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Doom Editing Digest Vol. 01 Nr. 331
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #331
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 30 June 1995 Volume 01 : Number 331
Re: Deathmatch dude that kills you?
"Invincible" enemies
Deathmatch dude that kill
[none]
Ultimate DOOM with errors
MIDI Files
Re:
[none]
See through walls... On stairs.
Administrivia: Spurious mailings
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
Re: MIDI Files
Ghosts
Re: No Subject
Arch-ville escape!
Re: Deathmatch dude that kills you?
Re: Questions
Re: "Invincible" enemies
Re: Deathmatch dude that kill...
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kill...
Re: Ghosts
Thy Flesh Consumed
----------------------------------------------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Wed, 28 Jun 95 17:32 PDT
Subject: Re: Deathmatch dude that kills you?
>
>> From doom-editing-owner@nvg.unit.no Wed Jun 28 06:42:34 1995
>
>> I have come across a level where a Deathmatch figure (I'm playing single
>> player!?)is standing by a while in a courtyard. If you shoot him you lose
>> heath! If you kill him YOU die! How is this done?
>
>
>Simple :) There is more than one player 1 start on the level, so Doom
>starts more than one player 1. Result - though you only see one view-
>point, there are lots of `you's, and if you shoot yourself, you die :)
>
And you think THAT's weird. I made a room with two player 1 starts and did
some experiments. When I shot a rocket at my double (long range), it took
down to 33% health. I wondered if close range would kill me because of his
damage and the range effects of a rocket. I tried it and (ready for this),
it took me down to 0% health, no weapons, but yet I was still walking
around! Major bug in the doom engine. I wonder if there will be a 1.999 release.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
' #DEFINE USER "YOU" ' J ROBERTOSOFT R O ' '
' MAIN() ' A O T ' '
' { ' C B R ' '
' WHILE INPUTFROM(USER) BEEPAT(USER) ' O E ' '
' } ' B ''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''
------------------------------
From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Wed, 28 Jun 1995 06:13:00 GMT
Subject: "Invincible" enemies
AF|Has anyone every played a deathmatch game and all of a sudden face off wi
AF|an enemy that is invincable? I have had it happen once with an INP and la
AF|with a Cacodemon. What causes this?
An arch-vile resurrecting a monster that's been turned to
paste by a closing door or crushing ceiling.
------------------------------
From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Wed, 28 Jun 1995 06:19:00 GMT
Subject: Deathmatch dude that kill
AF|I have come across a level where a Deathmatch figure (I'm playing single
AF|player!?)is standing by a while in a courtyard. If you shoot him you lose
AF|heath! If you kill him YOU die! How is this done?
Simple. Pull the level up in any editor and check how many
Player 1 start positions there are. Bet there's more than one.
------------------------------
From: Nicholas Mcleod <n_mcleod@postoffice.utas.edu.au>
Date: Thu, 29 Jun 1995 13:02:39 +1000 (EST)
Subject: [none]
re: Teleporting Rockets
Speaking of Catch-22:
"I see everything twice!"
Doctor holds up two fingers.
"How many fingers am I holding up?"
"Two!"
Doctor holds three fingers up.
"How many fingers am I holding up now?"
"Two!"
"He does see everything twice!"
Sorry, to the point:
Why do I get two of almost every post to this list?
It's big enough as it is.
- - Nick McLeod
(n_mcleod@bruny.cc.utas.edu.au)
__________________________________________________________________________
"I had a guaranteed military sale with ED-209...renovation program...spare
parts for twenty-five years! Who CARES if it worked or not?"
- Dick Jones, _Robocop_
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Thu, 29 Jun 95 01:29:02 -0500
Subject: Ultimate DOOM with errors
Hi all,
I just bought The Ultimate DOOM. It has the original 3 levels plus a forth level
called "Thy Flesh Consumed". Plus I get 5 FREE hours on Dwango.
I played over the modem and we almost finished it in about 3 hours. BTW, we played
E4M1 and I ran in this one room and turned around a found... HOM. I couldn't believe
it. So I fired up DEU and found sector not closed and missing textures. I'll
have to clean it up. You would think they would know better. I've seen 100% error
free wads for FREE.
BTW, the levels are very good and you get a free poster with the signature of
Id employees.
I went to Comp USA and I there where more than a dozen DOOM spinoffs. Each containing
DOOM editors and thousands of WADS. DOOM may become as large a Microsoft!
