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Doom Editing Digest Vol. 01 Nr. 235
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #235
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 6 April 1995 Volume 01 : Number 235
Re: 8 Player Expandability?
8 or 16-player DOOM Hack
Re: 8 Player Expandability?
crap on this mailing list
Re: 8 Player Expandability?
Re: 8 or 16-player DOOM Hack
Re: 8 or 16-player DOOM Hack
8 Player Hack
Re: crap on this mailing list
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 or 16-player DOOM Hack
Re: 8 Player Expandability?
Re: crap on this mailing list
Re: 8 or 16-player DOOM Hack
RE: Re: 8 Player Expandability?
status of this list
Bullet-proof windows
Weekly reminder: beginners' questions
Deep Water
----------------------------------------------------------------------
From: Shriker <GILLS@qucdn.queensu.ca>
Date: Wed, 05 Apr 95 19:23:52 EDT
Subject: Re: 8 Player Expandability?
If you've got it, why not upload it ?
While current computers may be too slow to enjoy 8 or 16 player Deathmatches,
2 or 3 years down the road things may be different (P200s or whatever). If it
DOES exist, then uploading it with a TXT file will dispell any (or most)
doubts.
Put up or shaddap, that's what *I* say ! :)
- -Shriker
>>>>>> DOOM: the only place where I *like* to get "blue balls" <<<<<<
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:40:00 -1320
Subject: 8 or 16-player DOOM Hack
heh...
i'll get as techie as i want :)
all i did really.. was hack the EXE for the 4 players.... and then I hacked it
so there are 8 of em... and also 16 of em... all different colors...
and i hacked sersetup/ipxsetup and made that work....
and i hacked the wad.... to make sure that the OTHER 4 (or 12) players were
the right colors... :)
and then i put it on the server...
and found out it went bloody slow on the p100 server....
and got a hold of a company with 18 silicon graphics comps...
hacked the Silicon graphics version of doom the same way...
and ran it on there...
FUN~!!!!!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Wed, 5 Apr 95 17:34 PDT
Subject: Re: 8 Player Expandability?
> This aint a dream kiddo :)
> this is a REALITY!
>
Well, why don't you stop insulting the list's collective intelligence (we
are list) by giving a little more detail than: "I did it.... it rocks....
new colors..... total slow...... but i did it......" ??
As it stands I don't think many people believe you. I mean .. just a
suggestion that might boost your statements' credibility. Surely you
wouldn't mind telling everyone exactly HOW you did it, considering there's
no way you can profit from the information in the first place.
If I sound rude, I am.
:)
* ---------------------------------------------------------------- *
/ Irritant at large: Ben Morris bmorris@islandnet.com /
/ I have an Amateur Psychoanalysis Shield +5 .. don't even try it! /
* ---------------------------------------------------------------- *
------------------------------
From: Sven Neuhaus <neuhau00@marvin.informatik.uni-dortmund.de>
Date: Thu, 6 Apr 1995 03:14:06 +0200 (MET DST)
Subject: crap on this mailing list
During the last week I have been waiting for the list admin to take me
off the list.
I've been getting shitloads of "funny" articles.
Guys, it's enough. This is doom-editing. Not doom-fantasies or whatever.
Get back on topic. And while I'm on it, please get me off this list.
I am subscribed at sn@euclid.chemietechnik.uni-dortmund.de, which is
an account that I no longer have. That's why I can't unsubscribe myself,
the list admin has to do it manually (approve it).
- -Sven
------------------------------
From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Thu, 6 Apr 1995 03:02:42 +0200 (MESZ)
Subject: Re: 8 Player Expandability?
On Wed, 5 Apr 1995, Dave Clough wrote:
> It's no joke!! We (my working comrades) have developed a port of DOOM II to
> the Nintendo Gameboy. It runs GREAT in single-player and we are VERY CLOSE to
> getting the multi-player (Deathmatch or Cooperative) to work at a reasonable
> frame rate. We got a copy of the source code from ftp.idsoftware.com and
> modified it to run under the Gameboy API.
hehe. nice try. too bad the admin of ftp.idsoftware.com (namely me)
reads this list too. and this is noapril fools joke ;)
j
/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\=============================joost.schuur@student.uni-tuebingen.de========/
------------------------------
From: johnsond@std.teradyne.com (Dean Johnson)
Date: Wed, 5 Apr 1995 18:32:35 -0700
Subject: Re: 8 or 16-player DOOM Hack
> all i did really.. was hack the EXE for the 4 players.... and then I hacked it
> so there are 8 of em... and also 16 of em... all different colors...
> and i hacked sersetup/ipxsetup and made that work....
