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Doom Editing Digest Vol. 01 Nr. 328
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #328
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 28 June 1995 Volume 01 : Number 328
Vertex align in Edmap
[none]
Re: No God mode (was Re: IDDT in Network Games)
Re: No God mode (was Re: IDDT in Network Games)
No God mode (2)
Re: your mail
----------------------------------------------------------------------
From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Mon, 26 Jun 95 18:09:00 +0100
Subject: Vertex align in Edmap
Hello All,
I've noticed that, in my copy of Edmap, the vertices sometimes don't merge
properly. This is especially true when I split a Lidedef and try to merge the
new Vertex with one from a new sector. I figured out that if I set grid
snapping to 1 I can merge the 2 vertices if I go to full zoom. However,
this is hardly an easy way to create windows or merge stairs with a wall.
Is there a bug fix around the Net somewhere? Where can I upgrade my current
version of Edmap?
__ __,
</'' /&v'r& --==>InterNet:joao.tavora@skyship.alce.pt<==--
___ Blue Wave/QWK v2.12
------------------------------
From: martin.rudolph@jrc.it (Martin Rudolph)
Date: Tue, 27 Jun 1995 09:35:44 +0200
Subject: [none]
Hi, there
does anybody know whether it's possible to make rockets and fireballs
teleport ? I tried hard because it would be a really cool effect, but
so far I didn't succeed. They pass a teleport line without any effect
even if I set the obstacle bit in the doomx.exe.
Any suggestions welcome
ciao
Martin
|---> Martin P. W. Rudolph <---|"Life's a piece of shit, if you look at it"
|-----> rudolph@ei.jrc.it <----| ^ The Monty Python Troup
'lobotomy' !
------------------------------
From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Tue, 27 Jun 1995 14:29:49 +0100 (BST)
Subject: Re: No God mode (was Re: IDDT in Network Games)
On Mon, 26 Jun 1995 Raphael.Quinet@aachen.eed.ericsson.se wrote:
> You can use this feature in your own WADs: in some places where the player
> has to run (for example, a chasm where the player is surrounded by monsters),
> insert a small sector with this special type. Since the player will only run
> over it, the sector will not do any damage. But if the player is in God mode,
> this mode will be disabled (without any health loss, unless the player stands
> there).
But Raphael, old chap, if he does stand there for any length of time - or
instantly if his health is <20% [1] - the level will end - completed
successfully.
- --
David 'Gotterdammerung' Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk.
Trinity College, Cambridge University. CUWoCS President. All Hail Discordia!
|___| YOU MUST LEARN THE COMPASSION PROPER TO YOUR TRADE. |___|
| | | "What is that?" A SHARP EDGE. Terry Pratchett, Mort. | | |
[1] (this is a guess that it's instant.)
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Tue, 27 Jun 95 16:37:27 +0200
Subject: Re: No God mode (was Re: IDDT in Network Games)
On Tue, 27 Jun 1995, David Damerell <djsd100@hermes.cam.ac.uk> wrote:
[replying to my message about using small sectors with
"20% damage and exit if < 10%" for disabling God mode]
>
> But Raphael, old chap, if he does stand there for any length of time - or
> instantly if his health is <20% [1] - the level will end - completed
> successfully.
>
> [1] (this is a guess that it's instant.)
Ususally this will not be a problem, especially if this level is integrated
in an episode.
As I wrote in my previous message, the small sector must be inserted in an
area where the player has to run (examples: a chasm where the player is
surrounded by monsters, between a switch and a lift which only goes down for
a short period of time, between a switch and a door, etc.). If the sector
is invisible on the map (it should be), the player will not know exactly
where it is and where to stand. By the way, I did some tests and I saw that
the health is not decreased instantly if you simply run over the sector.
Even if the player locates the small sector, standing there and waiting for
death is not a good choice if the level is inserted in an episode: the player
would begin the next level with less than 10% health and not many weapons
(assuming that most weapons could have been found later in the first level).
This could even be worse for the player if the next level begins with an
acid pool (the usual 5/10% damage) surrounded by medikits: if the player has
less than 10% health, he will die and start again with no weapons. If he has
more than 10% health, he will get a chance to cross the acid and reach the
medikits. Of course, there should also be a medikit or stimpack in front of
the normal exit switch for the first level, in case the player comes to the
exit with a very low health.
- -Raphael
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Tue, 27 Jun 95 17:59:28 +0200
Subject: No God mode (2)
I just had another idea about how to use the special sectors in order to
disable God mode: put them inside a larger sector with crushing ceiling!
Here is some horrible ASCII art to explain this:
| Normal |
|+----------------------------------+|
|| Crusher ||
|| +------------------------------+ ||
|| | 20% damage and exit if < 10% | ||
|| +------------------------------+ ||
|| Crusher ||
|+----------------------------------+|
| Normal |
|
Of course, the inner sector must be thinner than that. With this
configuration, the player will have to run in order to avoid the crushing
ceiling. And if he stands under the crushing ceiling, trying to find the
special sector, he will probably die rather than being sent to the next
level (the special sector must be very thin and not displayed on the map).
- -Raphael
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Tue, 27 Jun 1995 15:50:33 -0400 (EDT)
Subject: Re: your mail
> does anybody know whether it's possible to make rockets and fireballs
> teleport ? I tried hard because it would be a really cool effect, but
> so far I didn't succeed. They pass a teleport line without any effect
> even if I set the obstacle bit in the doomx.exe.
In Heretic, it's easy, because there is a nice little "Teleports" bit.
In Doom, it can't be done... The thing that Doom uses to figure out if
stuff teleports is the "Projectiles" bit (this is all guesswork, but I
think it's correct). If you leave that bit off, it will teleport... BUT,
it will also blow up as soon as the player launches it. If you leave it
on, it fires correctly but won't teleport. A nice catch-22.
Greg
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End of doom-editing-digest V1 #328
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