Mark Mathews mmathews@genesis.nred.ma.us
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: ariens@sierra.net (Andrew Ariens)
Date: Tue, 27 Jun 1995 21:30:12 -0700
Subject: MIDI Files
Does anyone know any WWW pages, FTP sites, etc. that I can download some
good MIDI songs so I can add them to my WAD's. (I'm talking Metal/Hard Rock
songs, like Metallica, etc. Not the classical junk I keep finding on the
Web!) I don't have any musical talent at all, so I have to download MIDI
files other people made.
------------------------------
From: avatar@widomaker.com (Mackey McCandlish)
Date: Thu, 29 Jun 95 02:59 EDT
Subject: Re:
>>From doom-editing Wed Jun 28 11:16:02 0700 1995 remote from nvg.unit.no
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>From: Kirk Yokomizo <kirk@cdrom.com>
>To: doom-editing@nvg.unit.no
>cc: doom-editing@nvg.unit.no
>Subject: Re: Deathmatch dude that kills you?
>In-Reply-To: <Pine.SUN.3.91.950628221723.13106A-100000@central.co.nz>
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>
>
>
>in one deathmatch session we had, with a rather strange level, you always
>come back at this one spot. anyway, so when you die, you have a live
>person stand on the spot and upon your return, you are still a dead body,
>but can move around on the map....this is not a reak accident for this
>level, you can do it all the time.
How bout this: Add a big group of player one starts and shoot them
with the chaingun a bit. Now and then a couple start walking in place like
the monsters do after they kill you! Weirdness plus..
-*The Avatar*-
_Avatar_ on IRC
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: doom-editing@nvg.unit.no
Date: Thu Jun 29 06:42:06 GMT 1995
Subject: [none]
>From doom-editing Wed Jun 28 19:10:12 0400 1995 remote from nvg.unit.no
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From: Greg Lewis <gregl@umich.edu>
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To: doom-editing@nvg.unit.no
Subject: Re: EXE Editing
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> I'm looking for a way to `gory-up' the blood-splats. Using DEHACKED, I've
> slowed 'em down a bit, and replaced the last frame with one of the pools of
> blood and set the duration to -1 so it stays, but that rapidly leads to the
> `Too Many Sprites' sprite-blinking error. How high can I set the duration
> to make it look reasonable? Would snatching frames from something else
> work, so I can eventually have the pool dry up into a puddle, then nothing?
This mostly depends on your tastes. Even leaving the exe the way it is
originally, sometimes you run into the blinking-sprites problem. The
question is, how much sooner is it acceptable to you for this to occur?
That sort of limits how long you want your duration to be. I had to tone
the duration for the blood splats down by a bit in the super-weapons
patch for exactly the same reason.... too much blood makes Doom choke.
Greg
------------------------------
From: John Minadeo <jminadeo@nforce.com>
Date: Thu, 29 Jun 1995 04:11:01 -0400 (EDT)
Subject: See through walls... On stairs.
Ok Doom gods, I need a word of advice.
I've made a see through wall (you can see through it but not shoot
through it activate monsters or the other side). It goes like this:
- ---------^------------- l1 Sector 1 : Floor- 48 Ceil- 112
| 1 | " 2 : " 111 " 111
- ---------^------------- l2 " 3 : " 48 " 112
| 2 |
- ---------^------------- l3
| 3 |
- ---------v------------- l4
Where l2 and l3 have no lower tex on their 2nd (or 1st) side.
However, I've been trying to import this effect to 8 individual little
walls going up the side of 8 stairs. Well, the effect works except the
line ( l1 on the below diagram) is screwing everything up... Can this be
done???
- -------------------------
| | | | | | | | | <-- the vert lines are l1 (the problem lines)
- -------------------------
each horizontal line has 3 sectors making it see thrugh as the 1st diagram...
Any ideas?
John Minadeo
jminadeo@nforce.com
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 29 Jun 95 09:34:35 +0100
Subject: Administrivia: Spurious mailings
Sorry about the recent spate of spurious mailings: it should now stop.
- -Steve
------------------------------
From: Shaun Frederick Davis-Gluyas <sdavisgl@lawson.its.utas.edu.au>
Date: Thu, 29 Jun 1995 20:58:51 +1000 (EST)
Subject: Re: Deathmatch dude that kills you?
