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Doom Editing Digest Vol. 01 Nr. 237
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #237
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 8 April 1995 Volume 01 : Number 237
Re: more on deep water.
Re: more on deep water.
Re: Bullet-proof windows
Re: Bullet-proof windows
RE: Bullet-proof windows
Doom palette
Re: more on deep water.
teleportation ability table
Duhhhhhhhhhh...
Re: teleportation ability table
Re: teleportation ability table
you suckRe: teleportation ability table
----------------------------------------------------------------------
From: <jdh15@po.cwru.edu>
Date: 7 Apr 1995 00:26:49 GMT
Subject: Re: more on deep water.
> Hold on there! I didn't say the invisible-sector technique was negated
> in version 1.666, just in 1.9. And even there, I may be wrong. As for
> your deep water and invisible bridge, I hope it isn't *necessary* for a
> player to expect them to be there in order to finish the level. (Unless
> it's REALLY obvious.)
I'm still using 1.666, but if the majority of the DOOMing community
has switched over to 1.9, then my level will look weird to all of
them. It looks bitchin' on my machine and will on anyone still
using 1.666, but we can't deny the majority of DOOM users.
On my level, it is necessary to find the invisible bridge, but it
is lined with health potions so it can be "seen." The deep water
doesn't have to be found.
My TNT level, in case anyone is interested, is called "The Stone
Temple." I will put it up for FTP in a few days for feedback.
- -j
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Don't talk of love, well, I've heard the word before.
It's sleeping in my memory;
I won't disturb the slumber of feelings that have died.
If I never loved, I never would have cried.
I am a rock, I am an island. Simon & Garfunkel
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jeremy Holland jdh15@po.cwru.edu http://maniac.cwru.edu/~deth/
------------------------------
From: Greg Lewis <gregl@engin.umich.edu>
Date: Thu, 6 Apr 1995 22:05:54 -0400 (EDT)
Subject: Re: more on deep water.
> > Hold on there! I didn't say the invisible-sector technique was negated
> > in version 1.666, just in 1.9. And even there, I may be wrong. As for
> > your deep water and invisible bridge, I hope it isn't *necessary* for a
> > player to expect them to be there in order to finish the level. (Unless
> > it's REALLY obvious.)
Gee, considering that the invisible-sector technique is negated in Doom
1.9, UAC_DEAD still sure works fine, invisible bridge and all.
Let me rephrase that:
The invisible sector technique STILL WORKS in Doom 1.9.
Greg
------------------------------
From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Fri, 7 Apr 95 22:02:00 CST
Subject: Re: Bullet-proof windows
On Thu, 06 Apr 1995 17:14:45 -0500 (CDT),
ulasieben <l-sieben@MEMPHIS.EDU> wrote:
>>>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?
>>
>> I've played one like that.. probably done with REJECT tricks.
>> -*The Avatar*-
> Nope, not REJECT. Otherwise, player would walk through the line.
> -- Evil Genius (Jimmy Sieben)
Now hold on a sec! I think some people really need to go back and reread
the UDS. Collision detection (being able to walk through walls) is
controlled by the Blockmap, not Reject. Reject controls if monsters
should even bother trying to see a player in another sector or not. Note
that Reject has nothing whatsoever to do with being able to shoot through
walls, though. The only thing that affects that is the 2S bit in a
linedef, so I'd say that that would have to be how it was done. Everyone
have that straight now? Lets be more careful about things we say when we
aren't totally sure, since we could start some bad rumors if we do (like
this stupid >16 2S lines causing HOM rumor). Later..
-Jason
.............................................. .
. .
. Jason Hoffoss - hoffo002@gold.tc.umn.edu .
.. http://www.umn.edu/nlhome/g253/hoffo002/ .
... .
:... Author of DMapEdit - A map editor for Doom! .
::... http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
------------------------------
From: Kent W Kwan <kwankent@hcc.Hawaii.Edu>
Date: Thu, 6 Apr 1995 20:51:38 -1000
Subject: Re: Bullet-proof windows
I wouldn't know all the terms and names given but I did something like
that a while back w/ kent2.wad.
It's a lil bit old, but it has what you are talking about. Only thing
it will allow you to shoot through, check it out
The wad is a remake of the original doom E1M2. There is see through
windows, one way, but I think if you fuss round w/ it through an editor
you could probably figure it out really quickly.
Go and look into the room where you can get the chain saw it has one
way walls can't see out, but can see in from outside.
