1/08/03 Massive Strife Hack by Gokuma Find me on Doomworld.com forums Get SeHackEd at http://doomworld.com/sehacked Massive1.seh is a patch file for SeHackEd v0.3. Massive1.wad changes some graphics appropriately. Multiplayer has been tested and it worked fine. Changes: All things appear in deathmatch. Electric bolt Crossbow changed to Grappling Hook. Assault guns shoots faster and has more ammo Missile Launcher has less delay so mouse fire is about as rapid as keyboard. Grenade Launcher shoots Inquisitor and Phlogiston Gas Grenades. Mauler Torpedo has less delay. Sigils B and E got a bit nastier. Reusable Rat Buddy Bombs - much, much more dangerous than degnin ore ;>} Water bottles gettable to fill to half life. Feris will give you all the bullets you want. Player, Peasant, and Acolyte corpses stay. Gibbed and Toasted corpses stay. Decoration corpses are shootable. Peasants, Acolytes, and Explosive Barrels respawn when monsters are set to. (People won't respawn if disintegrated by Mauler though) Colors of many things changed. Rebel 1 replaced with allied Templars so they teleport in with beacons (And these Templars will change color for the player side they're on). Reavers are shadow but have half hit points. Bishop has quadruple HP. Spectral enemies are vulnerable to any weapon. Acolytes, Reavers, and corpses have lower mass. Some new things added with new map id #'s. The Player color changes: Player 1 = Dark Green P2 = Gold P3 = Bright Green P4 = Blue The Allied Templar color changes: P1's templars = normal color except they flash dark green when shooting P2's = Gold or Reddish Orange P3's = Bright Green P4's = Light Gray which flash Blue when firing As a side effect, Players 5,6,7,8 will be the same set of colors, but that shouldn't be that big a deal. Wasn't able to test all the color changes in this particular situation, but many other tests lead me to believe they will work exactly like this. Some issues: With monster respawn on, barrels might respawn even if they haven't been blown up yet. Reusuable Rat Buddy Bomb has no explosion sound. I used frames of the Power Crystal explosion which don't play its explosion sound to start with. Would have to take a frame with a code pointer to play death sound from some monster but I have none to spare. Good levels for testing: Lamasery.wad (feel free to stick different things in for testing) map02 Town map03 Front Base map06 Sewers map07 Castle map10 New Front Base map13 Catacombs map25 Ruined Temple You can add the following to strife.cfg for DETH to place things I've given map ID#'s. As a side effect of changing Water Bottles into Health the things that appear normally as the generic TOKNA0 (actually you'd never see them lying on the ground in the normal game), will look like water bottles in this mod instead. "Hack Test" 49, MAGENTA, 16, "Govs Key", "REBLA0" 84, MAGENTA, 16, "Prison Key", "PRISA0" 87, MAGENTA, 16, "Power 1 Key", "PWR1A0" 88, MAGENTA, 16, "Power 2 Key", "PWR2A0" 89, MAGENTA, 16, "Power 3 Key", "PWR3A0" 2008, MAGENTA, 16, "Military ID", "GYIDA0" 2013, MAGENTA, 16, "Catacomb Key", "TUNLA0" 2015, MAGENTA, 16, "Security Key", "SECKA0" 2022, MAGENTA, 16, "New Keys", "BLTKA0" 2023, MAGENTA, 16, "Toughness", "HELTA0" 2035, MAGENTA, 16, "Accuracy", "GUNTA0" 2045, MAGENTA, 16, "300 Gold", "TOKNA0" 2049, MAGENTA, 16, "Ring", "RINGA0" 171, MAGENTA, 16, "Ear", "EARSA0" 2009, MAGENTA, 16, "Flame Thrower Parts", "BFLMA0" 2016, MAGENTA, 16, "Ammo (Up to 50 Bullets)", "TOKNA0" 2017, BROWN, 16, "Old Water Bottle", "WATRA0" 2020, MAGENTA, 16, "Info", "TOKNA0" 2021, MAGENTA, 16, "Alarm", "TOKNA0" 2029, MAGENTA, 16, "Prison Pass", "TOKNA0" 2030, MAGENTA, 16, "Report", "TOKNA0" 2033, MAGENTA, 16, "Oracle Pass", "OTOKA0" 2034, BROWN, 16, "Ankh", "ANKHA0" 2036, RED, 16, "Evil Rebel", "HMN1F1" 2037, RED, 16, "Gold Templar", "PGRDA2" 2038, RED, 16, "Bright Green Templar", "PGRDA2" 2039, RED, 16, "Normal Reaver", "ROB1E2" 237, BROWN, 16, "Guts and Bones", "DEADA0"