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Doom Editing Digest Vol. 01 Nr. 382

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #382
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 17 August 1995 Volume 01 : Number 382

Re: me+me+me=?!
Heretic bugs..
Re: Heretic bugs..
Re: Quake specs (last)
Re: Reject builder
Re: Heretic bugs..
Re: Quake specs (last)
What advanced WAD editing should have been :)
Re: Heretic bugs..
RE: Quake Screen
Re: Quake specs (last)
Re: me+me+me=?!
Re[2]: Heretic bugs..
Re: me+me+me=?!
Re: me+me+me=?!

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Tue, 15 Aug 1995 19:20:27 -0500 (CDT)
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.

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

From: avatar@laser.net (Mackey McCandlish)
Date: Tue, 15 Aug 1995 12:44:21 -0400
Subject: Heretic bugs..

Did the Mace-turns-into-Disciple bug get fixed in the latest version
of Heretic?
-*The Avatar*-
_Avatar_ on IRC. Mackey McCandlish.
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!

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

From: knife@one.net (Dan Butcher)
Date: Tue, 15 Aug 1995 23:18:48 -0400
Subject: Re: Heretic bugs..

> Did the Mace-turns-into-Disciple bug get fixed in the latest version
>of Heretic?
> -*The Avatar*-

Oh Great, Now we're the Doom, Quake, Heretic mailing list.


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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Wed, 16 Aug 95 09:17 GMT
Subject: Re: Quake specs (last)

Hi!

Okay... some last thoughts.

[Quoting God]
>Mark Matthews was correct in his assumption (?) that Quake's 3-D editors will
>be a top-view and a side-view. Our QuakeEd World Builder uses both of those
>as well as a 3-D Camera View so we can see what we're drawing. I placed a GIF
>of a typical QuakeEd work screen on our ftp site in
>/idstuff/quake/qe_dev.gif. The colors looked a little off after i converted it
>from TIFF to GIF, but hey - it's the content that matters, right?
Let's hold some pre-maybe-specs:

1) Textures are 64x64
2) Textures got x and y offset (alignment) AND a rotation, actually not
really a rotation, but a flip-flag (x and y)
3) Texture names seem to be larger than 8 bytes (uh, this can't be true)

Btw, id's QuakeEd looks pretty professional. Wow. I never saw DoomEd
anywhere, but I'm quite impressed. :)

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []


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

From: Raphael.Quinet@eed.ericsson.se
Date: Wed, 16 Aug 1995 11:34:45 +0200
Subject: Re: Reject builder

On Tue, 15 Aug 1995 11:07:40 -0800 (PDT), thekid@ornews.intel.com (Brian Kidby) wrote:
> Speaking of DEU 5.3, how's it coming? We know how busy you are Raph,
> but are we gonna be seeing it soon?
>

Well, I have a ridiculous problem for the moment: my ftp server, on which
I keep all the files for DEU, has crashed last week. The stupid thing is
that the machine is in a small locked room, and only one person (apart
from the security guys) has the key to this room. Well, this person is on
vacation until next week, so I have to wait until he comes back. That's a
very stupid problem, but two important patches for DEU 5.3 (written by other
members of the DEU team) are sitting on the server and I did not have the
time to get them before the server crashed.

There is also a beta version of WinDEU 5.3 (written by Renaud Paquay) which
should have been distributed, but I cannot get it either.

Besides this, I am also very busy at work, so I can only work on DEU during
the week-end. And most of the members of the DEU team are on vacation now,
so I cannot expect much from them. Hopefully, the ftp server will be back
on-line during this week-end and maybe I will be able to release DEU 5.3
beta 10 (maybe the final beta) next week. But for the moment, I'm stuck.
Sorry...

- -Raphael


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

From: Raphael.Quinet@eed.ericsson.se
Date: Wed, 16 Aug 1995 11:21:58 +0200
Subject: Re: Heretic bugs..

On Tue, 15 Aug 1995 23:18:48 -0400, knife@one.net (Dan Butcher) wrote:
> [attribution line missing]
> > Did the Mace-turns-into-Disciple bug get fixed in the latest version
> >of Heretic?
> > -*The Avatar*-
>
> Oh Great, Now we're the Doom, Quake, Heretic mailing list.
>
So what? As far as I can remember, Heretic has always been on-topic for
this list, since it is based on the Doom engine and it uses the same
WAD format and resources. Discussing Heretic should be OK here.

On the other hand, discussing Quake should be avoided, for two reasons:
- - Quake has not been released yet, even in beta, so nobody can really edit
it... Except for the guys at id Software, of course. :-)
- - it is not based on the Doom engine and the WAD file format is different.