> and i hacked the wad.... to make sure that the OTHER 4 (or 12) players were
> the right colors... :)
Everything sounds plausible except this... Most people here know that
there is only only set of player sprites and the executable tweaks the
uniform color.
I may be wrong. I'd like to be wrong... =)
> and then i put it on the server...
> and found out it went bloody slow on the p100 server....
> and got a hold of a company with 18 silicon graphics comps...
> hacked the Silicon graphics version of doom the same way...
> and ran it on there...
> FUN~!!!!!
- -D
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Wed, 5 Apr 95 21:39:47 -0500
Subject: Re: 8 or 16-player DOOM Hack
> From: brad.willman@bbs.uniserve.com (Brad Willman)
> Reply-To: doom-editing@nvg.unit.no
>
<SNIP>
> and got a hold of a company with 18 silicon graphics comps...
> hacked the Silicon graphics version of doom the same way...
> and ran it on there...
> FUN~!!!!!
- -----------AND-------------------
> right now noone can get it...
> (as the bbs i'm on doesn't - A:
> allow me to upload to internet..
> B: aallow me to upload(or download) from/to messages... :(
Let me get this straight...you have access to a company with 18 SGIs
and *they* don't have access to the net?
Come on...I can't beleive that you have the resources to produce this
kinda hack and you can't get it uploaded *somewhere*.
I'll tell you what, write me back and I'll tell you the number of my
company's BBS. I'll even pay the phone charges for you to upload it
there (If it is for real).
Or tell us the number to your bbs and we'll grab it and upload it for
you.
I appologize for sounding skeptical but, last weekend was April 1st.
:)
Have a great day,
John
__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* Johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}
------------------------------
From: genghis@ilces.ag.uiuc.edu (Scott Coleman)
Date: Wed, 5 Apr 1995 21:30:38 -0500 (CDT)
Subject: 8 Player Hack
> From: brad.willman@bbs.uniserve.com (Brad Willman)
> Subject: Re: 8 Player Expandability?
>
> This aint a dream kiddo :)
> this is a REALITY!
[...]
> i personally havent tried it on coop....
> but anyways... i forgot to hack the player start limit thing for coop....
> it works for death quite fine...
Oh, that's OK - we all forget the little things sometimes. Actually, all
of the people I've talked to here on this list are quite impressed with your
hacking skills - congratulations on your amazing feat. Say, would you
mind telling us what hacking tools you use? For example, do you use the
famous Pfaltzgraf object-oriented C decompiler, or do you use something
more sophisticated? How did you manage to override the ring 0
protections that DOOM puts up around its code?
> right now noone can get it...
> (as the bbs i'm on doesn't - A:
> allow me to upload to internet..
> B: aallow me to upload(or download) from/to messages... :(
[...]
> if i'm pulling ANYONES leg.... i think it woulden't be on the internet..
Well, you just got through telling us that it ISN'T on the Internet
because you are unable to upload it. It is indeed a great loss to the
DOOMing community that one who could achieve this magnificent hack is
nonetheless unable to UUEncode and post the patches via an ASCII
message. Please, do change your membership to another BBS which allows
you to upload. Such an anal-retentive BBS as that is unworthy of a hacker
of your caliber.
> anyways... it IS easy for someone to reverse engineer some things if they
> know how..
> and then rewrite the code... and then recompile it... then use that code :)
Sure, for a genius coder like you it must be a piece of cake. Say, I'll
bet you're the same programming demigod who concocted that devious "take
a step, get a megasphere" cheat and made it indetectable to other
instances of DOOM in the game. But whoever it was who pulled that one
off, I know I speak for many here when I say that we are as impressed with
your 8-player hack as we were with the megasphere cheat.
Please, do have a smidgen of pity for those less giften than yourself -
tell us how you did it. I know the technical details are all way beyond
us, but surely you could explain at least some of it in terms that would
be simple enough for us to understand. We all hope to learn from your
greatness. Thank you.
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Wed, 5 Apr 1995 22:53:17 -0400 (EDT)
Subject: Re: crap on this mailing list
> During the last week I have been waiting for the list admin to take me
> off the list.
Speaking of which, where IS yon list-admin? I've been waiting a while
to be unsubscribed too (I'm on the digest list now), since my address is
different my current address.
Oh yeah, I've got this other account called "Brad Willman" that I'd
like to get removed from the list too... (hehe)
Greg
------------------------------
From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Thu, 6 Apr 1995 05:05:58 +0200 (MESZ)
Subject: Re: 8 Player Expandability?
On Wed, 5 Apr 1995, Brad Willman wrote:
> right now noone can get it...
> (as the bbs i'm on doesn't - A:
> allow me to upload to internet..
