatic
This helped me A LOT! Thanks man. :D
Glad it helped you :)
Thanks for the tutorial! As a test, just made my Chaingun faster, which I prefer to call it... *the turbo-charged chaingun.*
love the detail. Thanks man
Glad to hear it!
Zappa? And Doom? Subscribed!
Do the zombiemen have BFG tracers spawn from them too? Is Doom's programming really THAT good to warrant player-only functions to work on npcs?
Thankfully, the BFG ball doesn’t really care which object spawned it - no matter what object did, it will create tracers between the impact point and that object, taking the direction the object was facing into account. The game really was programmed in a way to be friendly to alterations and expansions!
thank you i now know how to make anything i want in doom
This is really helpful, thank you!
No problem!
25:22 ohhh my God yes!
thank you so much for this dude
Uare a god bro, thanks!
Thanks man really helpful stuff
Very informative. I've certainly learned a few things in this one even beyond
the original aim of the tutorial. Thank you! Now, as i develop interest in building
a custom arsenal for a Doom project, i do want to learn all this stuff. However,
some questions still remain, as a few subjects have been overlooked:
1) Can you use the WhackED/DEHacked editors with Hexen and Heretic as
opposed to just Doom?
2) You have never said anything about changing the damage of the player's hitscan weapons, or the enemy hitscan weapon for that matter. How would that work?
3) What about changing melee damage or range? Chainsaw range, for example.
4) How about the weapons like Railgun, - the kind that are not based on
the derivatives of vanilla. How do they make this happen?
5) Last but not least: ALT Fire?
Спасибо большое, видео очень помогло разобраться. Ждём туториалы по трюкам в Ванильном DOOM.
honestly my first intro do DeHackEd was Plutonia 2 changing menus and stuff :P
8:15 ya we're so fucking lit fam
So true
I hate how Dehacked is stylized "DeHackEd", like I cannot say it in my head any way other than "Dee Hack Ed".
thanks now a pistol is actually a shotgun
you should make time stamps for the different things you talk about
Good idea, I’ll do this today
Sorry I took so long:
0:34 Downloading necessary programs
0:52 Starting WhackEd4, creating new file
1:43 Basic WhackEd4 menu overview
1:58 Editing THING properties (health of enemies, height and width, etc)
3:13 Editing STATES (animation frames and their actions)
4:34 Editing STRINGS (story text, item pickup messages, etc)
5:45 Editing WEAPON properties (*weapons other than fist/chainsaw should NOT use "infinite" ammo type!*)
6:05 Editing AMMO (how much ammo you pick up and max capacity)
6:46 Editing CHEAT codes
7:08 Editing MISC properties (BFG ammo usage, etc)
7:42 Examples of messing with STATES and THING properties
9:05 (Big mistake by me, anything that fires bullets or projectiles should NEVER use infinite ammo, even the fist or saw!)
12:42 Making an enemy walk at different speed & fire different projectiles
17:07 Loading our DEH modifications in Vanilla Doom
19:34 (Example of why "infinite ammo" is bad - firing the customized fist weapon causes my SHELL capacity to go down, glitching the game)
21:07 Setting custom SPRITES for your modified weapons/enemies
24:31 Re-naming sprites in Slade
26:31 Re-naming custom sprites in WhackEd4 (MUST match name set in Slade!)
29:00 Setting up your WAD so that it will run in ALL source ports (GZDoom, PrBoom etc)
@@DoomKid Thanks this will certainly help future doom modders navigate your video
does this also work on ports like zandronum?
It does! just use slade to embed the .deh file in your wad with the name "DEHACKED" (instructions near end of vid)
Imagine playing doom then you fire the bfg and it fires a pistol shot
Yo! thanks for this
NP at all!
Excellent tutorial! There's not many of them, so I'm glad you're making them!
The only thing that didn't work for me was the S_END lump. Doom hangs and doesn't load any further. I had to change S_END to SS_END to make it work. Also, it seems like the order doesn't really matter. Is it because I'm using Ultimate Doom instead of Doom2?
Anyway, keep up the good work!
I found the problem! I was replacing the sprites with the original sprite names, which messes things up. It looks like I have to use custom sprite names, and then the S_END lump works fine too. Which also means I can't just change sprites without using a DeHackEd file.
I'm late, but thank you!
Awesome!
I was looking for sprites as in decorations, but still useful to know, I guess.
so anytime I try to replace any sprite weapon enemy or object (and yes I am converting them to doom gfx) it just crashes the game. It says "Invalid Sprite Frame". You know a way to fix this?
How about tutorial on how to edit pre-made WAD. For example, when I try to open a wad file, it always says something about no dehacked header.
Thanks for this, very helpful.
