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)
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...
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
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
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.
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
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! :)
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.
super important thing - the section with sprites must be at the beginning of the wad in slade. the very first thing need to be ss_start, your sprites, then s_end and then the rest after that. just spent half a day figuring that out
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!!
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!
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?
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
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?
Thanks! I want custom enemy behavior for a mod for the new Doom 1+2 release and I think ID24 only really supports the DeHacked lumps for doing that kind of thing.
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/
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
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.
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
You have to make a Doom2 directory and mouth that. You don't need to do the DosBox parts if you're using a port though, you can just load your .deh into your .wad (check out from 29:00 onward)
i tried to change the arch viles sprites and somehow i made it dissapear, i need some help please (yeah i followed this tutorial step by step but i dunno if its outdated)
yo, i want to change the text that appears when u get killed by a monster, i couldnt find them in the strings tab. I want to make it vanilla compatible
i want to know how to efit the graphics of the sprites .. .i want to remove the blood or change the blood to green.. i havent been able to find any tutorials that show this part
Hey Doomkid, I already stuck with the path. It always says: "The WAD is not an IWAD". I used the BFG Edition doom2.wad. I downloaded customs wads. In Slade Editor I exported a Wad to an IWAD. Everytime the same message. Can you help please :(
It sounds like either DeHacked or WhackEd doesn’t recognise that version of the iwad specifically.. Here’s a temporary link with the “regular” iwad - doomshack.org/~doomkid/iwads.zip
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.
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..
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)
Hey i wanted to ask if I wanna modify my wad how to I put it into whacked but when I try put it it says he wants a iwad not wad also how do I set up dehacked?
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
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
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
I Love How The Intro Song Is Literally Slightly Modified Early E2M1.
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.
I want to make the woman screaming at the cat version
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?
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
Your voice comes like khan academy teacher of math!
A dehacked tutorial!!!! AMAZING!
:D
He knows how to replace the cacodemon fireball.
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! Some Dehacked tutorial. Thank you very much!
No problem!
OMG. And I knowing about that just in 2020? I played since 1995. Wow. Amazing man!!!
Thanks, just what I wanted!
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!
frank zappas name being the command for god mode is very fitting
Your desktop is so clean, I love it
You're the first one to mention it!
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)
@@DoomKid where's this tutorial on your channel? can't find it
Ironic, a stormtrooper that never misses
lmao this never even occurred to me!
Thanks doomkid, im going to make a fast paced doom mod for the wad im making
Finally took the plunge with DEH/BEX, this was really useful - got me right out of a rut, thanks!
Glad it helped!
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
Opening music : I sawed the demons early version
Thank you! Hopefully me and my friend will be able to beat map 16 of chillax if I can make some balanced op weapons! :)
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!
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.
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
super important thing - the section with sprites must be at the beginning of the wad in slade. the very first thing need to be ss_start, your sprites, then s_end and then the rest after that. just spent half a day figuring that out
Wait how was this not posted fifteen years ago
Hey. Thanks for the tutorial, im gonna use this for future cases. You deserve a subscriber
blast from past, i remember my DeH days!
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!
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
DeHackEd. Now that's a word I haven't heard for... 23 years? Wow.
Hell yeah i'm adding Skulltag's BFG 10000 to my custom vanilla map
Thanks for helping! Now im gonna make the worst wad ever.
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 😅
Thanks for the tutorial! As a test, just made my Chaingun faster, which I prefer to call it... *the turbo-charged chaingun.*
This video makes me happy.
the punch lowers your max shells by 1 each time too
Zappa? And Doom? Subscribed!
thank you i now know how to make anything i want in doom
honestly my first intro do DeHackEd was Plutonia 2 changing menus and stuff :P
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.
I was looking for sprites as in decorations, but still useful to know, I guess.
thank you so much for this dude
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!
