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Doom Editing Digest Vol. 01 Nr. 240

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #240
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 11 April 1995 Volume 01 : Number 240

Deep Water
Re: Doom palette
BULLET-PROOF WINDOWS
Re: BULLET-PROOF WINDOWS
Re: teleportation ability table
Re: BULLET-PROOF WINDOWS
RE: Deep Water
RE: Re: teleportation ability table
Re: BULLET-PROOF WINDOWS
Re: BULLET-PROOF WINDOWS
Re: BULLET-PROOF WINDOWS
Hello! I'm back... (fwd)
Re: BULLET-PROOF WINDOWS
Re: BULLET-PROOF WINDOWS

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

From: john.orazem@ablelink.org (John Orazem)
Date: Sun, 09 Apr 1995 17:47:00 -0500
Subject: Deep Water

- -> +--------------------+
- -> | sector A |
- -> | +------------+ |
- -> | | sector B | |
- -> | | | |
- -> | +------------+ |
- -> | |
- -> +--------------------+

Okay. Let's say that sector A is 0 floor height, and sector B is
- -256. What would happen when you went under water? Would you see
the ceiling texture for sector A (assuming B has a higher ceiling),
or would you see the bottom of sector A's floor texture?

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

From: MISC335@cantva.canterbury.ac.nz
Date: Mon, 10 Apr 1995 12:21:10 +1300
Subject: Re: Doom palette

> I have a copy of Doompal.pal included with deutex3.4, but this
> doesn't load up in Aldus Photostyler 2.0, the package I use to
> trim and polish my Doom textures. Is there an alternative
> palette file that will work with PS2.0? I keep making textures
> that change in appearance when they go into Doom, like wild
> purple in my sky - groovy but no the effect I wanted.:) DC

Make one yourself - use deutex to extract a gif, any image, load the gif
in photostyler, and save its palette.




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

From: john.orazem@ablelink.org (John Orazem)
Date: Sun, 09 Apr 1995 17:56:00 -0500
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?

Couldn't you just make a wall impassable, and have no texture asigned
to it? Wouldn't that work?

Once, however, I came across a wall that I could see through, couldn't
walk through, could fire BFG, Plasma Rifle, Rocket Launcher, *BUT*
could fire Handgun, Shotgun, Chaingun. I think it was a bug.

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

From: Wittmann Eric Philip <wittmann@coral.bucknell.edu>
Date: Mon, 10 Apr 1995 00:43:08 -0400 (EDT)
Subject: Re: BULLET-PROOF WINDOWS

On Sun, 9 Apr 1995, John Orazem wrote:

> Couldn't you just make a wall impassable, and have no texture asigned
> to it? Wouldn't that work?
>
> Once, however, I came across a wall that I could see through, couldn't
> walk through, could fire BFG, Plasma Rifle, Rocket Launcher, *BUT*
> could fire Handgun, Shotgun, Chaingun. I think it was a bug.

I think it was a bug actually. I made a level a couple of weeks
ago in which an area in my courtyard was impassible. I could see through
it but could not walk through it. BFG, Plasma, and rocket launcher shots
would not go through the area...but the handgun, shotgun etc...WOULD go
through it. I have no vertices, lines, etc...in that area and there are
no unused sectors. I have no idea why it happened..but it made it kinda
fun with a Cyberdemon running around chasing you. ;-)
I think if you made an impassable, 2S wall, that would work. ??
Either that or have the ceiling of a thin sector at 2 or so units above
its floor and make no upper texture. That could work...I forgot to put
an upper texture on a descending [trap] wall once and got that affect.

Eric Wittmann

[-----------------------------]
[ no fancy signature >>pout<<]
[-----------------------------]

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

From: Jakob Kruse <kruse@diku.dk>
Date: Mon, 10 Apr 1995 09:10:21 +0200
Subject: Re: teleportation ability table

(text deleted...)

> There is another thing that I found out about "teleportation" deaths. I
> was playing DOOM ][ today, level 30. I'm walking around and all of a sudden
> an arachnotron spawns in... right over me... and I hear that lovely
> wet'n'crunchy sound and I die-- from 200% health, 200% armor. Ow. Of course,
> that isn't to say this happens very often, but it happens.

It happens alright! And even if you make yourself invincible with IDDQD you
can still get killed from this. So far this is the only thing I've seen
that kills you even though you cheat. That makes the icon thrower just a bit
meaner than it already is!

