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Doom Editing Digest Vol. 01 Nr. 325

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 #325
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 25 June 1995 Volume 01 : Number 325

Robnoxious AOL profile
Re: Robnoxious AOL profile
Questions to mull upon
Level problem
Re: DM Starting points [was re: DOOM PACKETS ...]
Wierder wall
Re: DM Starting points [was re: DOOM PACKETS ...]
Re: A question about DOOM maps
Re: Wierder wall
Re: IDDT in Network Games

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

From: DTeeter@AOL.COM
Date: Fri, 23 Jun 1995 23:26:34 -0400
Subject: Robnoxious AOL profile

I appoligise for the behavior of other AOL members. This type of stuff makes
me want to get the hell out of my Domain.

Everone should be accountable for their behavior:

Screen Name: Robnoxious
Member Name: ROBERT LA ROSA
Location: PALMDALE, CA USA
Birthdate: 08/25/66
Sex: Male
Marital Status: Married
Computers: 486DX2/66
Hobbies: Gambling, Poker, Blackjack, Craps, Computer games.
Occupation: Computer Repair/Tech Support
Quote: "Human mortality renders life itself a game of chance"

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Sat, 24 Jun 1995 01:49:39 -0500
Subject: Re: Robnoxious AOL profile

At 11:26 PM 6/23/95 -0400, doom-editing@nvg.unit.no wrote:

>I appoligise for the behavior of other AOL members. This type of stuff makes
>me want to get the hell out of my Domain.
The following message is to anyone who flamed "robnoxious@aol.com" for his
question.
I risk being flamed, but I fell obliged to respond.

>Everone should be accountable for their behavior:
yes, but ignorance factors in here.

Here is my opinion. I agree, he could have found the information he
needed elsewhere. However, there is no FAQ for the group, as posted by
someone else, so how is a new comer supposed to know of a place to
get answers like these? I suggest someone write a FAQ, and whenever
someone else subscribes to the list, the FAQ is sent too, as well as
instructions on the beginner's help service. Also, the weekly reminder
should have info on this FAQ.
I also think there was ignorance on the other side. Anyone who flamed
this person acted TOTALLY inappropriately, for several reasons.
1) Does a single message REALLY bother you so much that you were
offended by it? The message took only 5 seconds to read. If you didn't
want to reply, delete it. Nothing complicated here.
2) Flaming someone for a question is rediculous, for reasons mentioned
above.
3) You could (and should) have responded in a kind manner, politely
asnwering the question, politely asking that further questions of
this sort not be sent to the list, and politely re-directing him to
ftp.cdrom.com and the Beginner's Help Service for future answers.
I feel that flaming the person for his ignorance only shows your own
ignorance. Too often the online community is not receptive to newcomers.
-- Evil Genius (Jimmy Sieben)


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

From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Sat, 24 Jun 1995 09:03:00 GMT
Subject: Questions to mull upon

On Fri, 23 Jun 1995, Greg Lewis said:

GR|Doom E3M3 without any changes: 7.9 FPS
GR|Doom E3M3 WITH Imp modifications: 7.8 FPS
GR|Doom, Octagon PWAD, without any changes: 8.7 FPS
GR|Doom, Octagon PWAD, WITH Imp modifications:7.5 FPS

GR| (Note I'm played on a pretty slow computer here.) The interesting
GR|thing to note is that when first two Imp frames are messed with, Doom
GR|slows down by 14%, but ONLY on EXTERNAL PWADS.

Well, at least on _this_ external PWAD, anyway. :)

You didn't specify, but the OCTAGON.WAD I thought you were
referring to is the one that'll give you visplane errors sometimes,
with the multi-level "maze" and all the huge octagonal pillars.
Is that correct?

I pulled both these levels up after I read this question, and the
only thing that occurs to me is that E3M3 has only 34 imps in the
level, while OCTAGON has nearly twice as many (56). Also, I'm
under the assumption that there is no reject information for
OCTAGON, while there would be for E3M3.

So DOOM is doing calculations for all 56 imps at the beginning of
OCTAGON, with the number decreasing as imps die. The modification
slows the game down a little more for each imp that needs to be
calculated for, and OCTAGON has more imps. Plus, E3M3's got a reject
table, which means of the 34 imps in that level, maybe half of them
would be active at any given moment; the other half wouldn't need to be
calculated for, and thus the game wouldn't be slowed as much.