> B: aallow me to upload(or download) from/to messages... :(
i urgently suggest you change internet providers in that case. can
you provide of with a contact adress of the authors of this tool? you'll
understand how we're skeptical.
j
/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\=============================joost.schuur@student.uni-tuebingen.de========/
------------------------------
From: "Lachlan O'Dea" <lode2@silas.cc.monash.edu.au>
Date: Thu, 6 Apr 95 12:27:10 +1000
Subject: Re: 8 Player Expandability?
[story of successful GameBoy port deleted]
> The code could be EASILY MODIFIED to port to almost ANY MACHINE if you are
> reasonably familiar with the system calls involved. We are interested in getting
> an ASCII VERSION of DOOM to run on HP programmable calculators, but we think
> that might be too demanding on the hardware.
You should use the HP's undocumented display mode: mode Y. It should
allow you to achieve flicker-free ASCII DOOM.
- ---------------------------------------------------------------------
Lachlan O'Dea | OS/2 Warp. Make it so.
Internet: lode@ozemail.com.au | Member of Team OS/2
Compuserve ID: 100353,650 |
- ---------------------------------------------------------------------
------------------------------
From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Thu, 6 Apr 1995 05:21:26 +0200 (MESZ)
Subject: Re: 8 or 16-player DOOM Hack
On Wed, 5 Apr 1995, Brad Willman wrote:
> heh...
> i'll get as techie as i want :)
>
> all i did really.. was hack the EXE for the 4 players.... and then I hacked it
> so there are 8 of em... and also 16 of em... all different colors...
> and i hacked sersetup/ipxsetup and made that work....
> and i hacked the wad.... to make sure that the OTHER 4 (or 12) players were
> the right colors... :)
> and then i put it on the server...
> and found out it went bloody slow on the p100 server....
> and got a hold of a company with 18 silicon graphics comps...
> hacked the Silicon graphics version of doom the same way...
> and ran it on there...
> FUN~!!!!!
you're beign extremely unprofessional. we don't believe you. reveal
specs or shut up. continue to clog up thislist and you will be unsubscribed.
j
/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\=============================joost.schuur@student.uni-tuebingen.de========/
------------------------------
From: avatar@widomaker.com (Mackey McCandlish)
Date: Thu, 6 Apr 95 01:22 EDT
Subject: Re: 8 Player Expandability?
I found a way around Dehacked's inability to translate the text
strings from one version of DOOM to another. I installed two copies of DOOM
on my HD (1.666 and 1.9), then loaded up separate copies of Dehacked
simultaneously in Windows so I could see them both, and went through line by
line changing the text. Expect a fully 1.9 compatable DMF tomorrow.. (and
enough of this 8 player DOOM Gameboy crap!)
-*The Avatar*-
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!
------------------------------
From: Jesper Thiesen <jthiesen@diku.dk>
Date: Thu, 6 Apr 1995 08:01:42 +0200
Subject: Re: crap on this mailing list
> Guys, it's enough. This is doom-editing. Not doom-fantasies or whatever.
> Get back on topic.
I totally agree. I subscribed to this group the day before yesterday, hoping
that here we could discuss our passion, editing Doom in every possible way.
But, nooooo! Somebody started that 8 player thread, and suddenly we have
the guys from rec.humour.morons fooling around.
PLEASE stop that f****** thread, you're making me sick!
- --
Jesper Thiesen
jthiesen@diku.dk
------------------------------
From: tedv@geom.umn.edu
Date: Thu, 6 Apr 95 1:34:55 CDT
Subject: Re: 8 or 16-player DOOM Hack
> you're beign extremely unprofessional. we don't believe you. reveal
> specs or shut up. continue to clog up thislist and you will be unsubscribed.
Actually, I can prove this is a hoax (as if we didn't know). Remember how
they mentioned using higher colors? Well... Consider DOOMs color mapping
scheme. You have 16 shades of green in a row that it maps from, 16 shades
of grey, brown, and red in a row that it maps to. The mentioned using colors
such as orange, purple, and pink. Know how many shades of purple DOOM has?
16? nope. Five. Exactly five colors. What about orange? 16? I don't
think so (though it's possible). 5? Nope. I believe it's 8, but I haven't
checked. So that's some very funky coding. Ie, you would need to have a
decompiler *and* know a hell of a lot about networking, color palette
remapping, and, in addition, add in addition player starts for higher player
numbers.
- -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: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 6 Apr 1995 08:40:48 +0100
Subject: RE: Re: 8 Player Expandability?