Jakob Kruse
(kruse@diku.dk)


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

From: Jakob Kruse <kruse@diku.dk>
Date: Mon, 10 Apr 1995 09:18:59 +0200
Subject: Re: 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?
>
> Couldn't you just make a wall impassable, and have no texture asigned
> to it? Wouldn't that work?
>
> Once, however, I came across a wall that I could see through, couldn't
> walk through, could fire BFG, Plasma Rifle, Rocket Launcher, *BUT*
> could fire Handgun, Shotgun, Chaingun. I think it was a bug.

No - it isn't a bug! Well maybe it could be.

What I mean is that I saw this feature described in either the faq or the
readme file that comes with DOOM II. The thing is that some flag (maybe 2S ?)
blocks projectiles (shotgun, handgun, chaingun) but not missiles (plasma,
rockets). Guess I could find it again if I had to. Can't remember the
details here though. But it doesn't have to be a bug!

Jakob Kruse
(kruse@diku.dk)


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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Mon, 10 Apr 1995 08:40:11 +0100
Subject: RE: Deep Water

If the deeper sector of the two is more than the players
viewpoint, you see big time HOM, which is a problem if you
attempt to make the deep water acid, and the player has a chance
of dying in it, then when he sinks to the floor, you get some
nice old bugs.
DC

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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Mon, 10 Apr 1995 11:09:00 +0100
Subject: RE: Re: teleportation ability table

You're forgetting of course that IDDQD also gets stomped by the
- -20%HealthKillWhen<25 sector, not just the telefrag, which also
kills in invulnerable player - weird.

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 10 Apr 1995 10:04:31 EDT
Subject: Re: BULLET-PROOF WINDOWS

john.orazem@ablelink.org (John Orazem) ,in message <1e.163327.50@ablelink.org>,
wrote:

> Once, however, I came across a wall that I could see through, couldn't
> walk through, could fire BFG, Plasma Rifle, Rocket Launcher, *BUT*
> could fire Handgun, Shotgun, Chaingun. I think it was a bug.

It was probably Impassable and !2-sided. !2-sided walls are supposed to
block direct-fire weapons (pistol, shotgun, chaingun), but do not stop missile
weapons (plasma, rocket, fireball).

My theory is that the point of impact of a direct-fire weapon is calculated
immediately and missile weapons are merely moved until they enter a creature
or null-space. A !2-sided wall has space on either side so the missile weapon
doesn't actually strike the wall, it merely appears on the other side at a
simulation tick.

If it had not been impassable I bet you could have walked through it.

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 10 Apr 95 17:39:41 +0100
Subject: Re: BULLET-PROOF WINDOWS

At 2:04 pm 10/4/95, Robert Forsman wrote:
>> Once, however, I came across a wall that I could see through, couldn't
>> walk through, could fire BFG, Plasma Rifle, Rocket Launcher, *BUT*
>> could fire Handgun, Shotgun, Chaingun. I think it was a bug.
>
> It was probably Impassable and !2-sided. !2-sided walls are supposed to
>block direct-fire weapons (pistol, shotgun, chaingun), but do not stop missile
>weapons (plasma, rocket, fireball).
>
[snip]
>
> If it had not been impassable I bet you could have walked through it.

You can tell !2-sided lines by the fact that they don't display upper or
lower textures: the main is used between ceiling and floor. So if the
window shows any cill or lintel it ain't done with the 2-s flag! Do !2-s
lines work with tranparent mains? I haven't tried.

- -Steve



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 10 Apr 1995 13:42:03 EDT
Subject: Re: BULLET-PROOF WINDOWS

S.Benner@lancaster.ac.uk (Steve Benner) ,in message <abaf0b870c0210048ad6@[148.
88.12.83]>, wrote:

> You can tell !2-sided lines by the fact that they don't display upper or
> lower textures: the main is used between ceiling and floor. So if the
> window shows any cill or lintel it ain't done with the 2-s flag! Do !2-s
> lines work with tranparent mains? I haven't tried.

You get tutti-frutti.

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

From: tedv@geom.umn.edu
Date: Mon, 10 Apr 95 15:01:00 CDT
Subject: Hello! I'm back... (fwd)

This just in from Raphael. I see it wasn't crossposted here, so I'm
forwarding it.

