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Doom Editing Digest Vol. 01 Nr. 364

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 #364
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 31 July 1995 Volume 01 : Number 364

Re: Bounce thing with dehacked ?
Re: LMPs in and out of WADs
Re: Bounce thing with dehacked ?
Re: LMPs in and out of WADs

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

From: Alden Bates <abates@central.co.nz>
Date: Sun, 30 Jul 1995 21:51:57 +1200 (NZST)
Subject: Re: Bounce thing with dehacked ?

On Sat, 29 Jul 1995, Pandion-Knight wrote:

> anyway, I had an idea to do a rott like bounce thing for doom, by
> modifying the archevile to only attack when close (no far-attack) and
> making it invisible, and its attack (firea) invisible too. With zero
> damage, and low player mass I think it'll work, short of a graphics hack
> to make it look good...

I don't think you can make it zero damage. The way it works is identical
to the rocket blasts. A diminishing blast radius pushes the player into
the air.
Quite simply, it would be impossible to seperate the blast effect from
the damage effect, unless you could reverse engineer the EXE - it's
beyond the capabilities of DeHackEd. It would work if the player had
invulnerability, of course.

> [changing sound effects on monster weapons]
>
> [Projectiles making monsters bleed.]

Sadly, both of these are in some sort of other table of code pointers
relating effects to frames. The table starts about 20k into the EXE (I
think) and is not available in DeHackEd.
I heard about this from the author of DeHackEd, though I don't know if
there is a new version in the works at all.


> One last reqest - and its a long one - anyone have ANY idea how to make
> men pick up weapons and use them (not just remove them from game ?)

Ah, you mean having Seargents, at al, picking up weapons? :-)
I can just picture an Imp with a chain gun,, actually. Howeever this
quite evidently does not work. If you set a monster to pick up weapons,
DOOM crashes once it tried to get a weapon.
I would settle for a monster which starts with a Trooper rifle, can pick
up any item to the same effect as the player, and runs as fast as a player.

Sadly, this is not possible, unless you have a modem or network or
cable... :-)

Alden Bates. (Why, oh why doesn't the -drone parameter work. :-(

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

From: DRCJ@AOL.COM
Date: Sun, 30 Jul 1995 07:42:53 -0400
Subject: Re: LMPs in and out of WADs

Hi- Iwas reading through the DOOM hackers guide and thought maybe you could
put your own sprites in for a monster-so couldn't you have a monster such as
the basic solider, and only have him on 1 certain part of your level-like the
end? and change his sprites after he dies to a full screen demo like
anamation? Make his sprites large and take the whole screen-making more than
him( you would have to draw the whole screen for each frame) but I think
there is no limit on screen sprite size??

Do you understand what I am thinking of??

DRCJ@aol.com

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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Sun, 30 Jul 1995 21:40:40 +1000 (GMT+1000)
Subject: Re: Bounce thing with dehacked ?

tOn Sun, 30 Jul 1995, Alden Bates wrote:

>
>
> On Sat, 29 Jul 1995, Pandion-Knight wrote:
>
> > anyway, I had an idea to do a rott like bounce thing for doom, by
> > modifying the archevile to only attack when close (no far-attack) and
> > making it invisible, and its attack (firea) invisible too. With zero
> > damage, and low player mass I think it'll work, short of a graphics hack
> > to make it look good...
>
> I don't think you can make it zero damage. The way it works is identical
> to the rocket blasts. A diminishing blast radius pushes the player into
> the air.
> Quite simply, it would be impossible to seperate the blast effect from
> the damage effect, unless you could reverse engineer the EXE - it's
> beyond the capabilities of DeHackEd. It would work if the player had
> invulnerability, of course.
>
> > [changing sound effects on monster weapons]
> >
> > [Projectiles making monsters bleed.]
>
> Sadly, both of these are in some sort of other table of code pointers
> relating effects to frames. The table starts about 20k into the EXE (I
> think) and is not available in DeHackEd.
> I heard about this from the author of DeHackEd, though I don't know if
> there is a new version in the works at all.
>
>
> > One last reqest - and its a long one - anyone have ANY idea how to make
> > men pick up weapons and use them (not just remove them from game ?)
>
> Ah, you mean having Seargents, at al, picking up weapons? :-)
> I can just picture an Imp with a chain gun,, actually. Howeever this
> quite evidently does not work. If you set a monster to pick up weapons,
> DOOM crashes once it tried to get a weapon.
> I would settle for a monster which starts with a Trooper rifle, can pick
> up any item to the same effect as the player, and runs as fast as a player.

I did that - the thing picked up the weapon (doom ][) just didnt use it ?
Anyway.

> Sadly, this is not possible, unless you have a modem or network or
> cable... :-)
>
> Alden Bates. (Why, oh why doesn't the -drone parameter work. :-(
>

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Sun, 30 Jul 1995 10:23:53 -0500 (CDT)
Subject: Re: LMPs in and out of WADs

On Sun, 30 Jul 1995 DRCJ@aol.com wrote:

> Hi- Iwas reading through the DOOM hackers guide and thought maybe you could
> put your own sprites in for a monster-so couldn't you have a monster such as
> the basic solider, and only have him on 1 certain part of your level-like the
> end? and change his sprites after he dies to a full screen demo like
> anamation? Make his sprites large and take the whole screen-making more than
> him( you would have to draw the whole screen for each frame) but I think
> there is no limit on screen sprite size??
>
> Do you understand what I am thinking of??
>

I understand what your thinking, but first of all you'd need extra
sprites for the animation, and second of all the sprite wouldn't take up
the whole screen. Instead, it would look like the monster just turned
into a giant picture which the player could walk around while viewing.
It would take tons of frames and ultimately be very unrealistic.
Probably better to just have the episode end and change the text for the
ending to explain what happens next in words.

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

End of doom-editing-digest V1 #364
**********************************

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