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Doom Editing Digest Vol. 01 Nr. 384
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #384
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 19 August 1995 Volume 01 : Number 384
Re:
Re: Reality check!
Re:
Small room crash?
Re: Quake specs (last)
Re: me+me+me=?!
Re: me+me+me=?!
[none]
----------------------------------------------------------------------
From: brey@afd.mke.etn.com (Ed Brey)
Date: Thu, 17 Aug 1995 18:56:47 -0400
Subject: Re:
Quoted from Dave Worth <trilia@nmia.com>:
> I have the coolest idea in the world for Doom Add-on. If we could
>make a patch that allowed voice communications during deathmatch through
>the microphone and voice output through the speakers over the standard
>output.
I'm afraid you'll have to settle for second coolest. Here's a quote from
QuakeTalk:
>i didn't mention this before, but sound is a major integral part of the
>quake design and, yes, you will be able to wear a
>headphone/microphone unit (which we will also sell -- made by koss)
>and speak to each other (over a lan only) -- but not as a headset comm.
>you will be "speaking into" the game world, so the closer you are to
>someone, the louder your voice is. and the monsters have ears, too!
The only thing preventing such an enhancement from being added to Doom is a
glaring lack of source code.
Incidently, this mailing list was QuakeTalk's source for the above blurb.
QuakeTalk is available at
http://www.cee.hw.ac.uk/~mapleson/doom/helpdocs/quakefaq.html
- -Ed Brey brey@afd.mke.etn.com
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Thu, 17 Aug 95 19:47:13 EDT
Subject: Re: Reality check!
According to LummoxJR@AOL.COM:
> >I have the coolest idea in the world for Doom Add-on. If we could
> >make a patch that allowed voice communications during deathmatch through
> >the microphone and voice output through the speakers over the standard
> >output.
>
> (Reality check.)
> At least it would be cool if it were even remotely possible. Unless you
> happen to have the game's source code handy, it won't fly. Anyway, most
> systems don't have microphones as standard equipment.
I agree that it's impossible, however not because of lack of
microphones. Sending DOOM data and sound data through a 14.4k
would be streching the limits of that class of modems.
- --
- ------------------------------------------------------------------------
| Flame Shield operating 24hr. Flames will be deleted so don't bother. |
- ------------------------------------------------------------------------
| Erwen Tang | Tel: (703) 803-8940 | \|/ ____ \|/ |
| Class of 1997 | Add: etang@pen.k12.va.us | @~/ ,. \~@ |
| Thomas Jefferson | etang@capaccess.org | /_( \__/ )_\ |
| High School For | etang@lan.tjhsst.edu | \__U_/ |
| Science & Technology | | |
- ------------------------------------------------------------------------
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Thu, 17 Aug 95 22:00:07 EDT
Subject: Re:
According to Spock To:
> > I have the coolest idea in the world for Doom Add-on. If we could
> >make a patch that allowed voice communications during deathmatch through
> >the microphone and voice output through the speakers over the standard
> >output.
>
> Sure, just modify iphone a bit and use a full duplex modem (wouldnt be
> necessary because not a whole lot gets said in deathmatch but would be nice.)
I think this should be implemented in quake as DOOM is going to
be extinct soon (yikes!!!). There is special hardware that
will make voice really awesome. Check out http://www.phylon.com
- --
- ------------------------------------------------------------------------
| Flame Shield operating 24hr. Flames will be deleted so don't bother. |
- ------------------------------------------------------------------------
| Erwen Tang | Tel: (703) 803-8940 | \|/ ____ \|/ |
| Class of 1997 | Add: etang@pen.k12.va.us | @~/ ,. \~@ |
| Thomas Jefferson | etang@capaccess.org | /_( \__/ )_\ |
| High School For | etang@lan.tjhsst.edu | \__U_/ |
| Science & Technology | | |
- ------------------------------------------------------------------------
------------------------------
From: dnabiesz@maple.net (Vorticon)
Date: Fri, 18 Aug 1995 10:51:55 -0400
Subject: Small room crash?
I was playing around with a Heretic editor, and thought up a greath deathmatch level, where there is one large room with a series of tiny room, just big enough for about two people to fit in, and lifts, catwalks, etc. However, when I tried to make the Windows so you look in the rooms, I get dumped to Dos with this message:
Z_CT at i_ibm.c:452
Any clue what it means? Thanx!
Vorticon
Dennis Nabieszko
------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Fri, 18 Aug 95 11:30 PDT
Subject: Re: Quake specs (last)
>> Btw, id's QuakeEd looks pretty professional. Wow. I never saw DoomEd
>> anywhere, but I'm quite impressed. :)
>
>It looks a little like DEU. ;) Will QuakeEd come with Quake? Or are we
>making are own editors?
>
I've heard that Quake will be released along with a quake editer and the
quake specs.
__________________________________________________
' JACOB ROBERTO -o #DEFINE USER "YOU" ``..
