NuMetalManiak
Doomer
Elite Rustler (not related to Puga)
Posts: 110
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Post by NuMetalManiak on Apr 6, 2022 18:09:16 GMT -5
A while ago 40oz put this dehacked patch on a DW thread and I downloaded and have been using it since. Sadly I have no idea where the thread went but at least I have a copy of the patch and I decided to post on this forum for those who want it. I'm sure 40oz can appreciate me digging this old patch up. This is for those who have trouble with Doom's fast-paced combat but still want to play some tough levelsets. hardtest.deh by 40oz (it's just a dehacked patch that alters gameplay so no screenshots cause you're not going to see anything actually new) ***THINGS THAT ARE DIFFERENT FROM CORE DOOM GAMEPLAY*** -Pretty much every monster has delays in their attacks. Notably, hitscanners, archviles, lost souls, pain elementals, revenants, all have long delays before actually attacking. -Archvile movement speed is much slower -Spectres are actually visible and indistinguishable from demons (personally, the only change I don't like) -Enemies with repeated attacks (chaingunner, spiderdemon, arachnotron), have slower rates of fire. Same with mancubi and cyberdemons when it comes to their bursts. -Enemy health is slightly less, that way you can kill a caco in two SSG shots, a mancubus in three, and it's easier to one-shot a lost soul with a single shotgun. -Monster projectile speed is slower -Chaingun fires slightly faster As this is just a dehacked patch, it can work with most WADs, even those that have slight changes to gameplay and/or some weapon mods. But not all. Still if you want an easier gameplay experience in WADs load this with that set you have a hard time with and give it your all.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Apr 6, 2022 18:46:37 GMT -5
Cool, thanks for posting. I think I remember hearing 40oz talk about this patch sometime ago and I always was curious about it.
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Post by JadingTsunami on Apr 6, 2022 18:50:22 GMT -5
On this topic, are there gameplay modifications people would appreciate that are cheats but would simplify/ease gameplay?
For example: an "idle regenerate" cheat where, when out of combat and not moving, you slowly recover health.
Or a "lucky" cheat where the odds are more in your favor when rolling for damage.
Or a "slowdown" cheat where when you take damage, enemies move slower or attack less often for a short period of time so you can recover.
Yes they all change gameplay, but I am wondering if these are at all interesting ideas.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Apr 6, 2022 19:02:36 GMT -5
On this topic, are there gameplay modifications people would appreciate that are cheats but would simplify/ease gameplay? For example: an "idle regenerate" cheat where, when out of combat and not moving, you slowly recover health. Or a "lucky" cheat where the odds are more in your favor when rolling for damage. Or a "slowdown" cheat where when you take damage, enemies move slower or attack less often for a short period of time so you can recover. Yes they all change gameplay, but I am wondering if these are at all interesting ideas. They might be interesting to play around with, or maybe even to do a project around since they change gameplay more drastically. It might be interesting to design a map around the idea of regenerating health.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Apr 6, 2022 19:48:54 GMT -5
I did post here about this. It's in the mapping workshop subforum. Thread: Difficulty scaling dehacked patchesThere's also a "notarget" patch that makes monsters stand still and you can walk through them, and another one that speeds up monsters a little bit so you can try balancing your map for someone who would have more trouble with it than you. I have another dehacked patch not posted called "no attack" that I need to work on. It just makes monsters chase you but they're harmless and never attack you. I made it so that I could quickly test teleport ambushes in hard maps without having to get killed by monsters just to get to the part. When I made it, the monsters would all still get in the way though, so I made it so you could walk through them, but as a result I did find situations where the teleport ambushes were working when they shouldn't be without the patch. I may modify this patch to simply change all the monsters to have 1% health or maybe make them go into their death state in place of their melee attack...? I have each of these dehacked patches bound as different source ports to test maps with.
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Post by ketmar on Apr 7, 2022 3:11:00 GMT -5
just in case there are some people who are willing to use more advanced sourceports… k8vavoom has built-in "skill overrides": you can also change all standard hitscan attacks to real projectile attacks with tracers. there is also built-in (toggable) universal headshot meachanics. headshots usually deals more damage, up to x10.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Apr 7, 2022 7:27:19 GMT -5
ketmar that's actually a really cool feature
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 7, 2022 7:28:30 GMT -5
How do you figure out a headshot in Doom? Are you tracing to specific parts on the sprites?
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Post by ketmar on Apr 7, 2022 7:36:28 GMT -5
ketmar that's actually a really cool feature thank you! i can add even more modifiers, just never thought that somebody might actually need them. so i'm all ears! How do you figure out a headshot in Doom? Are you tracing to specific parts on the sprites? yes. basically, everything at the top of the sprite (with some margin) is considered "head", and the close to the center of the sprite hitpoint is, the "stronger" headshot is. so just aiming at the top part of the actor usually deals x1.3-x1.5 (rarely x2) damage, but shooting staright at the "center" can deal up to x5. and if you are very close to the monster, there is another multiplier, so point blank shot can deal up to x10. of course, it doesn't work with autoaim, autoaim always shoot in the "chest". actually, i'm checking a "3d bounding box", so shooting down always "headshots" if hitpoint hits the top bbox side. yet it works "good enough", and it also works with any mod (because this is built-in engine feature).
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,210
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Post by Gokuma on Apr 7, 2022 19:19:11 GMT -5
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Apr 11, 2022 20:29:10 GMT -5
heres noattack.deh. All Monsters are reduced to 10 health and they are harmless. Also they will die when they attempt to "melee" attack you. Its a little buggy because when they melee attack you, they enter their death state, but they're not registered as dead. They can still be shot, and killed again. It's mainly for testing linedef actions on the map anyway, particularly monster activated ones such as monster teleports. Attachments:noattack.deh (2.21 KB)
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