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Doom Editing Digest Vol. 01 Nr. 327
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #327
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 27 June 1995 Volume 01 : Number 327
Re: IDDT in Network Games
_Advanced_ help :)
Re: No God mode (was Re: IDDT in Network Games)
Re: _Advanced_ help :)
Re: Questions to mull upon
Re: Questions to mull upon
Re: More DCK questions.
Re: More DCK questions.
Invincable enemies!
Re: Multi levels to one wad?
Re: Robnoxious AOL profile
Arch-ville escape!
Re: Arch-ville escape!
Re: Invincable enemies!
RE: No God mode (was Re: IDDT in Network Games)
----------------------------------------------------------------------
From: zorro@spirit.com.au (Jeremy Riley)
Date: Mon, 26 Jun 1995 09:24:46 +1000
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
Yes you can survive that way, but you have to be quite a typist...
Jeremy Riley
(Zorro@spirit.com.au)
------------------------------
From: Blain.Newport@789.gigo.com (Blain Newport)
Date: 25 Jun 95 14:32:08 -0700
Subject: _Advanced_ help :)
Greetings DOOM elite.
I have a 64x64 box and am trying to give the player two ways
out.
ASCII MAN IS ON THE DOOM-EDITING MAILING LIST!
(Author's note: ASCII MAN is not my handle.)
+-------------------+
+-----------------+ |
+---------------+ | |
| | | |
| + | | |
| | <-a B |C|D|
| + | | |
| | | |
+---------------+ | |
+-----------------+ |
+-------------------+
a= 2-sided Linedef facing right. It is WR teleport.
B= The sector where the player stands.
C= The 36 high wall the player can press to lower and leave
the box.
D= The small outer sector at the same height as B. This whole
assemblage is basically a tower for DM sniping.
C&D are four units wide.
My problem: the teleport line won't work. The only way out of the
box is the plat.
Are the SR DownWaitUpStay lines interfering? I can't enlarge the box
for thematic reasons.
___ Blue Wave/QWK v2.12
- --
: Fidonet: Blain Newport 1:203/789 .. speaking for only myself.
: Internet: Blain.Newport@789.gigo.com
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Mon, 26 Jun 1995 00:11:05 -0400 (EDT)
Subject: Re: No God mode (was Re: IDDT in Network Games)
On Mon, 26 Jun 1995 Raphael.Quinet@aachen.eed.ericsson.se wrote:
> sector type resets the "God mode", although it does not affect the
> invulnerability hat you can get from a sphere.
Invulnerability hat? I never knew that was a hat in Doom! Cool! How
do I get it? What kind of sphere?
[ Leaves to search for the mystical hat... ]
Greg
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Mon, 26 Jun 1995 00:14:48 -0400 (EDT)
Subject: Re: _Advanced_ help :)
> I have a 64x64 box and am trying to give the player two ways
> out.
>
> My problem: the teleport line won't work. The only way out of the
> box is the plat.
Is the linedef with the Teleport type 16 units or more from the side of
the box? The player's *midpoint* needs to cross the line for it to
teleport. And since the player has a radius of 16 units, the teleport
line will need to be that far from the side of the box for the player to
cross it. Alternately, try lowering the outside of the box and running
over the line to see if it works that way.
Greg
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Mon, 26 Jun 1995 00:26:48 -0400 (EDT)
Subject: Re: Questions to mull upon
> 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?
Yep (never knew about the visplane errors on it though).
> 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.
That sounds like a very plausible explanation. I'll have to do a bit
more playing around to see if that is really the cause of the problem.
gotta love that REJECT table. :) Thanks for the input!
Greg
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 26 Jun 1995 01:54:29 -0500
Subject: Re: Questions to mull upon
At 12:26 AM 6/26/95, doom-editing@nvg.unit.no wrote:
> That sounds like a very plausible explanation. I'll have to do a bit
>more playing around to see if that is really the cause of the problem.
>gotta love that REJECT table. :) Thanks for the input!
Why not make a simple wad with 100 imps, no reject, and compare that to
same level with reject using thid dehacked info? Also, you could backup your
DOOM.WAD
and insert this level in there, to elimiate PWAD differences, to compare?
-- Evil Genius (Jimmy Sieben)
------------------------------
From: AFree120@AOL.COM
Date: Mon, 26 Jun 1995 11:01:04 -0400
Subject: Re: More DCK questions.
TO: Stephen Heaslip
Thanks for the answer to my crashing DCK2.2 problem. I'll load DCK2.2f and
let you know if it helps!
