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Doom Editing Digest Vol. 01 Nr. 383
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #383
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 18 August 1995 Volume 01 : Number 383
Re: me+me+me=?!
Re: Re[2]: Heretic bugs..
Re: me+me+me=?!
Re: me+me+me=?!
[none]
Reality check!
PlayPhone
Re:
Re: wolf3d sources
Re: Reality check!
----------------------------------------------------------------------
From: jflores@mail.utexas.edu (Jose Flores)
Date: Wed, 16 Aug 1995 19:25:37 -0500
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.
Your right that that doesn't prove it. I sincerely doubt that those guy's
at ID, hailed by the mediocre as gods, would write such a relatively trivial
trivial routine as that in assembly and furthermore virtually guarentee that
they would not have used the LOOP instruction but rather an explicit
decrement then branch since it is easier for the CPU to "predict" and also
simply faster. Additionally, a high level loop can farily easily be made to
mimick this top to bottom type search thingy u speak of. Just my 2 cents ;)
- --------------------------------------------------------------------
Those who danced were thought to be quite insane by those who could not hear
the music.
-Angela Monet
------------------------------
From: Strange369@AOL.COM
Date: Wed, 16 Aug 1995 23:18:37 -0400
Subject: Re: Re[2]: Heretic bugs..
In a message dated 95-08-16 15:47:04 EDT, you write:
>Subj: Re[2]: Heretic bugs..
>Date: 95-08-16 15:47:04 EDT
>From: Steve_Hogge@ena-east.ericsson.se (Steve Hogge)
>Sender: owner-doom-editing@nvg.unit.no
>Reply-to: doom-editing@nvg.unit.no
>To: doom-editing@nvg.unit.no
>
>
>
>
>
>>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. :)
>
>
I picked up a Heretic wad converted from Doom. It is a dm wad. I liked the
design so started altering it so as to support solo and coop modes. It
dawned on me while reading this post that the wizard I discovered when I
first went through the level was in fact the mace. However, since editing
the wad with Heep I have never seen the mace turn into anything. It has
always been a mace. It might be that some editors are causing the mace
problem, though this isn't confirmed. Try using a different editor on the
wad and compare the difference. HTH
Timothy
Strange369@aol.com
------------------------------
From: mlabbe@labtop.mlnet.com (Michael Labbe)
Date: Wed, 16 Aug 95 19:03:46 PDT
Subject: Re: me+me+me=?!
/ that would lead me to belie
e that part of Doom is written in assembly
I belie
e I saw somewhere that Doom was written ALL in C except for the side scrolling
routines which were written in ASM. (the bunny on the stake at the end of
episode 3
mlabbe@labtop.mlnet.com (Michael Labbe)
http://mindlink.bc.ca/labtop/
LabTop Computers Inc.
7871a 6th St. Bby.,BC V3N3N4
PH:6045261770 FAX:6045224242
------------------------------
From: Daniel Bateman <batemand@dasher.buck.com>
Date: Thu, 17 Aug 95 11:23:39 -0400
Subject: Re: me+me+me=?!
>>> 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.
>Your right that that doesn't prove it. I sincerely doubt that those guy's
>at ID, hailed by the mediocre as gods, would write such a relatively trivial
>trivial routine as that in assembly and furthermore virtually guarentee that
>they would not have used the LOOP instruction but rather an explicit
>decrement then branch since it is easier for the CPU to "predict" and also
>simply faster. Additionally, a high level loop can farily easily be made to
>mimick this top to bottom type search thingy u speak of. Just my 2 cents ;)
Correct, since they developed Doom using NeXTStep and some sort of portable C
compiler (maybe GCC), I would think that once they moved the C code to DOS
the only things they would rewrite in assembly would be the things that run
slowest with compiled C code. A simple loop probably wouldn't qualify, but
graphics functions probably would. A look at the Wolfenstein 3d code gives
you some idea of how they think.
Just an educated guess.
- -=-
Dan
------------------------------
From: Dave Worth <trilia@nmia.com>
Date: Thu, 17 Aug 1995 12:26:52 -0600 (MDT)
Subject: [none]
Heya,
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.
Dave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go AC MILAN: Italian Cup is coming up, let's go!
Albuquerque Bulldogs, #1, State Champs in Soccer in '95
If you program in visual basic and are willing to sell VB Pro mail me.
DOOM: Where no one gives a $hit if you scream!
http://www.nmia.com/~trilia/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
From: LummoxJR@AOL.COM
Date: Thu, 17 Aug 1995 16:23:18 -0400
Subject: Reality check!
8/17/95, trilia@nmia.com (Dave Worth) wrote:
>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.
Lummox JR
somewhat more grounded in fact
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Thu, 17 Aug 95 16:52:55 -0500
Subject: PlayPhone
> Heya,
>
> 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.
>
> Dave
There already is check out http://www.phylon.com/. It's about $150 w/ telephone
headsets. And there's free updates to 28.8 mode.
Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: spockto@netdepot.com (Spock To)
Date: Thu, 17 Aug 1995 17:24:51 -0400
Subject: Re:
>Heya,
>
> 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.
>
>Dave
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.)
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+
------------------------------
From: erik.cumps@ping.be (Erik Cumps)
Date: Wed, 16 Aug 95 21:56:35 EDT
Subject: Re: wolf3d sources
On Mon, 14 Aug 1995 20:59:10 +0200 (MESZ) you wrote:
> ftp://ftp.idsoftware.com/idstuff/source/
> has anyone used these yet?
They compile fine with BC 3.1. However, there seems to be a mixup concerning
the names and locations of grafix data. The engine runs ok, but static
grafix, like the statbar, or the menus are screwed up.... I only compiled
and checked with registered Wolf though... Will check with Spear later...
Cya,
*** Erik/2 aka Slay - Proud member of Team OS/2! ***
Erik.Cumps@ping.be aka 2:292/629@fidonet aka 81:432/102.2@os2net
Take a peek at my homepage at http://www.ping.be/~ping0069
*** DOOM - Something in the next shadow is waiting to eat your face! ***
------------------------------
From: esanders@sandman.pdial.interpath.net
Date: Thu, 17 Aug 1995 19:16:54 -0400
Subject: Re: Reality check!
>8/17/95, trilia@nmia.com (Dave Worth) wrote:
>
>>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.
>
>Lummox JR
>somewhat more grounded in fact
The only way I know that you can have voice communication during a
Deathmatch is if you are playing one on one via modem and both are using the
new US Robotics vi modem. This modem allows you to transfer the game data
while talking voice to each other at the same time with no visible loss in
game speed. It's cool and if I didn't know better I say they invented it
just for Doom Deathmatchers.
SandMan
------------------------------
End of doom-editing-digest V1 #383
**********************************