I was wondering how you got custom sprites in rudy2v1.wad without having to use the merge parameter -- good info! Does anyone know why loading custom sprites is so funky with vanilla?
Apparently, id actually wanted people to be able to add custom sprites, but they messed up the line of code that was supposed to allow it! www.doomworld.com/forum/topic/70755-vanilla-custom-sprites-oddities/
That was cool
Man your amazing
Thank you so much, this is a great tutorial!
You're very welcome!
thank you
so much
You are most welcome, sorry for my late reply
This has been handy, thanks!
Do you think an extra video covering Dehextra could be a good idea? Informations about seem fairly limited beside "more stuff, states, things, etc can be added". Like, i'm not certain how I could use it.
Excellent suggestion, although I need to learn more about dehextra myself..
thanks alot for this guide i
I dont need no fancy software, I just need my text editor
lovely tutorial
btw i tried something similar with DEHEXTRA but the strings table seems really different, and idk how to use the texture replacements, and unfortunately there arent dehextra tutorials out there
Hey I duplicated the doom 2 wad i wanted to edit but i can't see any sprites on Slade
can you help me please
Я всё делаю как в видео, а у меня написано плохое изображение
I have this entierly custom monster. I want to make it spawn naturally in any wad with a given chance of replacing a pinky. Is there an easier way of pulling this off, without a custom actor for random spawns?
I’m sorry to say, but that’s beyond my skill set. I do know that the easiest way to do what you want is to use DECORATE though, and I’m sure some people on Doomworld or ZDoom forums would be willing to help
I just wanted to fix the purple squares on the Wolfenstein SS sprites…
There’s a wad called the Doom minor sprite fixing project, Google it and it should do what you need!
@@DoomKid oh, thanks man!
one day i woke up i think about making doomguy have airpod shotty
I've been trying to include a Slaughterfest and Tarachillax dehacked patches in my wad and when loading my infinite BFG, it crashes the program and I get an error message. I've been wanting to include cybers that fire 14 rockets instead of just one in addition to the infinite BFG but I've been having some problems with it.
Thank you so much for this tutorial! You're awesome!!
No problem!
This broke Zdoom for me
Try using the DECORATE files
Ty so much !
imagine punching then it shoots instead of punching
Wonder how Doom 4 Vanilla was done though.
I do believe it was made using methods similar to those seen here, just with far, far more effort and reallocation of frames
Is it possible to edit Commander Keen to be a moving, attacking enemy rather than a stationary enemy?
It is, but he has to have “look” and “chase” frames just like other enemies, and he hardly has enough frames. What I’ve done before to free up some frames I’d borrow some from the SS nazi!
@@DoomKid cool. Is it possible to add frames the base game doesn't have using dehacked to vanilla Doom?
Could this method be used to create totally new enemies without replacing the existing ones?
Like, I want to create a custom zombieman enemy that can coexist with the default Zombieman and the Shotgun Zombie?
Sadly it's not possible, the best option is to replace Keen or SS. However if you want to target ZDoom-based ports, Decorate allows you to add plenty of custom stuff, without having to replace anything.
@@DoomKid Ok, so you can only change existing enemies stats and sprites.
With decorate you can create new enemies from scratch.
Got it. Thank you, DoomKid.
Ps: btw, while I was writing this comment, I was watching the Spawn "Making of" and when I was about to write "decorate" I heard Michael J. White saying "decorated" lol
Is it possible to modify actions in vanilla or boom? I mean: let say I want to change SpidRefire to work like PainAttack creating monster or thing I want without interfering Lost Soul.
In weird ways - You'd have to re-define the Lost Soul actor itself, since PainAttack is hard-coded to summon that specific actor. Unfortunately, a lot of the hard-coded stuff can't be undone in DEH/BEX..
Notice Realm667 implementing more PK3/ZScripts instead of Decorates (Actors) and WADS. This makes it more difficult to use custom monsters. I'm not familiar with complicated ZScripts. I had to pass on using some of the newer Realm667 monsters and weapons. Difficult to convert ZScript to Decorate/Actor.
Can you do a tutorial for creating a custom status bar face? or some tips on getting started?
The easiest way would be to use Slade to export all the mugshot graphics, edit them using whatever image editing program you like, then re-import them into your own wad, being sure to convert them back to 'doom image format'. Hopefully this helps you get started.
@@DoomKid I appreciate it, it is definitely a start
I made doom only hitscan
Is there a way to add new enemies to the game WITHOUT simply modifying/replacing one of the existing ones?
For that, you have to use DECORATE (for ZDoom-family ports like GZDoom).
since ports like dsda dont support decorate,language sndinfo and all that this helped me out about a fuckton
Theres a photo of a pinguin sitting down with like some sort of blaster gun and like a pilot hat can sumone help me find it?