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Doom Editing Digest Vol. 01 Nr. 316
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #316
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 18 June 1995 Volume 01 : Number 316
Re: Doom Limits
Questions
re: DOOM PACKETS ...
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From: avatar@widomaker.com (Mackey McCandlish)
Date: Fri, 16 Jun 95 19:59 EDT
Subject: Re: Doom Limits
Anybody who wants a copy of the conversion Romero had with us on IRC
about Quake in the #dwango channel ftp it from ftp.widomaker.com in the
pub/avatar director as Romero.ZIP.
-*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!
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From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Sat, 17 Jun 1995 05:52:00 GMT
Subject: Questions
Hello to everyone! I'm pretty new here (3 days o' reading), and
of course I have a few questions:
1. Where can I get the FAQ for this group? I only have
e-mail access, and am at a loss.
2. How many deathmatch starting spots maximum can be
placed in a level? Is there a number limit, or is
it variable by the number of sectors and players,
or what? I haven't designed a dmatch level yet,
but the one I'm working on may have potential for
"hunters", and I need to know how many dmatch
spots I can add.
3. How did Leo Martin Lim make that invisible staircase
in UAC_DEAD? I've looked at it in three different
editors, and I still can't figure it out.
4. Is it legal to distribute an add-on level with
resources from the IWAD? What I'd like to do is
release a level in DOOM2 as MAP01 or 02, but I like
the music from MAP18. Since DOOM2 is commercial,
can I rip the music from 18 and NWT it or DEUSF it
into my level and distribute it?
I hope the answers to these aren't in the FAQ. Thanks for your
time and any future answers!
-- Bill
bill.mcclendon@creature.com
Author, WAD Designers' Handbook (HANBK12.ZIP)
... You play one-player games?! What's wrong with your modem?
------------------------------
From: Steve=Cox%model=shop%Mat=Hou@bangate.compaq.com
Date: Sat, 17 Jun 95 7:46:16 CDT
Subject: re: DOOM PACKETS ...
> I want to develope a DOOM/HERETIC/DOOM ][ "Spectator" client
> that snoops either IPX or Game Connection packets and reconstructs
> some of the info on a DOOM game session ( realtime ) for Non-Interactive
> more than 4 DOOM game play ... has this been done already ????
>
>>As far as I know, this has not been done yet. But this won't be easy,
>>because the packets sent over the network contain no information on the
>>absolute position of the players. They only contain relative moves, and
>>you will have to handle lots of special cases by yourself, such as detecting
>>when a player teleports to another location, when he dies and respawns, etc.
>>-Raphael
Yeh ... I can see that it isn't going to be easy for sure ... and whats
even harder ... is I really want to do all of this packet snooping over
"Multy-Player Modem" networks like GameConnection/APCi .....
I am very familer with IPX packet's and network coding ... thats why
I am even coming close to thinking about creating a "Spectator Client".
As far as absolute positions being sent in DOOM ... there would most
definatly have to be an absolute posistion sent "one time only maybe"
each time the player starts off at a new location after being shot ...
This is the information that would have to be snooped before the Sclient
could ever begin to try and figure out where the player was ...
And if the Sclient came into the game AFTER the abspos data was sent
during game init ... the Sclient would have to ask ANOTHER Sclient
"whats happining" as far as abspos was concerned ...
Not a very easy task ... I have the IPX/SER code that has been floating
around ... and that's what I am going to use to try and figure out some
of this stuff with ...
Thanks ... I will look into your ftp suggestions !!!!
Steve Cox
SysOp
Houston Game Designer
VRBBS Multy-Player Gaming System
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End of doom-editing-digest V1 #316
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