------------------------------
From: AFree120@AOL.COM
Date: Mon, 26 Jun 1995 11:03:17 -0400
Subject: Re: More DCK questions.
thanks Mr. Wesley:
AOL does have ftp access but I've yet to figure out how. Thanks for the info
on the DCK crashing fix. I'm off to cure this!
------------------------------
From: AFree120@AOL.COM
Date: Mon, 26 Jun 1995 11:16:15 -0400
Subject: Invincable enemies!
Has anyone every played a deathmatch game and all of a sudden face off with
an enemy that is invincable? I have had it happen once with an INP and lately
with a Cacodemon. What causes this?
------------------------------
From: AFree120@AOL.COM
Date: Mon, 26 Jun 1995 10:40:28 -0400
Subject: Re: Multi levels to one wad?
AOL has DOOMCAD5.1 With 5.1 you get Wadmerge. It works great! I believe
DMCad5.1 is in the PCGAMES, FILES, DOOM Misc. Check it out. It also has
Wadview! My DMCad5.1 crashed too much but the Wad utilities worked great!
------------------------------
From: cmacord@fedex.com (Charlie Acord)
Date: Mon, 26 Jun 95 10:14:20 CDT
Subject: Re: Robnoxious AOL profile
> 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)
>
Bravo, sir!!! I could not agree more, nor could I have put it more eloquently
than you did. You are a gentleman and a scholar, unlike some of the snotty,
boorish, elitists on this list.
Charlie
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charlie Acord, "The Green Marine" | "Hey ole buddy, lunch is on me today."
Telecom Div/FedEx, Memphis, TN | "No kidding?"
(Home of BBQ, the Blues, and Elvis) | "Yeah, here's a Rocket Sandwich,
Internet: cmacord@fedex.com | and some ThunderPunch to go with it."
CompuServe: 75143,621 | #include <std_disclaimer.h>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
From: AFree120@AOL.COM
Date: Mon, 26 Jun 1995 11:46:21 -0400
Subject: Arch-ville escape!
I have a wad that starts out with a room,2 doors and a wall with a large
window. If you step forward a wall moves down releasing a Archville. Behind
you near the giant window is a invincibility sphere. The only way out is
through this window. If you are standing just right the Archville will blast
you out the window and you start the level. Has anyone tried this? Any
variations on this theme?
To try it e-mail me and ask for REDSKULL.zip
------------------------------
From: Hanna T{hti <blhata@uta.fi>
Date: Mon, 26 Jun 1995 23:16:01 +0300 (EET DST)
Subject: Re: Arch-ville escape!
>To try it e-mail me and ask for REDSKULL.zip
Can I have that wad?
Yes, I discovered that archvile thing myself too, while first Doom 2 Dea=
th
Matching... But I'm not a level maker...
That's great that someone has built a level using that idea...
So, please send me your wad...
- --
*********( Contact me ! )*********
Real Life : Ilari Kajaste
IRC : Imp / Imp2
E-Mail : blhata@uta.fi
/\/\/\/\/\______________/\/\/\/\/\
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 26 Jun 1995 15:29:33 -0500
Subject: Re: Invincable enemies!
At 11:16 AM 6/26/95 -0400, doom-editing@nvg.unit.no wrote:
>Has anyone every played a deathmatch game and all of a sudden face off with
>an enemy that is invincable? I have had it happen once with an INP and lately
>with a Cacodemon. What causes this?
Sounds like an archie at work.
On a related note, I noticed this weird but cool DM bug. Around here, we
always play Skill 5 DM. Well, 2 times, I started the game, and the other player
didnt start for some reson. Whats weird is that I ended up like a monster in
Nightmare mode. Ie, I ran like I was on turbo, and shot like a madman. Has
anyone ever seen/experienced this cool bug, and I wondr what the cause is.
-- Evil Genius (Jimmy Sieben)
------------------------------
From: "J. Kugelman" <kugelman@news1.mnsinc.com>
Date: Mon, 26 Jun 95 19:00:43 PDT
Subject: RE: No God mode (was Re: IDDT in Network Games)
Not hat. That. I think that's what he meant.
- -------------------------------------
Name: John Kugelman
E-mail: kugelman@mailhost.mnsinc.com (John Kugelman)
Date: 05/24/95
Time: 20:47:01
This message was sent by Chameleon
- -------------------------------------
------------------------------
End of doom-editing-digest V1 #327
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