For those who are interested in Quake newsgroups, a mailing list has been
created for discussion about what newsgroups should be created, and how.
I will post more details soon.

Now, let's come back to something which is on-topic for this list: the
Mace bug in Heretic. Well, actually I don't know the answer because I
haven't tried yet. But I think it only happens if there is more than
one Mace on the level. Although this could be annoying for deathmatch
levels in which you would like to have several Maces available, it should
not be a problem for single-player levels, in which you only need one.

- -Raphael


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

From: mmathews@genesis.nred.ma.us (Mark Mathews)
Date: Wed, 16 Aug 1995 07:55:03 -0400 (EDT)
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?

Mark

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

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 16 Aug 95 16:04:39+0200
Subject: What advanced WAD editing should have been :)

Hello, Advanced DOOM editors!

On the page http://www.ens.fr/~montanuy you will find the
an alpha of WinTex 3.5, that should give you a taste of
what DOOM entries editing should have been from the start.

WinTex is an integration tool, designed to build total
conversions of DOOM and HERETIC. However, it's now a
pretty good WAD browser too. It has some special way
of handling WADs which make it as safe as DeuTex, though
it runs under windows. all entry editing is reversible
(bad news for your disk!) except the sprite offset
placement.

Back to hard work (some is needed!)
Olivier




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

From: Strange369@AOL.COM
Date: Wed, 16 Aug 1995 10:36:14 -0400
Subject: Re: Heretic bugs..

In a message dated 95-08-16 00:03:39 EDT, you write:

>Subj: Re: Heretic bugs..
>Date: 95-08-16 00:03:39 EDT
>From: knife@one.net (Dan Butcher)
>Sender: owner-doom-editing@nvg.unit.no
>Reply-to: doom-editing@nvg.unit.no
>To: doom-editing@nvg.unit.no
>
>> Did the Mace-turns-into-Disciple bug get fixed in the latest
version
>
>>of Heretic?
>> -*The Avatar*-
>
>
>Oh Great, Now we're the Doom, Quake, Heretic mailing list.
>
>
According to Steve Benner this is a mailing list for Doom and Heretic. I
have posted to this list regarding Heretic. This mailing list is for any
program that is based on the DOOM Engine ( I believe this is the way that
Steve put it). The Heretic engine is based on the Doom I engine, albeit
modified. It was also put out and created by the same makers of Doom I.

ENOUGH SAID!

Timothy
Strange369@aol.com


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

From: Kurt <crawley@coscc.cc.tn.us>
Date: Wed, 16 Aug 1995 11:01:00 -0600 (CST)
Subject: RE: Quake Screen

I was reading the README.TXT on the Quake Spec's, and I noticed, "You
should see these things in action"
. Well, I know you can't release the
engine, ect. But, MPEG, FLI, & AVI's are a wave of the future & myself &
many other people would love to see a 15 second flic of seeing you move
around in any level in Quake. So Mr. Romero? How about it?

Thanks,
Kevin

PS> Sorry for the off-thread message, I just think this would be the
coolest to see!


/#----------------------------------------------------------------#\
| Kevin Crawley Sysop: The Lost World |
| - Former Student Worker - (615)540-8699 |
| COE: KC-Programming Internet Email: crawley@coscc.cc.tn.us |
| Tutoring - Windows, DOS Doom ][ Master |
| (615)380-0493 |
| |
| Mail Address: 1159 Roy Sellers Road |
| Columbia, TN 38401 |
| |
\#----------------------------------------------------------------#/

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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Wed, 16 Aug 95 12:19:25 -0400
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?

Unless they're porting it to DOS (any why would they?) you'd have to run
NeXTStep to run the QuakeEd represented in the GIF file. So, we'll probably
just get the specs.




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

From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Wed, 16 Aug 95 09:53 PDT
Subject: Re: me+me+me=?!