ObDoom:
concerning the bottle of poison trick mentioned, I'd create a new graphic
for the bottle, and put the extra player-1-start Thing in a little secret room
off the map somewhere. Make the ceiling height of the secret room just
taller than the playerthing. Make walk-over line defs around the bottle of
slow-crushing-ceiling Type... squish... argh.. what's happening!... die. :-)
Pathetic ObDoom, but better than some things I've read here lately... :-/
See you all in a month,
Shaun
- --
The dumb shameless plug: http://metro.turnpike.net/G/Geniac/abode.html
"640K ought to be enough for anybody." - Bill Gates 1981
"...get real y'big gusset snuffler..." - David Tomlinson 1995
Do yourself a favour; killfile AOL. Do the world a favour; kill Case
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Thu, 29 Jun 95 14:49:10 +0200
Subject: Re: Deathmatch dude that kills you?
On Thu, 29 Jun 1995, Shaun Frederick Davis-Gluyas <sdavisgl@lawson.its.utas.edu.au> wrote:
> concerning the bottle of poison trick mentioned, I'd create a new graphic
> for the bottle, and put the extra player-1-start Thing in a little secret room
> off the map somewhere. Make the ceiling height of the secret room just
> taller than the playerthing. Make walk-over line defs around the bottle of
> slow-crushing-ceiling Type... squish... argh.. what's happening!... die. :-)
>
I had a similar idea some time ago, but I never had the time to finish this
WAD and release it (I'd better work on DEU first). The trick is to have a
switch on a wall, with a new texture that says "Do not activate!". Under
the switch, there is a small hole in which the player cannot see because it
is right above the ground. When activated, the switch starts a crusher
in a remote room which contains the extra player 1. When the player dies,
he will be at the right level to look into the hole and he will see a
message in it: "You have been warned".
Front view: Side view:
+-------------------------+ -----+
| Do not activate! | | <- message
| ~~~~~~~~~~~~~~~~ | |
| +---------+ | ++
| | +-+ | | || <- switch (activates the crusher)
| | | | | | ||
| | OOO | | ||
| | | | ||
| | ... | | ||
| +---------+ | ++
| | |
| .---. | |
| |o o| | | deep hole
| \"/ | | |
| 0=====0 | | V
+_________________________+ +------------+
||-----------------------|| |
||You have been warned...|| | <- second message
||_______________________|| |
+-------------------------+ -----+------------+
Don't you hate ASCII art? Don't you hate people with such silly ideas? :)
- -Raphael
------------------------------
From: sheaslip@ix.netcom.com (Stephen Heaslip)
Date: Thu, 29 Jun 1995 06:46:41 -0700
Subject: Re: Deathmatch dude that kills you?
> How bout this: Add a big group of player one starts and shoot them
>with the chaingun a bit. Now and then a couple start walking in place like
>the monsters do after they kill you! Weirdness plus..
> -*The Avatar*-
Sounds like you encountered the "touching a wall motion" (for lack of a
better term). A Doom player standing still, but touching a wall, will march
in place as you describe. This is something to be aware of while lurking in
the shadows during a deathmatch; the motion is a dead giveaway (sorry).
Anyway, my guess is that some of the "Deathmatch Dudes" that you
chain-gunned were pushed back enough to touch a wall and viola, marching DM
Dudes.
Sound plausible?
- --
sheaslip@ix.netcom.com
This Sig is NetScape Enhanced!
(Blink, blink, blink...)
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Thu, 29 Jun 95 10:37:12 -0500
Subject: Re: MIDI Files
> Does anyone know any WWW pages, FTP sites, etc. that I can download some
> good MIDI songs so I can add them to my WAD's. (I'm talking Metal/Hard Rock
> songs, like Metallica, etc. Not the classical junk I keep finding on the
> Web!) I don't have any musical talent at all, so I have to download MIDI
> files other people made.
Try the MIDI home page http://www.eed.ele.tue.nl/midi/ for a start.
Mark Mathews mmathews@genesis.nred.ma.us
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Thu, 29 Jun 1995 13:01:25 -0400
Subject: Ghosts
>person stand on the spot and upon your return, you are still a dead body,
>but can move around on the map...
Interesting. Can such a player be killed by an off-center rocket blast (like
archvile ghosts)?
BTW I think the archvile bug is one of the coolest things in the Doom engine!
Has anyone ever made a level that used it intentionally?
Myles Williams
------------------------------
From: Strange369@AOL.COM
Date: Thu, 29 Jun 1995 12:51:14 -0400
Subject: Re: No Subject
>Why do I get two of almost every post to this list? It's big enough as it
is.
