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Doom Editing Digest Vol. 01 Nr. 148

eZine's profile picture
Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #148
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 6 February 1995 Volume 01 : Number 148

Re: Underwater Sectors
Re: Heretic 4 Player
Re: Heretic 4 Player
Re: Deep Water (fwd)
Re: Underwater Sectors
multi-player colors
Re: Underwater Sectors
Re: multi-player colors
Re: Episodes Higher than 3?

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

From: TWM2029@aol.com
Date: Sat, 4 Feb 1995 22:11:41 -0500
Subject: Re: Underwater Sectors

I dont think that's possible? Mabye with a little tweaking!

- -Tom

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

From: TWM2029@aol.com
Date: Sat, 4 Feb 1995 22:13:20 -0500
Subject: Re: Heretic 4 Player

Where is APCI located? I hear that they are going to Be Getting a 1-800
number soon as well.

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

From: Piotr Kapiszewski (Kapi) <kapis-p@grinch.cs.buffalo.edu>
Date: Sat, 4 Feb 1995 23:19:34 -0500 (EST)
Subject: Re: Heretic 4 Player

TWM2029@aol.com said:

> Where is APCI located? I hear that they are going to Be Getting a 1-800
> number soon as well.

1-800-535-APCi for information
they are based out of O'Fallon, Illinois, USA

- -Kapi
- --
PGP key available from doomgate.cs.buffalo.edu | Piotr Kapiszewski
URL at http://doomgate.cs.buffalo.edu/~kapis-p/ | kapis-p@cs.buffalo.edu

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

From: DOOM Master <dschwenk@pepperdine.edu>
Date: Sat, 4 Feb 1995 23:01:57 -0800 (PST)
Subject: Re: Deep Water (fwd)

Here is a wad someone posted last month having a deep water effect.

**********************************************************************
* Derek Schwenk | DOOM and iD = saviors of DOS *
* dschwenk@pepvax.pepperdine.edu | "Hell on earth is here. Rejoice!" *
**********************************************************************


- ---------- Forwarded message ----------
Date: Fri, 13 Jan 95 07:57:33 CST
From: Robert Fenske Jr <fenske@rocke.electro.swri.edu>
To: doom-editing@nvg.unit.no
Subject: Re: Deep Water

I see someone else has discovered the water feature. Below is a
small WAD file that I posted to this list about 6 mo. ago that demonstrates
this effect quite nicely.