>ok folks, i've fooled around a bit with multiple player one starts and
>here's a few stats for ya.
>
>1 The last player one start that you add to the wad will be the one you
>start from.
That would probobly mean doom searches the things from the to the first.
That would lead me to believe that that part of doom was written in assembly
language, since the LOOP command goes from the top to bottom (decrement CX,
jump if CX > 0). That dons't prove it, though.
>
>2 If your alter egos get hurt, you suffer the accumulated damage, for
>example, if there are three of you and one gets hit for 10% and the other
>gets hit for 20% you will lose 30%. Another thing is that if you put on god
> mode you will still suffer the effects of previous damage, for example if
> the other guys take 30% damage and you put god mode on, you will still be
> at 70% even though your stats show 100%, if you take god mode off, your
>stats remain at 100% but you will die with 30% health left.
I've created a level with two player 1 starts, activated god mode, and kept
blasting them with a BFG and I was still alive. Maybe when you put yourself
in god mode, it also puts all the others in god mode. Is probobly another
doom "bug".
>
>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)
I posted about that before. I did it with a rocket launcher. I used IDKFA
to get the rocket launcher and full armor. When I shot my clone, it didn't
quite kill me. I thought if I got the right distance so it would hit my
clone, and still have a range affect on me, it would kill me. I tried it and
volia, I was 0% health, no weapons, and walking around.
>
>4 the monsters treat the other yous as unmovable things, they can be moved
>though, if they take a hit. You can hide behind several of yourself and the
> critters will act as if you are behind a wall.
My level didn't have any monsters.
>
>If anybody finds out anything ive missed, I would appreciate it if you would
>let me know by email. Im planning on creating a wad where at the start you
>get access to a bfg and have to kill a long distance cyberdemon before
>continuing, there will be other hidden player ones near the bfg path who
>will take damage leaving you weaponless and invulnerable for the remainder
>of the level (unless you happen to find the stash)If anyone has additional
>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.
>
>
>
>Geek Code:
>GO dgq H+(---) s+. !g !p au- a21 w+ v>++ c+1/2 Udon't ask N++ W+>++ M--
>po---@ Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ U++(*) h+ f? n-@ y+
>
>
>
__________________________________________________
' JACOB ROBERTO -o #DEFINE USER "YOU" ``..
' ROBERTOSOFT --o MAIN () ``.._
' JROBERTO@ - -o WHILE (INPUTFROM(USER)) ..``
' ON-RAMP.IOR.COM - ---o BEEP_AT(USER) ..``
'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._~

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

From: Steve_Hogge@ena-east.ericsson.se (Steve Hogge)
Date: Wed, 16 Aug 1995 14:55:48 -0400
Subject: Re[2]: Heretic bugs..




>Now, let's come back to something which is on-topic for this list: the
>Mace bug in Heretic. Well, actually I don't know the answer because I
>haven't tried yet. But I think it only happens if there is more than
>one Mace on the level. Although this could be annoying for deathmatch
>levels in which you would like to have several Maces available, it should
>not be a problem for single-player levels, in which you only need one.

>-Raphael

My personal experience with Heretic maces indicates that it does not
seem to matter how many maces are on the level. I created a Deathmatch
level with just one mace and almost every time it changed into a
Disciple. Another level I designed seemed to be completely random as
to when the mace would change into a Disciple. I have read in one of
the hint books for Heretic that the mace was *suppose* to be random,
but it could have just been a bug mistaken for a feature. :)


-Steve

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

From: Greg Lewis <gregl@umich.edu>
Date: Wed, 16 Aug 1995 17:07:23 -0400 (EDT)
Subject: Re: me+me+me=?!

> >1 The last player one start that you add to the wad will be the one you
> >start from.
> That would probobly mean doom searches the things from the to the first.
> That would lead me to believe that that part of doom was written in assembly
> language, since the LOOP command goes from the top to bottom (decrement CX,
> jump if CX > 0). That dons't prove it, though.

To me it implies a normal for loop.

for (i=0; i<NumThings; i++)
if (Things[i].Idnum == 1)
{
Player.xpos = Things[i].xpos;
Player.ypos = Things[i].ypos;
Player.angle = Thing[i].angle;
. . .
}
else if ....

This would overwrite earlier numbered Things with later numbered Things.

Greg

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

From: Brandon Reinhart/AvatarX/D-Version <firemage@exodus.databank.com>
Date: Wed, 16 Aug 1995 16:59:18 -0500 (CDT)
Subject: Re: me+me+me=?!

On Wed, 16 Aug 1995, Jacob Roberto wrote:

> That would probobly mean doom searches the things from the to the first.
> That would lead me to believe that that part of doom was written in assembly
> language, since the LOOP command goes from the top to bottom (decrement CX,
> jump if CX > 0). That dons't prove it, though.

I don't think that is proof at all. It is simple to make whatever
language you are programming in do the search backwards instead of
forwards or vice versa.

> I've created a level with two player 1 starts, activated god mode, and kept
> blasting them with a BFG and I was still alive. Maybe when you put yourself
> in god mode, it also puts all the others in god mode. Is probobly another
> doom "bug".

Not a "bug" by any means. When you are flagged as a god, your
object is flagged as a god....and so is anyother player object in the
game.

- ---
if ($brandon =~ /R\ei\n[ha]r.*t/) {
print "Kernel Panic!\n";
system("shutdown -t now");

}
*Just anotha' PERL haquer!


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

End of doom-editing-digest V1 #382
**********************************

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