Forum
Help to convert dehacked to progs
Wed, 01 Feb 2006 09:05:58
How can I convert a .deh file to th progs type scripts ?
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I am trying to see if I can get wolfendoom running but am having trouble with the .deh files.
apparently they are no longer supported.
Wed, 01 Feb 2006 13:59:46
read the documentation ^^
vavmref.txt - Section 5.4 - Progs from DeHackeD <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
If you still have questions or a specific problem, feel free to ask <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 01 Feb 2006 14:08:08
makeinfo is discontinued. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
nor does it cover dehacked 3.0 <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Wed, 01 Feb 2006 14:33:25
Does it mean that it cannot parse the DHD into progs?
If yes, that would be a feature request for a future version <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 01 Feb 2006 14:45:44
makeinfo is no longer even made.
I tried to piece it together with some success but it doesn't cover enough to put a valid set of vc and txt files together.
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I think that this utility is an important one to keep going for compatibility reasons.
I'm trying to get wolfendoom going
It comes with wad files and matching .deh files
There a a lot of custom wds out there that depend on dehacked.
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Wed, 01 Feb 2006 18:50:10
Yes, currently it's completely broken.
Wed, 01 Feb 2006 22:52:40
Yeah - though it seems to be the vavom scripting side thats broken
didnt get any errors reading the .deh file
Just building the .vc files.
Ive been trying to figure out the problems.
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../../makeinfo -deh original.deh
Hacking original.deh
Not found old "Degreelessness Mode On" new "Time To Kick Nazi Butt!"
Not found old "Degreelessness Mode Off" new "Butt-kicking Mode Off"
Not found old "runnin" new "track1"
Not found old "stalks" new "track2"
Not found old "countd" new "track3"
Not found old "betwee" new "track4"
Not found old "doom" new "track5"
Not found old "the_da" new "track6"
Not found old "shawn" new "track7"
Not found old "ddtblu" new "track8"
Not found old "in_cit" new "track9"
Not found old "dead" new "track0"
Not found old "stlks2" new "track0"
Not found old "theda2" new "track9"
Not found old "doom2" new "track8"
Not found old "ddtbl2" new "track7"
Not found old "runni2" new "track6"
Not found old "dead2" new "track5"
Not found old "stlks3" new "track4"
Not found old "romero" new "track3"
Not found old "shawn2" new "track2"
Not found old "messag" new "track1"
Not found old "count2" new "track9"
Not found old "ddtbl3" new "track2"
Not found old "ampie" new "track4"
Not found old "theda3" new "track3"
Not found old "adrian" new "track6"
Not found old "messg2" new "track5"
Not found old "romer2" new "track8"
Not found old "tense" new "track7"
Not found old "shawn3" new "track1"
Not found old "openin" new "track0"
Not found old "read_m" new "intmus"
for g in *.vc ; do ../../vcc -I../../progs/common -I../../progs/doom/game2 $g ; done
Missing defaultproperties for Object
mobjinfo.vc:38: Parent class type expected
mobjinfo.vc:38: Error #27 - Missing semicolon.
states.vc:32: Class name expected
states.vc:32: Error #23 - Missing ')'.
cpp: strings.vc:29 Unterminated string or char const
cpp: strings.vc:30 Unterminated string or char const
cpp: strings.vc:32 Unterminated string or char const
cpp: strings.vc:33 Unterminated string or char const
weapons.vc:38: Parent class type expected
weapons.vc:38: Error #27 - Missing semicolon.
wpninfo.vc:56: Error #20 - Syntax error in constant expression.Invalid identifier am_noammo
Wed, 01 Feb 2006 23:26:35
In which version did it work the last time? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
(Or: in which version did you manage to break it? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->)
Wed, 01 Feb 2006 23:41:30
dehacked support was removed about version 1.7 beta 1
unfortunatley it is preventing a whole swag of wads from working under vavoom.
It seems that the vavoomC has moved on since work was discontinued on it.
I think that this feature needs to be brought back and up to date to keep vavoom compatible with custom wads.
Thu, 02 Feb 2006 19:14:59
In 1.7 it was removed from engine, but a makeinfo tool was available to create progs from DeHackEd file. Later the progs were changed to use UnrealScript-like class definitions. makeinfo wasn't updated so that's where it broke. Lately I was thinking about a less complicated way to use deh files.
Fri, 03 Feb 2006 14:57:42
Why not just update the makeinfo for it?
Fri, 03 Feb 2006 19:18:04
It will be updated. But it would be nice not to deal with compiling progs at all.
Sat, 04 Feb 2006 01:19:52
Maybe you could create some kind of plugin like the glBSP/glVIS already included.
Wed, 08 Feb 2006 04:46:49
If you are thinking of being able to include it by say a -deh option -
Can you modify progs/scripts class variable from the main program ?
I have been perusing the sources and am having difficulty figuring out an access point.
I have also been looking at doomsday implementation of dehacked.
or would you access it from progs ?
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Wed, 08 Feb 2006 22:06:34
With specificly designed class it shouldn't be too difficult.
Thu, 09 Feb 2006 01:13:14
I think that it needs to be part of the engine rather than in the progs classes.
There are a few related instances of dehacked.
dehacked - for doom, heretic, hexen, and striife ( or so it says )
hehacked - for heretic
sehacked - for strife
dehsupp - for extended heretic, hexen and strife mods.
there also used to be a hxhacked ?? for hexen
all of which are only slightly different.
I am putting together a comparison of them now.
Also the damn things can be included as lumps in the wad.
It would probably be easier to have 1 implementation covering at least the major ones.
I am willing to at least give this a go - Just need some idea of the right variables to modify in vavoom or the progs.
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Thu, 09 Feb 2006 13:10:49
That's the idea - to have it in the engine.
Thu, 09 Feb 2006 14:32:59
Can the engine modify a progs class variable?
If so how?
Also There are a number of code hooks that need to be accessed -
play sounds, etc.
I have studied dehacked files and the vavoom source till Ive got square eyes. And Im having trouble with these two points.
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Thu, 09 Feb 2006 18:40:44
Assigning a value to a non-native class variable curently is not possible since compiler doesn't export all required information.
The idea is to call a function passing the thing definition structure and let the progs code set up class varaibles.
Thu, 09 Feb 2006 23:18:03
Sounds like you might need two functions -
the first to get the current structure which is then changed as needed
then the second writes it back.
Fri, 07 Jul 2006 21:36:58
Any news about deh files support?
Sun, 09 Jul 2006 15:14:35
Not yet. But I'll look into it soon.
Sun, 09 Jul 2006 21:48:40
[quote="Janis Legzdinsh":2miqxfbq]Not yet. But I'll look into it soon.
Thanks a lot!
I want to port Vavoom to the Xbox and this is the only feature I really miss.
Mon, 10 Jul 2006 22:06:33