begin 444 swimpool.wad
M4%=!1 L N"0 /\ 0 ' , @ ! /__ @ ! $
M $ __\! 0 @#__P P ! # /__! % 0 0
M& % 8 ! !0 9 8 !P $ & !H !P $ 0 < &P +
M H ! "
/ H "0 $ ) X "0 ( 0 H #0 ( L
M! "P , P #0 $ 0 !< #0 . 0 !$ %@ . \ !
M $@ 5 \ # $ 3 !0 "
T .P \ #T +0 _ $ 00!'4U1/
M3D4Q "T 2@!+ $P +0!F &< : !'4U1/3D4Q "T D0"2
M ), +0"
5 )8 EP!'4U1/3D4Q "T T #1 -( +0#4 -4 U@!'4U1/
M3D4Q "
T 'P$@ 2$!+0 C 20!)0$M "T @
M &AK+0!R:SL / M "
T 10!V 7<!+0!Y 7H!>P$M
M "T ! "+0!: .P'!P M "T :&]S
M92!T+0!T:6]NW $M ( "
T $0 ) D0+0#S_S * M
M ( "T +0!R:SL +0!'4D%9- M ( "T
M " /+0#<W / M ( "T @#P +0 #P @$M
M ( "T M +0 @#RT W-PM ( "T -P!
M 0 +0 ",/ M ( "T ! 0 +0 "T ( \M
M ( "
T 0 / #<+0 W$!AA$M , "T '1H
M =S<+0 $ M , "
T \ (!+0 C " M
M , "
T $0#__P +0 ! M , "T C
M#P +0 %"
9 'DM , "T M !$ +0 "T 0 M
M , "T !Q 881+0 "1 #<0$M , "T
M 0 +0 1 "
T M , "T 0 1U)!63$ M
M $ "
T " / #<1U)!63$ M $ "T KR0:
M '<1U)!63$ M $ "T M @1U)!63$ M
M $ T/Z _] @/_0 ( T/Z *#_H/^X *#_N !@ *#_8 *3_M "
D
M_[0 7 %P 8 "H_[ J/^P %@ 8 !8 - H/_0_J#_N " -#^8 "X %P
MH/]< +0 H/^@_Z3_M "
H_P J/^P %P !8 8 % P 4 0 < !@
M 8 0 !4 !P 0 < 0"\ H "P @ @ 0 4 %@ @ 0 0 !0
M!0 P 4 0"\ D "@ 0 D 0 !8 ! @ 0 0 4 00 %P 0 < 0
M @ "0 H 0 !< %0 0 < 0"X L " P L 0 T # @ P
M 0 X #0 P T 0 \ #@ X 0 P #P 0 \ 0 !D &P
M0 L $ \ # P \ L &@ @ !L "
P 0 L ( X
M#P @ X !H "@ @ $ H & P D T #@ 0 T
M !@ "
0 P D $ D " @ H @ &0 0 L P #0 P
M !$ $P 0 , @ < ! P < , $@ !, P
M0 , ! 8 !P @ 8 !( @ 8 ( $ P $ 4
M!@ 0 4 ! 0 P $ @ $ @ ( $0 0 ,
M 0 !0 0 0 # 0 P ' ( "
@ $ P @ 0 , $@ # !4
M! 8 ( ' # !X P A 0 ) !@ %@ !0_U@ J/\ & 6 "H_V L %
M@ 2 L !8 +#_ !< %@ "
P %@ J/\ + !H + J/\ + 7 "H_[
MM !< *C_ "
P > 0!@ *C_4 *C_I/\ +0 7 "H_P M (@ ( "D
M_P ! !< *3_ "T %P I/^@_P P #@+0 I/],_P 7 "D_Z#_M "D_Z#_
MH/^T 0 H"
T *C_ #\_UP H/^@_[0 7 "@_[0 N % & L !< 0 !<
M *#_H/^X & 7 "
@_[@ !@ @*#_8 $#_8 "@_]#^H/]@ *#_H/^X F
M!P"
X & Z/X ( 8 #0_K@ 8 "@_]#^N *@ @ N "@_P P " *#_N #0
M ( H/_0_K@ "
X ) *#_H/\8 0 H/^ _]#^T " *#_T/[0 R "@ (
M1DQ/3U(P7S-&3$%4,3@ /\ /C_@ !&5T%415(Q $9,050Q. _P
M X/^ $97051%4C$ 1DQ!5#$X #_ #0_X 1E=!5$52,0!&3$%4
M,3@ /\ R/YX_P4 P 3 !< ' B "P , S #< / !% $@ 3 !/
M %( 50 ( P#__P @ $ < __\ ( ! * L __\ ( ! % D
M"
@ , T #P#__P 0 " /__ # /__ & < __\ 8 " + /__ %
M 8 " ) T #@ / /__ ! /__ , __\ __\ __\
M__\ 0#__PP 13%-,0 , "
@ %1(24Y'4P %@
M . !,24Y%1$5&4_8 !( P 4TE$141%1E,^! < %9%4E1%6$53
MK@0 . ! !314=3 (X& T 4U-%0U1/4E/"!@ 4 $ $Y/1$53
M $@@ &@ !314-43U)3 'H( "
4D5*14-4 !\" L@ $),
&3T-+34%0

end



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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Sun, 5 Feb 1995 13:14:42 -0400
Subject: Re: Underwater Sectors

On Sat, 4 Feb 1995 TWM2029@aol.com wrote:

> I dont think that's possible? Mabye with a little tweaking!
>
> -Tom
>
gee.. what a novel concept...

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"
Everybody is Kung-Fu Fragging . . ." Remember... God plays Doom


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 05 Feb 1995 13:38:31 EST
Subject: multi-player colors

here's a question for you hackers who have played multiplayer heretic.
What are the pixel index mappings for different players. I assume they
change the color of the cloak, but from what to what?