I'd be curious to know how much (or if) the numbers changed if
you ran a "perfect" reject table on OCTAGON and did it again...

Anyway. That could be it. Or not. Sound plausible? Or does
anyone have a _real_ explanation...?

-- Bill
bill.mcclendon@creature.com

... "Captain, I believe I have a partial explanation." --Data

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

From: Alden Bates <abates@central.co.nz>
Date: Sat, 24 Jun 1995 21:50:59 +1200 (NZST)
Subject: Level problem

OK, here's an effect I want to achieve. I want to have Arachnotrons
falling from the sky at a specific point. However, I also want to be
able to walk under the point in normal play before and after the event.

Best I can think of is this:
A linedef triggered by the player raises two invisible platforms of very
small size up to the roof. Another, further along activates a door
allowing the arachnatrons to escape a hidden room via teleporter to the
now raised platforms. Yet another linedef near the platforms fast lowers
them, allowing the Arachnatrons to land on the ground and run around.

Smeeg that's complicated. Anyone got a better idea?

Alden Bates. (Teleporters which teleport you to a specific height over
the ground would be nice.)

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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Sat, 24 Jun 95 12:20 GMT
Subject: Re: DM Starting points [was re: DOOM PACKETS ...]

>> 4 DM-starts are required and 4 players are maximum. This 'would' be possible
>> if you could do 3 starting points, but Doom (2) breaks if you try that.
> It is very possible to create such a scene. Put four DM start spots
>right next to each other in a square, like this:
>while Player 1 is standing on all 4 spots simultaneously. What happens?
Nice idea. I just tried it and here are the (funny) results:

I marked the deathmatch-starts with candles to locate them exactly.
I went on it and my brother died. He was 'born' in the Single-Player
1 start. Mmmhh. Then I deleted the Single/Co-Op-player starts and went
on the point in the middle of the DM-starts. My brother died and was
NOT able to respawn. BUT he was a kinda un-dead guy. He was able to move
with his eyes at the ground!! Though, he was not able to shoot or do anything.
Big laugh, as he was 'walking' near my place - the dead-player-sprite was
moving around me... very funny... :)
However, he was moving in front of monsters too and they were not able
to locate him.

At the moment I left the place between the candles, he respawned immediately.

We thought of being able to creep with the dead-body through lower
than 56 - I made a room with a hight of 32 and he was able to creep
in it! Cool thing. Couldn't it be used some way?

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []


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

From: John.Orazem@horizon.tor250.org (John Orazem)
Date: Sat, 24 Jun 1995 01:03:00 -0400
Subject: Wierder wall

I once came across a wall that doesn't let projectiles (rockets,
plasma bullet, BFG shots) through, but does let bullets (pistol,
shotgun, chain gun) through. Actually, it wasn't quite a wall, it
was 2-sided, but impassible. Do you know how this was done?
I found this in TEK*.WAD, but I wasn't able to check it out in an
editor. A friend of mine looked at it, and didn't notice anything
out of the ordinary. I've never heard of anything like this before.
- --
| Fidonet : John Orazem 1:250/348
| Internet: John.Orazem@horizon.tor250.org

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

From: Andre Arsenault <d9ij@jupiter.sun.csd.unb.ca>
Date: Sat, 24 Jun 1995 15:54:25 -0300 (ADT)
Subject: Re: DM Starting points [was re: DOOM PACKETS ...]

On Sat, 24 Jun 1995, Denis wrote:

> We thought of being able to creep with the dead-body through lower
> than 56 - I made a room with a hight of 32 and he was able to creep
> in it! Cool thing. Couldn't it be used some way?

Wow, great work! I can definately think of a cool application of this.
That is, if the undead player can still activate switches... You may want
to try that out.
Let's say you have a Co-op (oooooh bad word) level, and you have to use
this strategy in order to get in a very short room (like the one you
made, 32 units) in order to hit a switch. That switch opens up a room
with all kinds of goodies for the players... Wouldn't that be cool? I
think it would be a very nice new trick.
Let us know if you can still activate switches and open doors etc. while
in this undead state.