I now know how to make every weapon automatic
Спасибо большое, видео очень помогло разобраться. Ждём туториалы по трюкам в Ванильном DOOM.
love the detail. Thanks man
Glad to hear it!
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?
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?
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)
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
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?
This helped me A LOT! Thanks man. :D
Glad it helped you :)
This is really helpful, thank you!
No problem!
Thanks! I want custom enemy behavior for a mod for the new Doom 1+2 release and I think ID24 only really supports the DeHacked lumps for doing that kind of thing.
Uare a god bro, thanks!
25:22 ohhh my God yes!
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/
finally, i can make weird shit, thank you
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?
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).
Thanks man really helpful stuff
I hate how Dehacked is stylized "DeHackEd", like I cannot say it in my head any way other than "Dee Hack Ed".
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
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.
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
Awesome!
im stuck at the dosbox part because i dont know how to mount it to the doom 2 directory or where that is.
please help
You have to make a Doom2 directory and mouth that. You don't need to do the DosBox parts if you're using a port though, you can just load your .deh into your .wad (check out from 29:00 onward)
8:15 ya we're so fucking lit fam
So true
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!
Imagine playing doom then you fire the bfg and it fires a pistol shot
i tried to change the arch viles sprites and somehow i made it dissapear, i need some help please (yeah i followed this tutorial step by step but i dunno if its outdated)
yo, i want to change the text that appears when u get killed by a monster, i couldnt find them in the strings tab. I want to make it vanilla compatible
thanks alot for this guide i
i want to know how to efit the graphics of the sprites .. .i want to remove the blood or change the blood to green..
i havent been able to find any tutorials that show this part
Thanks for this, very helpful.
kinda dumb question but how did you select multiple files as seen here 21:52 ? Im also on windows 7
Click a file, then while holding shift, click another file. Everything in between the two will also be selected. Really helpful in Slade!
I tried the bfg trick but it only hits as a normal imp attack and not a bfg spray?
QUESTION: is it possible to add custom ammo types with dehacked?
For that you'll need Decorate
Hey Doomkid, I already stuck with the path. It always says: "The WAD is not an IWAD". I used the BFG Edition doom2.wad. I downloaded customs wads. In Slade Editor I exported a Wad to an IWAD. Everytime the same message. Can you help please :(
It sounds like either DeHacked or WhackEd doesn’t recognise that version of the iwad specifically.. Here’s a temporary link with the “regular” iwad - doomshack.org/~doomkid/iwads.zip
@@DoomKid now, I can continue the tutorial. Thank you!
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!
Whenever I open up the game there are no sound effects
You have to make sure you flush the toilet after you use the restroom. That should get the sound fx to work properly.
That was cool
Man your amazing
can you give me the download for the zombieman sprites (or the wad)?
Here's the original wad I got it from: www.doomworld.com/files/file/5074--/
one day i woke up i think about making doomguy have airpod shotty
but the question is.....how do you make your custom attacks for the monsters? and not just one but like 5
For that, you should look into DECORATE tutorials
@@DoomKid oo could i have a link?
@@DoomKid or any guides that can help
@@reopri-lz7yw Sorry for the late response, it never notified me that you replied! zdoom.org/wiki/DECORATE
@@DoomKid thanks!
Whacked4 not working, says there's a fatal error... it happened to someone else ? and maybe someone know how to fix it ?
ok so tried to replace some sprites but all it says is bad image when i select view/patch settings, what did i do wrong?
thank you
so much
You are most welcome, sorry for my late reply
Yo you have simplified all this for me I’ll be using Prboom for now
I used to play this With the old hacking crew in 2006 dnd an doom while in drafting class
@@iminzc I hope you make some hacks and share with us, always interested to see people's creations
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..
I have an issue with deh files i cant see them in the folder after saving someone help pls
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
Hey i wanted to ask if I wanna modify my wad how to I put it into whacked but when I try put it it says he wants a iwad not wad also how do I set up dehacked?