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Dehsupp Documentation Generator 1.0 (DDG)

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sat May 24, 2014 12:56 pm    Post subject: Dehsupp Documentation Generator 1.0 (DDG) Reply with quote

Hello there,

I made a small program which generates list of things,sprites and frames from an input dehsupp file:
Sadly it can't generate documentation from compiled dehsupp (maybe I get around doing it once I figure out its inner structure)

README:

Code:
Dehsupp Documentation Generator 1.0
2014.05.24.

This program generates a list of usable dehacked things, sprites and frames
from a dehsupp source text file. It helps modders to better keep track of the
stuff they added, without having to bother writing the documentation themselves.

Important: The program expects a syntax-correct dehsupp text file! (UTF-8 coding)
Any other kinds of input files will produce unintended/unknown behavior.

You need Java Runtime Environment to use this program.
Execution from command line: java DDG <dehsupp text file>
Example invocation: java DDG dehsupp.txt

This program was tested only on Windows 7.
First release, bugs are expected!
Report bugs at the program's topic in Zdaemon forums wad editing section. 

Known issue:
-Program might not work correctly if the input file contains
 comment line with dehsupp keyword
 (eg. // OrgSprNames)
   
Legal shit:
This program is without any warranty, use it at your own risk!
You may freely use,distribute and modify the program, just
give me credit.
   
-M�t� Mihalik (a.k.a Doomer, ZDaemon community member)


Example output files:

Sprites
Code:
0 <=> TROO
1 <=> SHTG
2 <=> PUNG
3 <=> PISG
4 <=> PISF
5 <=> SHTF
6 <=> SHT2


Frames
Code:
1-1 <=> Weapon
2-9 <=> Fist
10-17 <=> Pistol
18-31 <=> Shotgun
32-48 <=> SuperShotgun
49-56 <=> Chaingun
57-66 <=> RocketLauncher
67-73 <=> Chainsaw
74-80 <=> PlasmaRifle
81-89 <=> BFG9000


Things
Code:
1 <=> DoomPlayer
2 <=> ZombieMan
3 <=> ShotgunGuy
4 <=> Archvile
5 <=> ArchvileFire
6 <=> Revenant
7 <=> RevenantTracer
8 <=> RevenantTracerSmoke
9 <=> Fatso


DL.:
http://destiny-server.no-ip.org/stuff/DDG_1_0.ZIP
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Tue May 27, 2014 7:16 am    Post subject: Reply with quote

This is worth a definite <bump>! Thanks for your contribution. I recognize the value of how modifications can easily create enjoyment.
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed May 28, 2014 3:03 pm    Post subject: Reply with quote

I originally wrote this for myself because I often made different and different dehsupp lumps, making the documentation PITA each time. I understand there are only few modders who know what dehsupp is and how to create one, but for those people I hope it will prove at least as useful as it is to me Smile

Another useful thing would be some kind of a converter which lets you convert between dehacked patches using different DEHSUPP data. Eg. one dehsupp defines HereticImp as thing 300 and the other one defines it as 267. If both dehsupp sources are known to the converter and they both contain the actor (so only the actor order is different) it is possible to rewrite the dehacked patch to use DEHSUPP#2 instead of DEHSUPP#1.

This converter is a bunch of work though, as it needs a complete and accurate list of codepointer and frame number (relative to the thing) assignment database to work with (containing all supported heretic and hexen stuff). Since not only the thing order, but frame order can be different as well.
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Maikl_Russia
has entered the game!


Joined: 18 Jul 2005
Location: RU

PostPosted: Mon Dec 28, 2015 9:42 am    Post subject: Reply with quote

Very usefull tool!
Thanx Doomer! Very Happy
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sun Mar 11, 2018 10:54 am    Post subject: Reply with quote

Making this topic sticky.

With the new version you're planning, it's going to be crucial time-saving tool.
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