hawkeyefile
Junior Member
Tungsten E USER! with amiga!
Posts: 54
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Post by hawkeyefile on Oct 8, 2005 23:56:49 GMT 1
is zdoomz going to have the ability to run .deh files? im sure metaview is working on this. but seriously this will make doom run better with mods.
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hawkeyefile
Junior Member
Tungsten E USER! with amiga!
Posts: 54
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Post by hawkeyefile on Jul 13, 2006 1:35:16 GMT 1
anyone?
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Post by metaview on Jul 13, 2006 9:51:57 GMT 1
What is it and what's the use?
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Post by neko68k on Mar 25, 2007 7:59:11 GMT 1
A file that allowed you to binary patch the original doom exe files to get interesting effects. For instance changing the damage an enemy takes, or the damage a gun deals out. Some MOD's make extensive use of this 'feature' like Alien TC(which I'd love to play on my palm btw).
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Post by metaview on Mar 25, 2007 9:30:40 GMT 1
Will not work, is impossible. The binary of the game is different.
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Post by neko68k on Mar 25, 2007 15:46:43 GMT 1
Yeah I know they're not compatible in the sense that Dehacked was written for. All you'd really have to do is parse the DEH file and change the appropriate variables at runtime. At least for simpler things. Still not necessarily trivial, but not impossible. I don't remember if I ever got ZDoomZ to compile, maybe I'll look at it sometime. If you'd like to look for yourself, the Boom guys did this. www.3ddownloads.com/doomworld/ports/boom202s.zip;jsessionid=3AD3BB59DD628EDF2F3934797B994DD2
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Post by neko68k on Mar 25, 2007 16:04:59 GMT 1
Actually I guess I can't help, I dont have CW on here, only PODS(had been working with a plugin for TCPMP . Will have to dig CW back out sometime.
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Post by metaview on Mar 25, 2007 20:44:47 GMT 1
Did you write a plugin for TCPMP? Was it difficult?
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Post by neko68k on Mar 26, 2007 3:45:23 GMT 1
Haven't finished it yet. Setting up the build environment was about the biggest hassle. I haven't quite got the code to work properly. But I think I have the basics.
[edit] But I'll report my results when I get something accomplished. Basically I'm having trouble getting access to the actual file, something wrong in my plugin defs I think is preventing it from passing the appropriate information.
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