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Task Description
These patches are user customizations and are not intended to be integrated upstream.
Mirrors tar.gz: http://www.mediafire.com/?wxywmjcmmwd zip: http://www.mediafire.com/?gxnn3522tqa
Credits to John Romero
Custom Patches for Rockdoom (tested SVN r27037 and release 3.6)–should work with normal x86 PrBoom too if you patch by hand ;)
This game is almost 15 years old now, so is it time to quit yet??
The buildsingle and buildmulti bash scripts will help you build new doom.rock apps for your current rockbox so you don't need to update to play patched rockdoom. You can copy more than one version to the player if you'd like. The scripts need to be modified before they are run and they require you to have a backup tar.gz archive of your doom directory to start with. Obviously, copy the patches to your rockbox trunk/base directory before you try using the scripts.
Make sure you backup your doom source directory before patching. _
Patch specific changes –Make any changes you'd like to the patches to better fit your style of playing
-doomscr.diff (updated scrollwheel patch, feel free to apply first) -0A.diff Super slowmo Doom running at only 18 ticks per second (35t/s is normal speed). -0B.diff Super fast Doom running at 50 ticks per second so long as the platform can keep up. -0C.diff Gib Level 1: Player's bullets and shotpellets significantly more powerful and capable of "gibbing" human bodies apart (Both gib levels use fewer pellets per shotshell to compensate a bit for the added power). -0D.diff Gib Level 2: Player's bullets and shotpellets ridiculously powerful and capable of gibbing imps and rapidly killing very tough enemies. -dmfast.diff Fast but slightly more comfortable speed than that of 0B.diff (45 vs 50 ticks per second), no other changes. -ssgfix.diff Not a mod but a problem fix. There is a glitch where sometimes under certain circumstances, acquiring the super shotgun will cut most of the other weapons out of the cycling order, leaving you to switch between only the pistol and the super shotgun (and sometimes the fist). This patch removes a chunk of code from p_user.c that affects demo compatibility regarding switching through certain weapons. The last time I checked, none of my demos worked right on rockdoom anyway, and all of the mods mentioned here short of the speed mods will completely break previously recorded demos. Therefore this patch has cannot possibly make things any worse ;) -pwuphog.diff Optional patch meant to be applied AFTER patches 1-12 below (unlike patches above, MUST be used with patches 1-12), increases the duration limit of powerups to ten times the powerup value (you can pick up to ten of them up at once for 10x the duration before you have to wait to pick more up). This can be overkill for radiation suits with the current settings in patches 1-12: the suits now last six minutes each so if you manage to somehow find ten of them, that's an hour of protection time :) (too bad they leak). Remember that speeding-up or slowing down the game with speed patches also affects the speed of the timer count.
The rest of the patches were packaged with common changes to enhance gameplay although they can also be combined with the ssgfix and the simple speed patches above (and whatever else you want):
-1.diff 200% starting health -2.diff 200% starting health and gib level 1 -3.diff 200% starting health and gib level 2 -4.diff 200% starting health and all weapons and ammo (minus chainsaw and super shotgun, uncomment in patch(es) to change) -5.diff 200% starting health, all weapons and ammo, and gib level 1 -6.diff 200% starting health, all weapons and ammo, and gib level 2 -7.diff 999% starting health (you read that right) -8.diff 999% starting health and gib level 1 -9.diff 999% starting health and gib level 2 -10.diff 999% starting health and all weapons and ammo -11.diff 999% starting health, all weapons and ammo, and gib level 1 -12.diff 999% starting health, all weapons and ammo, and gib level 2 _ Common changes (patches 1-12)
Ammo Capacity has been greatly expanded for all patches (however allweapons+allammo patches have capacity fixed at 999 regardless of backpack pickups) Ammo items now deliver more per pick-up Maximum health is expanded to 999% Medikits and stimpacks (all health items) can be picked up until you reach 999% health, Stimpack value is now 15% from 10%, Medikit value is now 35% from 25%; bonus potions and armor now count as 5% instead of 1% apiece and will no longer be picked up if you are already at 999% health. Soul Spheres are now worth 300% Health Mega Spheres are now worth 600% Health and 600% armor and they are now cumulative pickups (before they would SET your health and armor at 200% instead of adding that on) Security Armor is now worth 150% and is now cumulative Combat Armor is now worth 300% and is now cumulative
