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ZDaemon actor editing - DehSUPP

 
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Wed Feb 21, 2018 1:15 pm    Post subject: ZDaemon actor editing - DehSUPP Reply with quote

DehSUPP:
Is a table of definitions for actors, sprites and sounds.
It *can* add new sounds or tamper existing ones.
By itself it *cannot* add entirely new actors but allows DeHackEd to access all objects existing within the engine.
In other words, you can re-purpose objects, frames, weapons from other supported games (heretic, hexen, boom, internal ones etc.) and build entirely new ones based on them.

Background:
DehSUPP was ment to be an internal lump used by zdoom engine around year 2004 it was quickly deprecated and scrapped in year 2006 as DECORATE took over.
All the tools are available here on ZDaemon Editing Tools page.

How to start using it:
1) Grab a current source file
2) Compile it using the compiler and place the resulting binary named as "DEHSUPP" into your WAD file.
3) Utilize the expanded features in dehacked
4) (Optional) To know what to edit you may want to generate documentation what is available to use using this tool

Various codeblock descriptions:
Code:

//
// C O D E B L O C K S      U S E D     B Y     Z D A E M O N 
//


// Defines sprites and their corresponding ID's
// There is no benefit altering these and can break compatibility. Kindly leave as-is in official file.
// Sprites names CAN be renamed in DeHackEd (Text 4 4 <new name> feature)

OrgSprNames{};

// Map of all frames available for modding within the engine.
// If you're using only DOOM, you can use the rest such as heretic or hexen for your own purposes.

StateMap{};

// Sound map that can be called by actors or by ACS
// I believe you cannot re-define the default 108 sounds order (They are hardcoded).
// You CAN add new custom ones after the 108 one though.

SoundMap{};

// Names of different actor types, in original Doom 2 order
// Those are the actual "Things". Only those known to the engine can be defined.

InfoNames{};

// RenderStyles, should match those in actor.h
// These ARE used and ZDaemon requires them.
// If absent, RenderStyles won't work.
// (some are actually defined in zdaemon.wad/dehsupp)

RenderStyles{};

//
// C O D E B L O C K S     U N U S E D     B Y     Z D A E M O N
//

//  This is a list of all the action functions used by each of Doom's states.
//  Also note from ZDaemon changelog 1.09b28 release (2012-08-31)
//
//    66. Fixed dehacked frame pointer definitions. Dehsupp ActionLists are now
//          ignored, and an internal list is used instead. Adjusted the code so
//          that the internal order of the codepointers no longer matters. This
//          fixes the issue with dehacked codepointers using the action list.
//
//  I recently (5.3.2018) verified that this list is completly ignored by ZDaemon 1.10
//  and thus can be fully removed and should not be used.. (unless you target other engine)
//  Used by very old DeHackEd patches.
//  This feature is surpassed by the [CODEPTR] feature, it is very old and should not be used.

ActionList{};

// List of codepointers available to the engine. This is ignored by ZDaemon.

Actions{};

// These are the original height values of DOOM2 actors. They are used if a patch
// specifies that a thing should be hanging from the ceiling but doesn't specify
// a height for the actor since these are the heights it probably wants.
//  You can completely ignore this as you can define custom height in DeHackEd.

OrgHeights{};

// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
//
// To shorten your thinking this was some sort of conversion for original doom2.exe
// And is certainly ignored by ZD... ancient thing and does not have to be used - Medis

CodePConv{};

// Defines actor flags available to the engine
// Most likely unused.

ThingBits{};


Update as of 13.04.2021
Cleared & purged entire topic of old useless informations by now as there is now official DehSUPP table.


Update as of 18.01.2024
Clean up and correction of my terrible english back then.


Last edited by Aeyesx on Sat Jan 20, 2024 3:23 pm; edited 21 times in total
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AF-Domains.net
Dark Messenger of IRC


Joined: 01 Jun 2002
Location: United Kingdom

PostPosted: Mon Apr 12, 2021 5:52 pm    Post subject: Reply with quote

As of 1.10.17 you can now download official DeHackEd Supplement text files by going to the following page:
https://www.zdaemon.org/index.php?CMD=info&NAME=deh

New templates will be provided over time to account for any changes and/or additions that may be introduced.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Apr 13, 2021 7:48 pm    Post subject: Reply with quote

AF-Domains.net wrote:
As of 1.10.17 you can now download official DeHackEd Supplement text files by going to the following page:
https://www.zdaemon.org/index.php?CMD=info&NAME=deh

New templates will be provided over time to account for any changes and/or additions that may be introduced.


Awesome! How long we have been waiting on this! Wish I had the time I used to... anyway, I cleared the entire page not to confuse anyone with updated informations.
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Apr 21, 2021 12:07 am    Post subject: Reply with quote

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