Kent
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Fri, 7 Apr 1995 08:30:48 +0100
Subject: RE: Bullet-proof windows
Jesper - the only way I can see this being done is to make a
sector within the window and this sector has it's floor just
below the ceiling of the window. Make no lower textures and you
can then see through it but can't shoot through it, also,
enemies won't wake up when you see them. I did this trick in my
TNT wad called LSECR2DC.WAD, the edypt style one. Dario Casali
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Fri, 7 Apr 1995 08:59:45 +0100
Subject: 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
------------------------------
From: <jdh15@po.cwru.edu>
Date: 7 Apr 1995 11:38:51 GMT
Subject: Re: more on deep water.
Apparently whether the invis sector works or nor is also a function
of what node-builder you use. I took NEWTECHN off the net, works
fine, then I ran it through WARM and it messed up.
Any ideas?
-j
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Don't talk of love, well, I've heard the word before.
It's sleeping in my memory;
I won't disturb the slumber of feelings that have died.
If I never loved, I never would have cried.
I am a rock, I am an island. Simon & Garfunkel
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jeremy Holland jdh15@po.cwru.edu http://maniac.cwru.edu/~deth/
------------------------------
From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Fri, 7 Apr 95 08:24:07 CDT
Subject: teleportation ability table
Teleportee ------- Teleport on to -------
player creature barrel object*
player kill kill ouch stuck
creature no no no stuck
barrel no no no stuck
object* - - - -
* object is any non-get-able thing other than a barrel
Basically, a player can teleport onto anything; a player will destroy
any player or creature on the teleport landing, will detonate a barrel (which
can kill the player), and will get stuck in any object*. And anything can
teleport onto an object* and subsequently get stuck. Neither a creature nor
a barrel will teleport if the teleport landing is occupied by a player,
creature, or barrel (which is too bad).
I didn't test how far apart the landing and the occupying entity
could be to still affect any teleport. I suspect if any entity overlaps
radius-wise with the landing, the above table holds.
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: Matthew Miller <rmiller@infinet.com>
Date: Fri, 7 Apr 1995 14:53:32 -0400 (EDT)
Subject: Duhhhhhhhhhh...
I'm wrong! (But glad to be wrong, actually). `Deep' water and invisible
bridges *can* be built for Doom v1.9, much to my relief.
What I've been having trouble doing, is making a `floating' sector--a
raised-up sector within an invisible one. Anyone know of a good example
level WAD for this?
Matthew Miller -- rmiller@infinet.com
"At least I have the artistic talent to put some ascii-art in my .sig" --
alt.fan.warlord's motto. (Or should be!)
------------------------------
From: BonesBro@AOL.COM
Date: Fri, 7 Apr 1995 17:39:02 -0400
Subject: Re: teleportation ability table
> Teleportee ------- Teleport on to -------
> player creature barrel object*
>
> player kill kill ouch stuck
> creature no no no stuck
> barrel no no no stuck
> object* - - - -
This is differant for Heretic, there is a bit that controls weather or not
that object can beam in on other objects. It's on for players, barrels,
chickens, and the big mace balls, but off for everything else.
------------------------------
From: Loose cannon on the deck! <dnicolle@tcsgi.mhs.mendocino.k12.ca.us>
Date: Fri, 7 Apr 1995 16:41:44 -0700 (PDT)
Subject: Re: teleportation ability table
Sorry about that, a friend goofed up.
------------------------------
From: Loose cannon on the deck! <dnicolle@tcsgi.mhs.mendocino.k12.ca.us>
Date: Fri, 7 Apr 1995 16:40:57 -0700 (PDT)
Subject: you suckRe: teleportation ability table
On Fri, 7 Apr 1995 BonesBro@AOL.COM wrote:
> > Teleportee ------- Teleport on to -------
> > player creature barrel object*
> >
> > player kill kill ouch stuck
> > creature no no no stuck
> > barrel no no no stuck
> > object* - - - -
>
> This is differant for Heretic, there is a bit that controls weather or not
> that object can beam in on other objects. It's on for players, barrels,
> chickens, and the big mace balls, but off for everything else.
>
DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM On Irc (#doom usually):
O Congratulations id! With DOOM, you have ! CountDNA
O made grown men afraid of the dark again! i Favorite Movie:
M!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!DOOM!id VirtualReality Bytes
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End of doom-editing-digest V1 #237
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