' ROBERTOSOFT --o MAIN () ``.._
' JROBERTO@ - -o WHILE (INPUTFROM(USER)) ..``
' ON-RAMP.IOR.COM - ---o BEEP_AT(USER) ..``
'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._~
------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Fri, 18 Aug 95 11:30 PDT
Subject: Re: me+me+me=?!
>
>
>On Tue, 15 Aug 1995, Spock To wrote:
>
>I messed around with this a while back, so I'll give you the information
>I no of.
>
>> ok folks, i've fooled around a bit with multiple player one starts and
>> here's a few stats for ya.
>> 3 There is a way for you to become undead. The only way I could find was to
>> fire a bfg close to several other yous, if you do it right, you will be a
>> zero health and wandering around invulnerable, without a weapon. you will
>> still be able to activate things and pick up things but if you pick up a
>> stimpack you will be back at 10% (or whatever)
>
>You don't have to kill them both at once. Do enough damage to two clones
>to reduce your health to 0% and 50% you will become "undead." Also, it
>doesn't make you invulnerable. If you die without any monsters being
>active and aware at the time, they will still attack. Only monsters that
>aren't awake at the time will not see or react to you.
>
>> ideas for this level I would appreciate it if you let me know by email. I
>> also think i will make a deathmatch level with several extra players hidden
>> in strategic locations, so you could be happily fragging along and all of a
>> sudden you take damage. So you will have the multiple task of protecting
>> yourself and of protecting your other bodies. Please could someone try this
>> and tell me how the respawning works with kills to the normal player and to
>> the extras? if anybody could do this, i would appreciate it if, etc.etc.
>
>I tried this a short while ago on an unsuspecting friend. The problem I
>see is the clones also reappear at the beginning of the level the first
>time the real player reappears. (I'm not absolutely sure, but I know the
>clones have reappeared at times.) However, a clone that has reappeared
>will not cause the real player to suffer damage if attacked, while it
>will before it has reappeared. I assume killing a clone will count as a
>frag to player 1, as well.
>
>That's about it. If you have any more questions, feel free to ask.
>
Here's some more things I found out:
If you become undead, pick up some health, go to zero health again (I used
acid), you will die normaly.
I had a room with a lot of archviles and invulurability right behind you.
I went into that room with low health and let the archviles blast me into
the invulnurability and I became undead. Maybe has something to do with the
archvile blast killing me, but my momentum still taking me to the
invulnurability.
You and your clone's health are not the same. A picked up a megasphere and
started blasting my clone and I died as soon as I got to 100% heath. That
means my clone didn't get the megasphere and I took all 100% of his health,
even though I had 200%. I try getting my clone to %50 health then picking up
the megasphere I only had to inflict %50 damage to kill my clone.
When my clone is against the wall and I shoot a BFG to the left of him, he
move towards the BFG. If I shoot to my right of him, the BFG pushes him
back, like it should. That only happends with the BFG.
__________________________________________________
' JACOB ROBERTO -o #DEFINE USER "YOU" ``..
' ROBERTOSOFT --o MAIN () ``.._
' JROBERTO@ - -o WHILE (INPUTFROM(USER)) ..``
' ON-RAMP.IOR.COM - ---o BEEP_AT(USER) ..``
'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._~
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 18 Aug 1995 15:43:44 EDT
Subject: Re: me+me+me=?!
jroberto@on-ramp.ior.com (Jacob Roberto) ,in message <m0sjWBO-000RnVC@on-ramp.i
or.com>, wrote:
> I had a room with a lot of archviles and invulurability right behind you.
> I went into that room with low health and let the archviles blast me into
> the invulnurability and I became undead. Maybe has something to do with the
> archvile blast killing me, but my momentum still taking me to the
> invulnurability.
On my first trip through Mission 29 of DOOM II the robodemon rocketed me
into the exit (killing me). I proceeded to mission 30 with full health.
------------------------------
From: doom-editing@nvg.unit.no
Date: Fri Aug 18 21:38:52 GMT 1995
Subject: [none]
>From doom-editing Fri Aug 18 15:43:44 EDT 1995 remote from nvg.unit.no
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To: doom-editing@nvg.unit.no
Subject: Re: me+me+me=?!
In-reply-to: Your message of "Fri, 18 Aug 1995 11:30:00 PDT."
<m0sjWBO-000RnVC@on-ramp.ior.com>
Date: Fri, 18 Aug 1995 15:43:44 EDT
From: Robert Forsman <thoth@cis.ufl.edu>
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jroberto@on-ramp.ior.com (Jacob Roberto) ,in message <m0sjWBO-000RnVC@on-ramp.i
or.com>, wrote:
> I had a room with a lot of archviles and invulurability right behind you.
> I went into that room with low health and let the archviles blast me into
> the invulnurability and I became undead. Maybe has something to do with the
> archvile blast killing me, but my momentum still taking me to the
> invulnurability.
On my first trip through Mission 29 of DOOM II the robodemon rocketed me
into the exit (killing me). I proceeded to mission 30 with full health.
------------------------------
End of doom-editing-digest V1 #384
**********************************