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Doom Editing Digest Vol. 01 Nr. 076
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #76
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 6 December 1994 Volume 01 : Number 076
WAD questions
Re: WAD questions
Re: DeHackEd editing question
Re: On a lighter note (Heretic?)
Re: WAD questions
Re: WAD questions
Re: WAD questions
Re: DeHackEd editing question
Re: WAD questions
D! Demo
JUMP TEST
Re: JUMP TEST
Re: Level 12 Help in Doom 2
Re: JUMP TEST
Re: JUMP TEST
Re: JUMP TEST
Re: WAD questions
DOOM ][ MIDI Soundtrack
----------------------------------------------------------------------
From: mark.mathews@channel1.com (Mark Mathews)
Date: Sun, 04 Dec 1994 23:52:00 -0400
Subject: WAD questions
How far apart do linedefs have to be so they don't interfere with each
other?
Whats the farthest distance a player can jump?
Mark Mathews
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Sun, 4 Dec 1994 23:36:10 -0800 (PST)
Subject: Re: WAD questions
> How far apart do linedefs have to be so they don't interfere with each
> other?
I've gotten them as close together as two "units" apart. If you want lindefs
with triggers (of any kind) they need to be >= 32 apart.
> Whats the farthest distance a player can jump?
If the platform the player is jumping off of and the one the player is landing
on are the same height, I think it is 64 or 72 (not sure), if the landing
platform is lower you will need to test it yourself (unless someone has the
needed equation to figure this out).
> Mark Mathews
Richard
------------------------------
From: Brian Todoroff <btodorof@osiris.ac.hmc.edu>
Date: Mon, 5 Dec 1994 01:11:41 -0800 (PST)
Subject: Re: DeHackEd editing question
Another fun one is to replace the first pain frame of the troopers with the attack
frame of an ArchVile. Now you better get him on the first shot or he gets
really ticked off. :-)
------------------------------
From: <jordanf@server.globalone.net>
Date: Mon, 5 Dec 1994 07:15:08 -30000
Subject: Re: On a lighter note (Heretic?)
Jordan Feinman System Operator
Global One, Inc. (518) 452-1465 v
jordanf@globalone.net (518) 452-1234 d
On Sun, 4 Dec 1994, Joe Pantuso wrote:
> >
> > Seeing as how we've all been ranting about legal implications of
> > EXE hacking, thought I'd introduce a breather and see if anyone knows
> > when and where Heretic would be released (This IS December 1st...)
> >
> > Any plans to start a heritic-editing mailing list???
> >
> > --
> > +----------------------------------------------------------------------------+
> > Christian Antkow cant@softchoice.com
> > Opinions are my own and in no way reflect those of the SoftChoice Corporation
>
>
> A Heretic Editor will be available on our BBS the day after Heretic is in the
> stores. (Assuming I can find one!).
>
> Joe Pantuso
> Renegade Graphics
> (615)337-9198
>
>
Well, according to help@idsoftware.com, Heretic will be out in 2 weeks.
I await with baited breath!
------------------------------
From: Stanley Stasiak <stan@yarrow.wt.uwa.edu.au>
Date: Mon, 5 Dec 1994 20:45:50 +0800 (WST)
Subject: Re: WAD questions
>
> > Whats the farthest distance a player can jump?
>
> If the platform the player is jumping off of and the one the player is landing
> on are the same height, I think it is 64 or 72 (not sure), if the landing
> platform is lower you will need to test it yourself (unless someone has the
> needed equation to figure this out).
>
No, its much longer than that. At least 128 possibly around 144 or 160.
Example... the acid trench on e1m4; width 128.
Stan.
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 05 Dec 1994 08:48:33 EST
Subject: Re: WAD questions
Stanley Stasiak <stan@yarrow.wt.uwa.edu.au> ,in message <199412051245.UAA01937@
yarrow>, wrote:
> > If the platform the player is jumping off of and the one the player is land
>> ing
> > on are the same height, I think it is 64 or 72 (not sure), if the landing
> > platform is lower you will need to test it yourself (unless someone has the
>>
> > needed equation to figure this out).
> >
> No, its much longer than that. At least 128 possibly around 144 or 160.
> Example... the acid trench on e1m4; width 128.
The jump in Circle of Death (map11?) seems to require a BIG running
start. It is (check our larval Linux editor) 160 units wide with a drop
of 16.
Is anyone keeping a "List of Unanswered Questions"?
------------------------------
From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Mon, 5 Dec 94 08:15:12 CST
Subject: Re: WAD questions
>How far apart should linedefs be so they don't interfere with
>each other?
At least >= 17 units.
>Whats the farthest I can jump across in DOOM?