Numbers would be best. Screendumps are second best, and vague ideas will
be used as a last resort. This is my function for doom II (which I can not
really verify, since I have never played more than 2-player):


void patch::recolor_for_multiplayer(int playno)
{
const int min=112, max=127;
int newmin;
switch(playno) {
case 1:
newmin=96;
break;
case 2:
newmin=64;
break;
case 3:
newmin=176;
break;
default:
return;
}

for ( int xoff=0; xoff<width; xoff++) {
unsigned char *post = data+offsets[xoff];
while (*post!=0xff) {
int phgt = post[1];

for (int y=0; y<phgt; y++) {
unsigned char &val = post[3+y];
if (val>=min && val<=max)
val = val-min+newmin;
}

post += phgt+4;
}
}
}

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

From: SYMBOL@ix.netcom.com (Jim Lowell)
Date: Sun, 5 Feb 1995 13:50:02 -0800
Subject: Re: Underwater Sectors

You wrote:

>
>I remember some info being posted to the list a while back about
underwater
>sectors. Is it possible to put a sector underwater.... so when you walk
>through it you head will be right at water level... ?
>
>
>

Yeah, it's possible to get the effect you desire. There was a post about
it some time back. The trick goes like this:


+------------------+
| 1 |
| +---------+ |
| | 2 | |
| +---------+ |
| |
+------------------+

Where the outside sector is #1 and the inside sector is #2. To do it,
set the floor height of sector 2 to 40 or so less than sector 1. Then
modify all of the line-defs for sector 2 so that both sides of each
line-def points to sector 2, and none of them point to sector 1. The
floor at sector 2 will always appear to be at the level of sector 1,
but when the player steps into it he will drop to the actual level of
sector 2. If you drop the level enough (about 40 I think) the view will
be right at floor level. You will have to put steps around the sector to
get out of course, but if you modify them the same way, they will also
appear at water-level.

Another application of this is to make invisible 'steps' that the player
can climb up, but cannot see. I have also heard that doing this with a
lift produces an interesting result.

Good Luck,
Jim


- -----------------------------------------------------------------------
"
Nobody ever became great by belittling the efforts of others"
- Abe Lincoln

I guess he never met Rush Limbaugh . . .
- -----------------------------------------------------------------------



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

From: tedv@geom.umn.edu
Date: Sun, 5 Feb 95 15:57:47 CST
Subject: Re: multi-player colors

> here's a question for you hackers who have played multiplayer heretic.
> What are the pixel index mappings for different players. I assume they
> change the color of the cloak, but from what to what?
>
> Numbers would be best. Screendumps are second best, and vague ideas will
> be used as a last resort. This is my function for doom II (which I can not
> really verify, since I have never played more than 2-player):

We have something like this in the 5.3 DEU Pre-alpha version. Let me pull
up our remapping table...

int playmap[4] = {0xE1, 0x70, 0x91, 0xB9};
int remap; /* 0 for no remap, 1-4 for players 1-4 */

...

if (remap && (color >= playmap[0] && color < playmap[0] + 0x10))
color += playmap[0] - playmap[remap];

...

Those values SHOULD be good, but we can't officially test. They look
fairly good though.
Player 1 is green, 2 is yellow, 3 is red, 4 is blue.

- -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: "
Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Mon, 6 Feb 1995 09:19:11 EST-10
Subject: Re: Episodes Higher than 3?

> On Thu, 2 Feb 1995, Richard Ward wrote:
> > Tried it last night. I made a wad based at E1M10 and one at E1M11. Loaded
> > with the -warp 1 10 and ended up at E1M1. Trued IDCLEV111, ended up at E1M1.
> > Looks like DOOM is limited to 27 levels.
>
> It may just be the way it parses -warp: IDCLEV111 obviously isn't worth
> trying at all.
>
Maybe it's in HEX? ie -warp 1 A

I think i'm joking :)

Kram
Kram_Llens@rmit.edu.au RMIT, Melbourne, Australia
Ph (03) 660 5378 Fax (03) 660 5342
"
I bought some dehydrated water, but I don't
know what to add to it" -Steven Wright

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

End of doom-editing-digest V1 #148
**********************************

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