I concur. I have seen up to four of the same thing. If two is bad enough,
double that!
Timothy
Strange369
------------------------------
From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Wed, 28 Jun 95 18:09:00 +0100
Subject: Arch-ville escape!
Af> To try it e-mail me and ask for REDSKULL.zip
Hello Afree120,
Can I have that Wad of yours?
Is it a cool Wad comparable to the *first* levels of DOOM2?
Send to joao.tavora@skyship.alce.pt
I've also built some (very) cool Wads myself so.....
Ciao,
__ __,
</'' /&v'r& --==>InterNet:joao.tavora@skyship.alce.pt<==--
... ebius tagline. This is a moebius tagline. This is a mo ...
___ Blue Wave/QWK v2.12
------------------------------
From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Thu, 29 Jun 1995 12:55:52 -0400
Subject: Re: Deathmatch dude that kills you?
>it took me down to 0% health, no weapons, but yet I was still walking
>around! Major bug in the doom engine. I wonder if there will be a 1.999 release.
Not a bug, a feature! When you do weird stuff like this with the Doom engine,
who knows what is going to happen?
Myles Williams
------------------------------
From: ariens@sierra.net (Andrew Ariens)
Date: Wed, 28 Jun 1995 18:46:58 -0700
Subject: Re: Questions
>How do I remove my name from this mailing list?
>thanks,
>Josh
There are two ways to do this. You could send E-mail to
doom-editing-request@nvg.unit.no and in the body of the message type:
unsubcribe
Or you can send E-mail to majordomo@nvg.unit.no and in the body of the
message type:
unsubscribe (then your E-mail address)
------------------------------
From: AFree120@AOL.COM
Date: Thu, 29 Jun 1995 14:32:59 -0400
Subject: Re: "Invincible" enemies
These invincible monsters are truly untouchable. No archviles around.
------------------------------
From: AFree120@AOL.COM
Date: Thu, 29 Jun 1995 14:35:17 -0400
Subject: Re: Deathmatch dude that kill...
Matthew Smith-Stubbs:
I've seen a catalog with an ad for DOOM for the Mac! on cd!
Anyone have info on the DOOM III which is out (Is it out?) for SNES?
------------------------------
From: Strange369@AOL.COM
Date: Thu, 29 Jun 1995 12:51:16 -0400
Subject: Re: Deathmatch dude that kills you?
In a message dated 95-06-29 11:36:14 EDT, you write:
>I had a similar idea some time ago, but I never had the time to finish this
>WAD and release it (I'd better work on DEU first). The trick is to have a
>switch on a wall, with a new texture that says "Do not activate!". Under
>the switch, there is a small hole in which the player cannot see because it
>is right above the ground. When activated, the switch starts a crusher
>in a remote room which contains the extra player 1. When the player dies,
>he will be at the right level to look into the hole and he will see a
>message in it: "You have been warned".
Now this is funny! Although, the first time a player got hit with it it
probably wouldn't rub his funny bone.
Strange369@aol.com
------------------------------
From: BonesBro@AOL.COM
Date: Thu, 29 Jun 1995 16:58:56 -0400
Subject: Re: Deathmatch dude that kill...
>* Create a type of deathmatch where you play in co-op (so that the
>extra dudes will show up) and you have to defend your 'clone' against
>the other players.
I've done this before; it was pretty cool. The only problem is, your "clone"
never comes back to life. So it's good once, then it's basically deathmatch
with F12. (Which, BTW, can be very interesting at times...)
------------------------------
From: Daniel Bateman <batemand@dasher.buck.com>
Date: Thu, 29 Jun 95 18:02:00 -0400
Subject: Re: Ghosts
>BTW I think the archvile bug is one of the coolest things in the Doom
engine!
>Has anyone ever made a level that used it intentionally?
Yeah, there's a level called WTRFRONT.ZIP that has this effect and several
other very cool ones. This wad is definitely worth playing; the author used
some very origonal ideas.
- -=-
Dan
------------------------------
From: Josh LaGrew <lagrewj@sunny.health.state.mn.us>
Date: Thu, 29 Jun 95 17:06:50 CDT
Subject: Thy Flesh Consumed
Well it's here the new levels by the guys at id, Take a ride down to your
local software retailer and find out. Bye
P.S. I found mine at Best Buy
------------------------------
End of doom-editing-digest V1 #331
**********************************