Armor behavior has been changed significantly. Beyond 299% armor, a new rule applies to armor protection. The hundreds digit of your armor points represents the fractional amount of damage you incur with a given amount of armor over 299%. For example, with 350% armor, you would experience 1/3rd of the damage you'd feel with no armor. With 900% or more armor, the damage dwindles to only 1/9th the normal damage. However, the routine for calculating armor loss has not been changed, and therefore the damage points you DIDN'T feel will come right out of your armor points. Therefore the more armor you have, the faster it will become depleted, and the more the armor acts as if it were redundant health. I think this makes the game a lot more interesting as normally the armor is thought of as something to keep you from dying too fast rather than virtual health. Certain armor and health related items require you to be missing a certain amount of health/armor before they will be picked up (accidentally wasted): Medikits 999%-17% = pickup level 982% Health Stimpacks 999%-7% = pickup level 992% Health Berserk Packs 999%-25% = pickup level 974% Health OR if you don't already have berserk strength (lasts one level but some levels have multiple packs) Soul Spheres 999%-50% = pickup level 949% Health Security (green) Armor 999%-(150%x0.2) = pickup level 969% Armor Combat (blue) Armor 999%-(300%x0.2) = pickup level 939% Armor Megaspheres 999%-50% = pickup level 949% Health OR 949% Armor (you just need to be missing 50% of either one)
Some health and armor items are not affected: Bonus armor helmets Bonus health potions
Similarly, ammunition and gun pickups require you to be missing a certain amount of ammo before they will be picked-up (UNLESS YOU PICK UP A GUN YOU DIDN'T HAVE BEFORE). You must be missing at least 50% of the pick-up value (25% in "I'm too young to die" and "Nightmare!" modes because the actual pickup values are twice that of normal), which will depend on whether the clip/gun was dropped by an enemy or is a new item left for you personally by the level designer. Consequentially, in some situations you might have too much ammo to pick up a new gun/clip, but missing enough ammo to pick up a dropped gun/clip.
The following items might be of interest as I have also changed their pickup behavior: Invulnerability Spheres Invisibility Spheres Light-Amplification goggles Radiation suits
Not only have the above special items had their values increased (see below under "Other notes"), but now they have been modified to reduce pick-up waste. The default pickup behavior for time-limited special items is 1. Pick them up no-matter-what and 2. Reset the timer/duration value for the special item. Now, the behavior has been changed so that the items are not picked-up if you have more than 10% of the last powerup of the same type remaining, and the value is added on to the timer instead of the timer being reset. Therefore the maximum you can have of any given powerup at any time is 110% of the powerup duration. HOWEVER, I have also included an optional patch (pwuphog.diff) which if applied after patches 1-12 (pick one), will allow you to grab up to ten of the same powerups at once for 1000% of the powerup duration. If you try to pick up another which would bring the timer over 1000%, the game will ignore it and will leave it on the map. I've never seen more than six or seven of the same powerups (usually suits) on any particular level, but I would imagine that there are WADs in existence with gobs of extra powerups.
Other notes: *Backpacks now give 3x normal included ammo (they were practically empty to start with) *The BFG9000 now uses 15 cells per shot instead of 40 *Ammo maximums as follows 400 bullets, 250 shells, 450 cells, and 150 rockets (doubled with backpack; these numbers do not reflect allweapons+allammo patched versions) *Berserk pack value has not been changed HOWEVER they now count all the way up to 999% health so the 100% that they provide can be taken advantage of more easily *Time Limited Items have had their duration values increased: Invulnerability 90 seconds (at normal speed/tickrate) 3x normal Partial Invisibility 180 seconds (at normal speed/tickrate) 3x normal Light-Amp. goggles 240 seconds (at normal speed/tickrate) 2x normal Radiation-shielding suit 360 seconds (at normal speed/tickrate) 6x normal– What kind of an idiot designs an expensive suit that leaks and is only good for 60 seconds??? _
Other considerations
Strong green hue of radiation suit screen and red hue of berserk pack are annoying and make it more difficult to see, perhaps another patch to reduce the strength a little? White screen of invulnerability makes it nearly impossible to see on a tiny LCD, maybe another effect would work better?
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