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Doom Editing Digest Vol. 01 Nr. 312
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #312
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 14 June 1995 Volume 01 : Number 312
Re: Shoot-Walls
Debug mode?
Re: Shoot-Walls
Re: Debug mode?
Re: Debug mode?
Switch position
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From: kwreid@helix.net (Keith Reid)
Date: Mon, 12 Jun 95 22:50:17 EDT
Subject: Re: Shoot-Walls
On Mon, 12 Jun 1995 09:36:23 +0200 you wrote:
>- How does DooM handle the Bullets (Chainsaw) vs. the Rockets or
> Plasma-projectiles? Ok, the rockets are defined as things and
> the bullets not. Does anyone know, whether it's possible to assign
> the characteristics of the bullets to the rockets ?
The difference appears to only be the fact that the weapons that work to open
the wall are those that create "puffs". There's a hint in there somewhere...
Keith Reid
kwreid@helix.net
Keith Reid, Fidonet@1:153/859.0
------------------------------
From: M&Ms <millerm@uwwvax.uww.edu>
Date: Tue, 13 Jun 1995 07:46:09 CST
Subject: Debug mode?
Are there any Debug modes for DOOM/DOOM2? Some games that are in development will
put in FPS, etc., in a corner of the screen to see how the engine is doing. Is there
anything like this for DOOM/DOOM2 that was left in? I'm mostly interested in
checking the current amount of objects/visplanes in view. TIA.
_ o o | Michael(M&M's)(millerm@uwwvax.uww.edu)(TEAM OS2) | _º_
\/o\ o o | Working? at UW-Whitewater; Ren- SysSnot HHJJ BBS | -=O O=-
/\_/ | (414-699-5560; 8am-2am CST; VBBS/2 on Warp v3) | \0/
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Tue, 13 Jun 1995 10:37:33 -0400 (EDT)
Subject: Re: Shoot-Walls
> The difference appears to only be the fact that the weapons that work to open
> the wall are those that create "puffs". There's a hint in there somewhere...
OK, the difference between bullets and rockets in Doom:
Bullets are instant-hit weapons. As soon as the player hits the fire
button, Doom calculates a line-of-sight (or line-of-shot?) for the
weapon. If the LOS intersects with a monster, Doom does the appropriate
damage and draws a blood splat. If there is no monster in the way, Doom
throws some bullet puffs up on the first wall that the LOS intersects.
It must also calculate G1 linedefs at this time also, to find out if the
bullets have triggered anything.
Rockets are no instant-hit weapons. When the player hits the fire
button, Doom generates a new Thing consisting of a rocket. This rocket
has its own hit points/mass/speed/size, and is governed by all the
familiar rules of projectiles in Doom. It continues flying in its
current direction until it intersects a wall, at which time it explodes.
If it encounters an enemy before it hits a wall, it also explodes then.
I'm assuming that at one time (prior to 1.666) Doom considered the rocket
to be part of the player (so that the player can get a frag by using
it). Since this was the case, a rocket crossing a W1 or WR line was
equivalent to the player crossing it, so it triggered. Since then
they've obviously changed it slightly so that rockets no longer do this.
Greg
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Tue, 13 Jun 95 16:51:14 +0200
Subject: Re: Debug mode?
On Tue, 13 Jun 1995 07:46:09 CST, M&Ms <millerm@uwwvax.uww.edu> wrote:
> Are there any Debug modes for DOOM/DOOM2? Some games that are in development will
> put in FPS, etc., in a corner of the screen to see how the engine is doing. Is there
> anything like this for DOOM/DOOM2 that was left in? I'm mostly interested in
> checking the current amount of objects/visplanes in view. TIA.
The only "debug mode" in Doom/Doom II is the one that displays little dots
based on the number of frames displayed per second: start DOOM -TIMER (or in
Heretic, use the cheat code TICKER). There is also the cheat code "IDMYPOS",
if you consider this as debug information. In Heretic, there is a real debug
tool for sounds: use the cheat code "NOISE" and you will see a table with all
sounds effects as they are being played, their priorities, distance from the
player, etc. (I posted several articles about that in the newsgroup
rec.games.computer.doom.misc).
As far as I know, there are no other ways to get debug information from
Doom, Doom II or Heretic.
- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (NEW: Updated DOOM page) |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Tue, 13 Jun 95 18:59:37 +0200
Subject: Re: Debug mode?
I wrote:
> The only "debug mode" in Doom/Doom II is the one that displays little dots
> based on the number of frames displayed per second: start DOOM -TIMER (or in
Before I get flamed for this error... The right parameter is DOOM -DEVPARM.
DOOM -TIMER has nothing to do with the frame rate: it sets a time limit for
the game.
- -Raphael
------------------------------
From: pdavy@taranaki.ac.nz
Date: Wed, 14 Jun 95 10:14:50+130
Subject: Switch position
Hi
What is a good switch texture that will fit onto a wall only 72 units high?
All the ones I've tried end up with the switch at floor level or even lower.
I've tried floating the texture etc but it hasn't helped.
regards
Peter Davy (New Zealand)
pdavy@taranaki.ac.nz
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End of doom-editing-digest V1 #312
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