Can we drop this whole fantasy about 8+ player Doom, it makes my
index finger sore having to delete such a large amount of
rubbish. How about this, an editing question - how do you make a
sector seem like it is covered with a foot of water - ie, make
the player's viewhight lower than normal? somone mentiones doing
this and I am curious. Dario Casali
------------------------------
From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Thu, 6 Apr 1995 11:31:51 +0200 (MESZ)
Subject: status of this list
hi,
having just resubscribed to this list and not talked to arnt yet (the
admin of majordomo listserver we use) i don't know who is curently the
'official' admin (tom holmes?) so if anyone feels stepped on here,
exsqueeze me. for those of you who don't know me, i started this list a
while back but left it then because i was too busy and someone else
took charge of it.
greg wanted to be unsubscribed from the regular list and sven
unsubscribed for good. if anyone else has any requests, please send
me a mail directly. if the admin of this list is reading this drop me a
note.
as far as mr '8-16 player doom hack' goes, i've warned you once and
i'll do it again. show us real proof of be quiet or you'll be.. uhm...
'disposed of' ;) *evil grin*
btw, i do _not_ want to run this list again. i'm just helping out ;)
j
/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\==================================jschuur@student.uni-tuebingen.de========/
------------------------------
From: Jesper Thiesen <jthiesen@diku.dk>
Date: Thu, 6 Apr 1995 12:02:08 +0200
Subject: Bullet-proof windows
I once played a WAD (I forget the name), which
had a window, which I could see through, like there was
nothing there, but I couldn't walk through, I couldn't
shoot through it, and the monsters on the other side couldn't
see me either. Does anybody know, how to do this?
- --
Jesper Thiesen
jthiesen@diku.dk
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 6 Apr 95 11:15:33 +0100
Subject: Weekly reminder: beginners' questions
This message is being posted at the request of the list caretaker:
The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:
Steve Benner : S.Benner@lancaster.ac.uk
Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing.
**If your questions are prefixed with the code WQ: (for 'WAD query') in the
subject field (e.g. Subject: WQ: Sprites), they will be processed quicker
because they will be spotted by an automatic mail sorter and brought to my
attention sooner than if I have to plough through my mail-box!**
This reminder will be posted here weekly, with the same subject title.
SEND QUERIES ABOUT SUBSCRIPTION TO:-
doom-editing-owner@ngv.unit.no **NOT** to me. Thank you.
==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html
------------------------------
From: <jdh15@po.cwru.edu>
Date: 6 Apr 1995 13:40:02 GMT
Subject: Deep Water
Dario Casali wrote:
> Can we drop this whole fantasy about 8+ player Doom, it makes my
> index finger sore having to delete such a large amount of
> rubbish.
AMEN!
> How about this, an editing question -
Are you sure? This is, after all, doom-editing. I'm not sure
such a question would be appropriate! ;)
But Anyway... To make Deep Water do the following:
(pardon the ASCII art...)
+--------------------+
| sector A |
| +------------+ |
| | sector B | |
| | | |
| +------------+ |
| |
+--------------------+
Sector A:
Floor Texture = FWATER1
Floor height = 0
Sector B:
Floor Texture = FWATER1
Floor height = -24 or -32
Here's the kicker: On the linedefs making up sector A, all
sidedefs should be normally assigned. (i.e. the one pointing in
should be A, the ones pointing out should be pointing to the
surrounding sector.) For all linedefs that make up sector B,
however, you want both sidedefs to point to sector B.
Notes:
1. If you put objects into the deep water, they look stupid,
because DOOM draws the whole sprite but half of them should look
submerged. Lost Souls are okay because they fly and have no
corpse. Powerups (like a soul sphere) might look okay, truth to
tell, I haven't tinkered with this very much. I have tested out
the following objects: Lost Souls, trooper, torch, clip, imp.
They all looked stupid except for the lost soul.
2. The correct floor height for Deep water is, IMHO, -32. This
makes the water at about the player's chest level. But you can't
get out of water that deep. You can, however, "nest" deep water
sectors, with the outer one at floor -24 and the inner one at floor
- -32.
3. I suggest sticking to concave polygons. Sometimes DOOM does
not render the deep water sector correctly if it "goes behind"
itself. I had two deep water sectors on the level I'm writing.
They were shaped like this:
X
XXXXXXXXX X
XXXXXXXXX XXXX
XXXXXXXXXXXXXX X
XXXXXXXXX XXXXX
XXXXXXXXX X
[1] X [2]
Number one didn't work right, although #2 did, even though it's
more complicated.
ftp the file called "deepH2O.WAD" from maniac.cwru.edu in the
directory /pub/doom/examples
It won't be up until this afternoon, though.
Hope this whole spiel helped...
- -j
===========================================================================
Jeremy Holland H H jdh15@po.cwru.edu
\ /
H - O C - C C - H
\ // \\ /
C - C C - N
/ \ / \
H C = C C - H
/ \
Case Western Reserve University H H http://maniac.cwru.edu/deth/
------------------------------
End of doom-editing-digest V1 #235
**********************************