I don't know this one.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Mon, 5 Dec 1994 10:41:41 -0400
Subject: Re: DeHackEd editing question
On Sun, 4 Dec 1994 BonesBro@aol.com wrote:
> Well, what I did is make the BFG's shot look like a little puff of smoke, so
> it's really hard to see (there are no "invisible" sprites, are there? I don't
> mean selecting 'total invisibility' - then you can't see the explosion), and
> made the explosion go to, uhhh, 667 I think, FIRExx. Oh yeah, and I made the
> damage about 10x more - so you fire this almost completely invisible shot at
> them then they get vaporized by the shot, with the body going REALLY far
> away. A quote from a net game with this patch "Where the hell did that come
> from???" after having a splatered corpse fly right past him -- from the other
> side of the stage!
>
You didn't happen to release this patch did you? :) Sounds like fun..
- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."
------------------------------
From: tedv@geom.umn.edu
Date: Mon, 5 Dec 94 9:52:00 CST
Subject: Re: WAD questions
> > No, its much longer than that. At least 128 possibly around 144 or 160.
> > Example... the acid trench on e1m4; width 128.
>
> The jump in Circle of Death (map11?) seems to require a BIG running
> start. It is (check our larval Linux editor) 160 units wide with a drop
> of 16.
Is anyone up for making a trench wad with a trnech of varrying width to
test this length under different circumstances? (ie, walking, running,
shift + mouse button + forward arrow key^*, or possibly in conjunction with
- -turbo?)
*: I've tried this before, and yes, you move somewhat faster... Most of
the time. For some peculiar reaosn, I believe that I move about 20% faster
on my computer (which has a bus mouse), but that I didn't move any faster on
my dad's computer (which has a serial mouse). I haven't had any other
computers to test this on, unfortunately.
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)
------------------------------
From: Balur1@aol.com
Date: Mon, 5 Dec 1994 11:07:12 -0500
Subject: D! Demo
In the demo for D! (DM 4.0,a shell for DOOM I/II for those who are not
familiar) it says that this is not Freeware or Shareware but a demo of a
commercial product...didn't id request that no commercial DOOM add-ons be
released.
(No offense intended to Joe Wilcox....just wondering...)
- ----------------------------------------------------------------
<Boring sig deleted>
Balur1@aol.com
- ------------------------------------------------------------------
------------------------------
From: mark.mathews@channel1.com (Mark Mathews)
Date: Mon, 05 Dec 1994 14:42:00 -0400
Subject: JUMP TEST
Here's JUMP.ZIP.
JUMP.WAD - Test for finding maximum jump.
This wad is a test to find the maximum jump across a gap.
If you fall in the hole you can transport back to the starting
point. When you start E1M1 you are at the maximum gap
of 17x8=136 units. From left to right the the gaps are:
22 21 20 19 18 17 16 14 12 10 8 6 4 2
^
|
Max 17x8=136
Can anyone confirm the max. jump is 136 units?
Mark Mathews mark.mathews@channel1.com
mmathews@genesis.nred.ma.us
DOOM, DOOM II, and ALIENS. The best!!!
That's it, man. Game over man, it's GAME OVER!
- Hudson from the movie ALIENS
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M4$L!`A0`%`````@`\7.%'3,R$88J`0``)0(```@``````````0`@````````
M`$I535`N5%A44$L!`A0`%`````@`07*%'>"_6._@$0``GC0```@`````````
H```@````4`$``$I535`N5T%$4$L%!@`````"``(`;````%83````````
`
end
------------------------------
From: BonesBro@aol.com
Date: Mon, 5 Dec 1994 16:19:48 -0500
Subject: Re: JUMP TEST
>Can anyone confirm the max. jump is 136 units?
Unfortunatly (sp?), this will be rather difficult to do. If you position
yourself at an angle, and run forward and use the strafe keys to strafe to
the side at the same time, you can run signifigantly faster. It's a great
advantage in Deathmatch!
------------------------------
From: cmacord@fedex.com (Charlie Acord)
Date: Mon, 05 Dec 1994 10:06:10 -0600
Subject: Re: Level 12 Help in Doom 2
>From: IN%"doom-editing@nvg.unit.no" 3-DEC-1994 16:38:06.87
>To: IN%"doom-editing@nvg.unit.no"
>CC:
>Subj: You AOL Level 12 Philistine Suckmunch!!!
>
>}I am astuck on level 12 in Doom II. Where is the exit? I have a yellow
>}keycard but am unable to find a door to use it on.
>}
>}
>
>I am on this list as an attempt to get away from people like you. Go
>do something anatomically odd with youself on one of the many Doom
>newsgroups. Of course those 450-pound-cheese-eating-VR-helmet-wearing-
>Guns and Ammo-magazine-buying sloths on those groups are probably
>still trying to figure where the jump button is...