- -Ted

> Hi guys!
>
> I'm back from the hospital... And this is the very first message that
> I post since last month.
>
> After my accident, I asked Kevin (one colleague and nevertheless friend
> of mine) to send a message to the list, telling you that I had a minor
> car accident. I didn't want you to be worried but it was a bit more
> serious than "minor". If you want some details, I have included the
> story at the end of this message. Anyway, I recovered very well and I
> am back to work now.
>
> I checked my mail when I came in my office today and I found 1169 (!)
> messages waiting to be read... Fortunately, my mail filter (procmail)
> sorts them automatically in several folders (based on the subject,
> sender or contents of the mail). But even with a smart filter, this is
> still a lot of mail to read. So thanks to those who sent a nice message
> to me, but don't expect a reply (at least not now).
>
> Back to serious things now: DEU 5.3 status. Kevin uploaded a version of
> the source code that was on a PC here in the office (don't tell this to
> my boss...), but it was not up-to-date. I had made more changes at home
> on my PC, but there was no way to get the files from there while I was
> in the hospital. I will try to zip everything this evening and upload
> the new source code tomorrow.
>
> While browsing through the subject of the messages in my DEU mailbox,
> I saw several messages from Renaud about WinDEU 5.24. Of course, I
> haven't had the time to test it yet, but I expect great things from it,
> as usual. Did you all check the latest version? Is it ready for
> release? Should I announce it on the Doom newsgroups and on the
> doom-editing mailing list? (Unless this has already been done?).
>
> One last question about DEU 5.3: should I include a demo WAD in the
> distribution (assuming that it will be ready one day or another)? If
> yes, should it be a new demo WAD or KNEEDEEP.WAD? What are your
> opinions about this? OK, that was three questions instead of one...
>
> Talk to you later,
>
> -Raphael
>
>
>
> --
> Appendix: Why I haven't been on the 'net for nearly one month. :-)
>
> On the 16th of March, I was driving back home from Germany and I
> discovered in a rather unpleasant way that my car had no airbag. I was
> driving on a road near Liege when I crashed into the rear of a lorry
> which had stopped in front of me. I could not avoid it because there
> was ice on the road and I slipped when I stepped on the brakes. Despite
> my safety belt and low speed, my head went straight into the top of the
> steering wheel. At least, that's what I have been told because I don't
> remember anything from the accident although I was conscious (I told my
> name and address to the policemen) and I remember everything else.
> That's strange, but that's what happens when you suffer from a
> concussion.
>
> Anyway, I was quickly sent to the hospital where they saw that I had
> my nose broken as well as the bones under my right eye. I had a
> surgery on that day and they put things back in place: they did a great
> job because my nose was broken in 7 or 8 pieces. If you like tasteless
> details, the surgeon told me that he was able to stick his finger under
> my upper lip, enter one nostril and come out by the other one. Yummy!
> One week later, I had another surgery and they took care of my right
> eye. I must say that they did everything very well, because I recovered
> quickly and although my lips and cheek are still a bit swollen, it is
> hard to tell that I had a car accident three weeks ago. I had to
> carry a plaster on my nose for several days and I had a few stiches
> around my eye and lips, but they are all gone now and the scars are
> disappearing too. And I'm back to work and feeling fine.
>
> Now you know nearly everything. I don't know why you read that far,
> because you should not be interested in those disgusting details. The
> only important thing is that I am fine now, back to work, back to Doom
> and DEU! :-)
>
> Side note: two weeks before the accident, I ordered a new car... with
> an airbag. Oh well...
>
>


- --
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: john.orazem@ablelink.org (John Orazem)
Date: Mon, 10 Apr 1995 17:55:00 -0500
Subject: Re: BULLET-PROOF WINDOWS

- -> No - it isn't a bug! Well maybe it could be.
- ->
- -> What I mean is that I saw this feature described in either the faq or
- -> the readme file that comes with DOOM II. The thing is that some flag
- -> (maybe 2S ?) blocks projectiles (shotgun, handgun, chaingun) but not
- -> missiles (plasma, rockets). Guess I could find it again if I had to.
- -> Can't remember the details here though. But it doesn't have to be a
- -> bug!

This was in Doom 1! And, it was the other way around.

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

From: john.orazem@ablelink.org (John Orazem)
Date: Mon, 10 Apr 1995 17:51:00 -0500
Subject: Re: BULLET-PROOF WINDOWS

- -> I think it was a bug actually. I made a level a couple of weeks ago
- -> in which an area in my courtyard was impassible. I could see through
- -> it but could not walk through it. BFG, Plasma, and rocket launcher
- -> shots would not go through the area...but the handgun, shotgun
- -> etc...WOULD go through it. I have no vertices, lines, etc...in that
- -> area and there are no unused sectors. I have no idea why it
- -> happened..but it made it kinda fun with a Cyberdemon running around
- -> chasing you. ;-)
- -> I think if you made an impassable, 2S wall, that would work. ??
- -> Either that or have the ceiling of a thin sector at 2 or so units
- -> above its floor and make no upper texture. That could work...I
- -> forgot to put an upper texture on a descending [trap] wall once and
- -> got that affect.

That's interesting. I'll try that.

Well, for you who are wondering about this, I found it in TEK.WAD

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

End of doom-editing-digest V1 #240
**********************************

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