                        Fun with DeHackEd v0.2

		Maintained by Dan Lottero, dlottero@bu.edu


	I really don't like long intros, so the stuff that would
	normally go here is in the OUTRO section at the end of the
	file.  "Fun with DeHackEd" is an attempt to collect everyone's
	ideas on how to tweak the .exe to make neat effects, or to
	make game play more interesting.  Also, the sections UNKNOWN
	will hopefully be useful in finding out what the "unknowns" are.
	
			[TABLE OF CONTENTS]

[0.0]	FORMAT	
[0.1]	WHAT'S NEW	
[---]	"NEW" MONSTERS
[1.0]		Monsters from inanimate things  (lamp2imp)
[1.1]		Morphing monsters (morfmons)
[1.2]		Rejuvinating Troopers
[1.3]		Kamikaze bombers
[1.4]		Turn monsters into an army of marines!
[---]	"NEW" WEAPONS
[2.0]		Controled blast Rockets
[2.1]		Moving Barrels
[2.2]		Mine fields via slow projectiles
[2.3]		Rapid Fire Shotgun
[2.4]		puff -> bfg blast
[---]	MISC
[x.0]		Exploding things 
[x.1]   	Exploding Cadavers
[x.2]		Non-flashing teleports
[x.3]		Exploding teleports
[x.4]		Red Ooze barrels that bleed
[---]	UNDESIRED EFFECTS
[y.0] 		Player bit#2=N  (can be hurt = No)
[y.1] 		High speed rockets
[y.2] 		Using player frame #'s for monsters
[y.3] 		Small height 
[---]
[z.0]	WISH LIST
[z.1]	UNKNOWNS
[z.2]	KNOWNS
[z.3]	OUTRO

-------------------------------------------------------------------------

[0.0]	FORMAT
	When I mention a number, say #3, this refers to the thing's
	field number  (ex, #3 is speed).  If I refer to a bit#, it's
	under #22, where the bit table is (ex, bit#2 is can be hurt).
	If I refer to a patch, unless otherwise noted, it can be found
	on infant2.  If you see 'I' or 'me', that refers to me, Dan Lottero
	and not the person who came up with the idea.

[0.1]	WHAT'S NEW
	completely reorganized things.  I hope this is more helpful.  A
	bunch of new ideas, a KNOWN section, which is happily stocked.

[---]  "NEW" MONSTERS
	A thing's behavior seems to be determined by the values of the
	frame numbers (#15-21).  The easiest way to change a thing's 
	behavior is to change the frame #'s.
[1.0]	Check out Jason Gorski's lamp2imp.zip patch.  It turns lamps into
	imps.  This concept can be used to turn any inanimate thing into a
	monster.
	 #2=300 #3=10 #8=200 #10=32 #12=23 #13=46 #14=55 #15=201
	 #16=203 #17=214 #18,19=211 #20=216 #21=211
	 bit#1,2,22=Y  all others = N
	NOTE:  also check out r12-*.zip, Jason's other patches that I 
	haven't check out yet.
	...Jason Gorski
[1.1]	Check out Tree's morfmons.zip patch.  By mix & matching frame #'s,
	monsters will "morph" depending on if they're attacking, dying, etc.
	To give a trooper more punch, change #17,19 to something a bit
	tougher, like the spider boss.  
	 #17=320 #19=316    
	The patch has more examples.
	...Tree
[1.2]	Make troopers come back from the dead by turning ammo clips into
	troopers!  The same concept as lamp2imp.  Change all of the clip's
	fields & bits to be the same as a trooper *except* the ID#.
	OPTIONAL:  increase trooper's #2 so you don't kill both	in one shot
	...Keenan Clay Wilkie
[1.3]	Turn troopers into kamikaze bombers!  Far attack = 0, and close
	attack = barrel explosion.
	 #19=0 #19=378
	Or to make troopers explode when they look at you, use far attack
	 #19=378
	...Matt Fell, Jason Gorski
[1.4]	*****************************************************************
	To make an army of marines, and to illustrate the reason for
	bit#26,27, change all POSS, SPOS, TROO, SARG sprite numbers to 26
	in the frame table.  This will be supported in DeHackEd	v1.3.  
	Next change bits 26 & 27 to 0,0 0,1 1,0 1,1 for the four
	different player colors.
	...Matt Fell

[---]	"NEW" WEAPONS
[2.0]	After the rocket's in flight, shoot at it and make it explode.
	 #3=4, #2=10   (try #3= -1  ...Scott Bessler)
	 bit#2,9,10,16=Y  all others must = N
	WARNING: sometimes locks game up.  Solutions/ideas, anyone?
	...Ron Goff
[2.1]	set a barrel in motion, then detonate with another shot!  For barrel,
	 #3=25  #8=170  #10=12 #11=12
	 #12=22 #13=58 #14=54 #15-19=376 #20,21=378   
	 bit#1,2,9,14,15,16,22=Y  all others must = N
	WARNING:  Watch out, the barrel will explode "twice" !!
	...Mike Brashars
[2.2]	Turn projectiles into "mines".
	 #3=slow!  ...dave
	 #3= -1	   ...Scott Bessler
	NOTE:  I've noticed that I can't be harmed by my own rockets.
[2.3]	***************************************************************
	Chris Gillespie released a utility called dmframe
	to change the frame durations for the weapons.  Making all the
	shotgun frames have a duration of 1 makes the shotgun almost as
	fast as the chaingun!  And much more deadly.  Frame editing support
        will be included in DeHackEd v1.3.  [It's in there!  Try the new
        suprwepn.deh, included with 1.3! ... Tree]  For now, snag
        dmframe.zip!
	...Chris Gillespie
[2.4]	Check out Chris Gillespie's patch (rckt_hak.zip)  It changes
	the puff from weapons hitting walls to a BFG blast.  And something
	else about rockets flying around.  I won't write any specifics 
	until I check it out myself.  For now, snag the patch!
	...Chris Gillespie