>
>
>"Wile E. Coyote-Supergenius"
>Michael Emken <memken@ewu.edu>
God, what a supercilious asshole!!! But at least you've named yourself
correctly, Michael, it appears that you DO have the brains of Wile E. Coyote.
Love & kisses,
Charlie
P.S. And what list does one get on to get away from PEOPLE LIKE YOU ??!!??
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 05 Dec 94 14:52:36 -0800
Subject: Re: JUMP TEST
>
>JUMP.WAD - Test for finding maximum jump.
>
>This wad is a test to find the maximum jump across a gap.
>If you fall in the hole you can transport back to the starting
>point. When you start E1M1 you are at the maximum gap
>of 17x8=136 units. From left to right the the gaps are:
>
>
>
> 22 21 20 19 18 17 16 14 12 10 8 6 4 2
> ^
> |
> Max 17x8=136
>
>
>Can anyone confirm the max. jump is 136 units?
>
>
>Mark Mathews mark.mathews@channel1.com
>
It's possible to do the 22 gap by running diagonal (run forward and
strafe at the same time). The 22 is a little difficult. 21 and below
are easy. I doubt 23 can be done. JUMP.LMP is a recording of me making
the 22 jump. Using JUMP.WAD and DOOM v1.666.
- ----------------------------------------------------------------------------
-Matthew Ayres, a.k.a. White Fang -Author WADED, a DOOM map editor
-SysOp Lithium BBS, 510-455-0425 -Diagnosed with DOOMophobia, the
-Email: ayres@cdrom.com fear of not playing DOOM enough
- ----------------------------------------------------------------------------
begin 644 jump_lmp.zip
M4$L#!!0``@`(`'1UA1TN[F,^!P$``*X#```(````2E5-4"Y,35"]D]U*PT`0
MA;\TD:A%4)0*XH6"R$I+8O)8/H5/V#MU+D3P0BK>],*"_XEGXPI1*FT57/@R
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MA1TN[F,^!P$``*X#```(````````````(`````````!*54U0+DQ-4%!+`0(4
M`!0``@`(`"]VA1T=/\<14`(``+\$```(``````````$`(````"T!``!*54U0
:+E185%!+!08``````@`"`&P```"C`P``````
`
end
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 05 Dec 94 14:53:41 -0800
Subject: Re: JUMP TEST
BonesBro@aol.com said...
>>Can anyone confirm the max. jump is 136 units?
>
>Unfortunatly (sp?), this will be rather difficult to do. If you position
>yourself at an angle, and run forward and use the strafe keys to strafe to
>the side at the same time, you can run signifigantly faster. It's a great
>advantage in Deathmatch!
Cool, other people actually know about this technique. I've played people
all over the U.S., and no one else seemed to know about it. Works great.
-Matt A.
------------------------------
From: mark.mathews@channel1.com (Mark Mathews)
Date: Mon, 05 Dec 1994 18:00:00 -0400
Subject: Re: JUMP TEST
- -> >Can anyone confirm the max. jump is 136 units?
- ->
- -> Unfortunatly (sp?), this will be rather difficult to do. If you
- -> position yourself at an angle, and run forward and use the strafe
- -> keys to strafe to the side at the same time, you can run
- -> signifigantly faster. It's a great advantage in Deathmatch!
I have 4 players and deathmatch spots in JUMP.WAD. See waht you can do?
Mark
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 05 Dec 94 15:33:21 -0800
Subject: Re: WAD questions
Stanley Stasiak <stan@yarrow.wt.uwa.edu.au> said...
>>
>> > Whats the farthest distance a player can jump?
>>
>> If the platform the player is jumping off of and the one the player is landi
>ng
>> on are the same height, I think it is 64 or 72 (not sure), if the landing
>> platform is lower you will need to test it yourself (unless someone has the
>> needed equation to figure this out).
>>
>No, its much longer than that. At least 128 possibly around 144 or 160.
>Example... the acid trench on e1m4; width 128.
136 for a straight run, 176 for a diagonal run (run forward and strafe
at the same time).
-Matt A.
------------------------------
From: "Ryan Drake" <RTD114@psuvm.psu.edu>
Date: Mon, 5 Dec 94 19:35 EST
Subject: DOOM ][ MIDI Soundtrack
Does anyone know if I can find a ZIP file with MIDI versions of all the
music in Doom ][ ? I'd like it to add to my collection. A MIDI Doom
soundtrack would be great!
~~~\ ~~\ ~~\ ~\ ~\ r t d 1 1 4 @ p s u v m . p s u . e d u
~\ ~\ ~\ ~\ ~\ ~\ ~~ ~~\ -I just found the plsma rifle.-
~\ ~\ ~\ ~\ ~\ ~\ ~\~\~\ =Oh yea?=
~~~\ ~~\ ~~\ ~\ ~\ -Turn around and I'll show you.-
------------------------------
End of doom-editing-digest V1 #76
*********************************