============ Andre Arsenault ------- d9ij@jupiter.sun.csd.unb.ca ============
%%%%%%%%%%% "You know, if you shoot me you're liable to lose a %%%%%%%%%%%%
%%%%%%%%%%%%% lot of those humanitarian awards..."
-Fletch %%%%%%%%%%%%%%
=============================================================================


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

From: SWassell@sv.span.com (Stephen Wassell)
Date: Sat, 24 Jun 95 16:24:21 GMT
Subject: Re: A question about DOOM maps

In article <29193.9506230833@bute.st-andrews.ac.uk> you write:
>
>> From doom-editing-owner@nvg.unit.no Fri Jun 23 09:14:48 1995
>> Date: Thu, 22 Jun 1995 21:14:06 -0700
>> From: d.greer@ix.netcom.com (Jon Greer)
>
>> In uac_dead.wad, a map based on E1M8, when the last baron dies the
>> sector holding the cybordemon is triggered. I thought tag 666 did
>> this. It must be possible. I regret I dont know exactly how:(
>
>OK, when the last guy said only map07, I guess he meant from doom ][.
>E1M8 works too. Actually, I thought there were some others from D][, but
>I can't remember off-hand. Essentially, if you want tag 666, you need to
>be in MAP07 or E1M8.

Or in MAP32, when you kill the Keens, etc... 666 and 667 have various uses,
depending on what level they're used in. This is like the 'secret exit'
switch, as that only works on certain levels and goes to certain places.

It's a pity these things were hardcoded, but we can't have everything. :)

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell Oh, what sad times are these
\____ \ \ \/\/ / SWassell@sv.span.com when passing ruffians can say
(_____/ \_/\_/ Try coopers.wad! "Ni" at will to old ladies.


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

From: mustaine@usa.net (Tom Mustaine)
Date: Sat, 24 Jun 1995 14:08:41 -0600
Subject: Re: Wierder wall

>
>I once came across a wall that doesn't let projectiles (rockets,
>plasma bullet, BFG shots) through, but does let bullets (pistol,
>shotgun, chain gun) through. Actually, it wasn't quite a wall, it
>was 2-sided, but impassible. Do you know how this was done?
>I found this in TEK*.WAD, but I wasn't able to check it out in an
>editor. A friend of mine looked at it, and didn't notice anything
>out of the ordinary. I've never heard of anything like this before.

From what I understand of that, it is not a custom thing. Ususally, that is a
side effect of a poorly created BSP tree, Which causes doom to place
invisible, impassible lines in places where the SSectors are created. These
lines can't be walked through, or shot through with rocket, plasma, or bfg,
But all Bullet shooting guns pass right through it. I am not sure if there
is a way to Re-created this effect, Its more like a error.

+----------------------------------------------------------------------+
| Tom Mustaine - Core MMI 1995 Paradox/Clock Paradox/TWM2029@aol.com |
| Doom2 Master - Doom2 Speedy Gonzales - Doom2 Grand Master |
+--{Coming Soon The Web Page to End All Web Pages! Watch This Space!}-+
______/ _____/ _____/ _____/ ____/ ____/ ____/ ____/ __/
__/ __/__/ __/ __/ ____/ __/ __/ __/ __/ __/ __/ __/'95
______/ _____/ __/ _____/ __/ __/ __/ __/ __/


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Sat, 24 Jun 1995 19:29:48 -0300
Subject: Re: IDDT in Network Games

On Fri, 23 Jun 1995, Denis wrote:

> If we are speaking about bugs - is it okay that one sector-type will
> kill you even in IDDQD-God-Mode? It's real, I never noticed that before
> and was very surprised! ;)
>
If you mean the little room at the end of Episode 1 where you die to end
the game, I wouldn't call it a bug (how else would the game end). I
think you could stay alive if you did a IDBEHOLDR (or whatever letter the
radiation suit is...)

- ------------------------------------------------------------------
Brad Spencer - spencer@ug.cs.dal.ca - in CS @ Dalhousie University
"Everybody is Kung-Fu Fragging. . ." http://ug.cs.dal.ca/~spencer/


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

End of doom-editing-digest V1 #325
**********************************

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