[---]	MISC
	Stuff that doesn't fit into other catagories.  ('x' leaves room
	in the middle for new catagories)
[x.0]	Make any thing explode like a barrel by setting 
	 #20=378 #2=reasonable, bit#2=Y.
	OPTIONAL: edit bexp?0 graphics to look more generic, set #13=58
[x.1]	For the twitching bodies, 
	 #20=163,192,221 (to taste) #20=24,42 (to taste)
	NOTE:  anyone have an idea how to make the explosion look gorey,
        but still have the explosive damage (without editing graphics) ?
	...RPM
[x.2]	For thing 21  (Teleport Flash)
	 bit#3=Y
	The flash will *not* appear when you teleport.  This could make
	for some very convincing illusions!
	...Tree
[x.3]	Change thing 21's first frame to barrel explosion, and teleport
	squares become land mines!
	 #15=378
	If you're playing with -respawn, step carefully around those
	corpses, they could go off at any minute!
	...Keenan Clay Wilkie
[x.4]	A neat trick you can do with the color bits ... make the barrel
	ooze red, and make it bleed rather than puff so it looks like you've
	punctured it.
	 bit#26,27=Y bit#19=N  all other bits stay the same
	...RPM

[---]	UNDESIRED EFFECTS
	Changes you can make to Doom that make "undesired" effects occur.
	For instance if you find a way to make Doom crash, I'll put it here
	so we can all avoid doing it.
[y.0] 	For player, if bit#2=N, no monsters will attack you
[y.1] 	High speed rockets are very inaccurate
[y.2] 	Monsters will not move if you give them the player's frame #'s
[y.3] 	Giving the player a small height makes you harder to hit, but also
	means you can't shoot at monsters on higher sectors.  With a height
	of 2, I couldn't even shoot at monsters 1 step above me!

[z.0]   WISH LIST
	Cool ideas not yet implemented.  I think most of these can
	be accomplished by changing graphics ala dmgraph, but a quick
	dehacked patch would be much neater!

  Make barrels into monsters?  Make them move around and explode on 
  contact?  Make any monster shoot fireballs?  
	...Night Child 

  Star Trek "Bird of Prey" effect...a "cloaked" monster unless it attacks.
  Will not setting #15,16 for a monster make it invis, or make it not
  show up & not move?    
	...me

  Make plasma bullets / bfg blast light up a dark sector so you can see
  what's there.  IDEA: somehow mix lamp's behavior with plasma bullets?
        ...Evan Bynum    

[z.1]	UNKNOWNS
	To my knowledge, we still don't	know what the following are for:
	 bit#5,6,7,13,17,20,21,28-31.  

[z.2]	KNOWNS
	Things which have recently become known, but who's descriptions
	are not yet in the current DeHackEd version  (1.2)
        [ They're in 1.3! ... Tree]
	 Thing  #19=Bullet puffs (when you hit something) 
	 Thing	#20=Blood splats (when you hit something)
		...me, Keenan Clay Wilkie
	 Thing	#21=Teleport Flash
	 Thing	#23=BFG hit
		...Keenan Clay Wilkie
	 #7 "reaction time"  lower=quicker higher=slower
		...John Carmack
	 #8 "chance out of 256 a monster will stop attacking when injured"
		...John Carmack
	 #9 "mass"  set it to 10 and watch a monster fly when you hit it!
	 	...Erling Ellingsen
	 bit#3  Full invisibility even with iddt
		...too many to list
	 bit#11 Ability to pick stuff up.
		...John Carmack
	 bit#19 determines whether or not a thing "puffs" or "bleeds"
		when hit.
		...Erling Ellingson
	 bit#25 Does not show up in deathmatch
		...John Carmack
	 bit#26,27  form 2 bit number for 4 different player colors
		...Matt Fell, RPM

[z.3]	OUTRO
	If you've got a good idea, e-mail it to me.  But please
	post it on a.g.d, too, since a lot of good ideas are generated
	from other ideas.  However, I probably won't catch it if you
	only post it to a.g.d, due to the high traffic.  

	I try to give credit to the person(s) who supplied an
	idea, and how to implement it.  If I mess up, drop me a line.
	If two people had the same idea, I'll list both.    

        If an idea here doesn't work let me know.  I've tried almost all of
	them, so most likely, I just made a typo.

	I will put all the ideas here in a dehacked patch file, however
	I'm not going to do this until dehacked v1.3 is released since
	you can save frame table info in a v1.3 patch, which is needed
	for some of the ideas here (the ones with a line of '*'s)  I think
	by the time v1.3 comes out I'll put this text and the patch in a
	zip on infant2 and call it 1.0.  Should I bother putting in ideas
	that are already in patch files available ???

	Any comments about this should be directed to me (dlottero@bu.edu).
	Any juicy bits about unknowns should go to Matt Fell (author of
	the Unofficial Doom Specs), Tree (author of DeHackEd), and
	I wouldn't mind knowing, too!

	Share and Enjoy!     Happy hacking,

Dan Lottero
dlottero@bu.edu
