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Doom Editing Digest Vol. 01 Nr. 194

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 #194
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 3 March 1995 Volume 01 : Number 194

Re: "The WAD" Counter
[none]
Re: "The WAD" Counter
Re: "The WAD" Counter
Re: your mail

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

From: Greg Lewis <gregl@umich.edu>
Date: Wed, 1 Mar 1995 21:06:38 -0500 (EST)
Subject: Re: "The WAD" Counter

> I suggest the 1.666 .exe. This is the most commonly available, so if
> someone has a different version he can get it from one of the many s/w
> copies around.

Nonono, I don't think that's a good idea. First of all, they can't use
the shareware copies. This is for Registered Doom (or Doom 2), not the
shareware. Secondly, many people have already upgraded, and this would
mean they would have to go back and try to find one of the copies of an
earlier version.
Besides, it's a great way to "encourage" people to upgrade. And, one
other thing, the version really shouldn't make a difference... the engine
has been 95% unchanged since 1.666. Anything after that should function
identically.

Greg


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

From: troy@unix.infoserve.net (Troy Schiewe)
Date: Wed, 1 Mar 1995 19:18:36 -0800
Subject: [none]

Can anyone fill me in if there is a way to edit the amount of damage the
weapons do in doom (pistol, shotgun and rocket launcher). I have Dehacked,
but I cannot see anything to do with damage relating to the non missile weapons
.Also the changing the damage done by the rocket seems to have no effect.Anyone
know a way to fix that.
Thanks
Troy

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

From: "Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Thu, 2 Mar 1995 15:25:11 EST-10
Subject: Re: "The WAD" Counter

> From: Greg Lewis <gregl@umich.edu>

> > I suggest the 1.666 .exe. This is the most commonly available, so if
> > someone has a different version he can get it from one of the many s/w
> > copies around.
>
> Nonono, I don't think that's a good idea. First of all, they can't use
> the shareware copies. This is for Registered Doom (or Doom 2), not the
> shareware. Secondly, many people have already upgraded, and this would
> mean they would have to go back and try to find one of the copies of an
> earlier version.
> Besides, it's a great way to "encourage" people to upgrade. And, one
> other thing, the version really shouldn't make a difference... the engine
> has been 95% unchanged since 1.666. Anything after that should function
> identically.

Not only that, some of the doom cd's were shipped with version 1.7,
or 1.7a

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

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

From: setc@together.net (Ross Carlson)
Date: Thu, 2 Mar 1995 00:16:00 -0500
Subject: Re: "The WAD" Counter

>> I suggest the 1.666 .exe. This is the most commonly available, so if
>> someone has a different version he can get it from one of the many s/w
>> copies around.
>
> Nonono, I don't think that's a good idea. First of all, they can't use
>the shareware copies. This is for Registered Doom (or Doom 2), not the
>shareware. Secondly, many people have already upgraded, and this would
>mean they would have to go back and try to find one of the copies of an
>earlier version.
> Besides, it's a great way to "encourage" people to upgrade. And, one
>other thing, the version really shouldn't make a difference... the engine
>has been 95% unchanged since 1.666. Anything after that should function
>identically.
>
>Greg
>

Is this discussion regarding the TNT project? We don't care what engine we
use. We only care about which wad is present: Doom.wad or Doom2.wad

If you're talking about something else, which you probably are because this
isn't on the wad-team mailing list, you can feel free to ignore me. :)
****************************************
* Ross Alan Carlson *
* setc@together.net *
* "Trials & Tribulations" Home Page: *
*http://together.net/~setc/thewad.html *
****************************************


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

From: Greg Lewis <gregl@umich.edu>
Date: Thu, 2 Mar 1995 13:16:41 -0500 (EST)
Subject: Re: your mail

On Wed, 1 Mar 1995, Troy Schiewe wrote:

> Can anyone fill me in if there is a way to edit the amount of damage the
> weapons do in doom (pistol, shotgun and rocket launcher). I have Dehacked,
> but I cannot see anything to do with damage relating to the non missile weapons
> .Also the changing the damage done by the rocket seems to have no effect.Anyone
> know a way to fix that.

The non-projectile weapons can't be altered... the damage for bullets
from the pistol and shotgun are calculated somewhere deep within the Doom
exe file, and it's not stored in a nice table somewhere like the rest of
the information is. The same pretty much goes for the rockets, but the
actual "unchangable" part is the rocket's area effect, from the
explosion. You can still make a rocket more/less deadly by modifying the
Missile Damage field, but the blast effect isn't changable (once again,
it's calculated somewhere in the exe and not stored anywhere for easy
editing).

Greg


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

End of doom-editing-digest V1 #194
**********************************

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