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Doom Editing Digest Vol. 01 Nr. 386

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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 #386
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 21 August 1995 Volume 01 : Number 386

Re: Projectiles disappearing
Revenant missle mistake (oops)
Re: Wind & Revenant missles
Wind in heretic. I'll explain a bit better...
player 1-4 attributes
Re: Projectiles disappearing
Re: An Interesting effect with wind
Re: Projectiles disappearing
re: wind + revenant missles
player 1-4 attributes
Re: Projectiles disappearing
Projectiles firing projectiles
Re: Projectiles disappearing

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

From: LummoxJR@AOL.COM
Date: Sat, 19 Aug 1995 22:02:29 -0400
Subject: Re: Projectiles disappearing

I have BSP, but I'm not sure if it does any blockmap rebuilding (I haven't
checked)- I use DEU to do the blockmap for now.
If it doesn't, then that would be what's causing your problem. The blockmap
has to be set up properly, because it has something to do with which walls
objects can and can't intersect at certain points. If the blockmap is
outdated, you could easily get a weird bug like that.

Lummox JR

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

From: LummoxJR@AOL.COM
Date: Sat, 19 Aug 1995 22:01:13 -0400
Subject: Revenant missle mistake (oops)

Yes, I know now. I did screw up.
Most of my data was based on changing the rocket using DHE to become the
revenant missle. That doesn't work.
But I have indeed noticed, now, that the revenant missles track, most of the
time. Sometimes when launched a missle will not produce smoke puffs or do any
tracking- I don't know why (the same happens when it is launched by the
player).
Well, at least I have the comfort of knowing I'm not the first person to give
a stupid answer to anything. :P

Lummox JR
feeling just a little bit like a moron

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

From: cheryl l coovert <clcoov0@mik.uky.edu>
Date: Sun, 20 Aug 95 01:11:14 -0400
Subject: Re: Wind & Revenant missles

LU> things of that sort, but how you'd do that with even DHE is
LU> beyond me.

Wind? Eeeasy...just take some Doom 2 monster that you've got a grudge
against, map him to total invisibilty, walk-thru, etc. etc. then make
a wad replacing his sight and action sound...viola...simple wind.
I can do it w/o replacing a monster, but that gets tricky
(Have to mess with the archvile fire frames...I love those frames)

LU> Doom I hacks, but here's the deal:
LU>
LU> REVENANT'S MISSLES DON'T TRACK.

You're just not hacking it well enough.
Get 1666hoe.deh and find an imp (that should be hard :)
If the missle puffs, it tracks...'nuff said

LU> This is unfortunate, because I'd like to see them do something.
LU> Wouldn't it be great to have a projectile that followed you? The
LU> only way I've come close to doing that is by making projectiles
LU> fire other projectiles- that's kind of sloppy.

Well, it's easy to do with monsters...check the afore-mentioned doom 1
deh patch...with players, the only way I've found to do that is to
change the Player things injury frame into a monster's attack frame.
Great fun (kudos to whoever told me that a long time ago)
Real fun with Archie, the Revenant's...heck, with ANYTHING!
"Yeah you stupid trooper, shoot me. I dare ya."

BTW- projectiles fire other projectiles? WTF? I wouldn't think that
would be possible...and if it was, wouldn't it create an endless
loop continually making rockets until doom crashed?
- -Geo
The revenant's missles track....very well, but not fast enough

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

From: "Gabriel A. Cain" <gcain01@mail.orion.org>
Date: Sun, 20 Aug 1995 00:05:04 -0500 (CDT)
Subject: Wind in heretic. I'll explain a bit better...

Perhaps I didn't explain it very well in my last post, here we go again:

+-------------------------------------+
| \ Buffer Sector, see #1 / |
| \_______________________________/ |
|s | | wind blows | |
|e | wind blows > | down | |
|e | | | |
| +--------------+---------------+ |
|# | wind blows | < wind blows | |
|1 | up | | |
| |______________+_______________| |
| / \ |
| / \ |
+-------------------------------------+
#1)
#1 ) the buffer zone are of wind strength strong, they blow away from the
walls so the shots don't hit them.

#2 ) the four inner sectors are of wind strength weak and cause the shots
to travel in an eliptical manner.

this works in heretic only and requires no change in the .exe.

/-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-\
| One .sig to rule them all, one .sig to find them; |
| One .sig to bring them all and on the Internet bind them... |
| In the land of 'puters where the hackers lie... |
+----------------------------------------------------------------------+
| C program run C program crash C programmer get drunk... |
| .... C Pascal Programmer laugh at C programmer... |
| gcain@republic.12.mo.us <- please use this address |
\>>>>>>>>>> --Gabriel Cain gcain01@mail.orion.org <<<<<<<<<<<<<<<<</


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

From: mmathews@genesis.nred.ma.us
Date: Thu, 20 Jul 95 09:20:42 -0500
Subject: player 1-4 attributes

I was checking Ultimate Doomm with my my favorite doom editor and came across an error
with the player starts. Does Doom use the skill flags for the player starts? In E4M3
and E4M8 player 1-4 starts have no skill flags set but the levels are playable. Has
anybody tried making a wad with player 1-4 starts set at differenct locations depending
on the skill level?

Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: Alden Bates <abates@central.co.nz>
Date: Sun, 20 Aug 1995 21:32:53 +1200 (NZST)
Subject: Re: Projectiles disappearing

On Sat, 19 Aug 1995, Erwen L. Tang wrote:

> Has anybody experienced a bug with their wads where a
> projectile (rocket, plasma, bfg) would go right through the
> wall withough "dying"(dehacked term)? It seems fine when I
> shoot the projectile, however instead of hitting the wall and
> exploding or whatever, it just goes right through the wall and
> nothing happens.

Seen it, wondered myself. It seems to happen in walls on sectors with
a sky ceiling. Often where the roof of the particular sector is
higher/lower than those around it.
For instance, the building in E3M1 has sectors in front of it with the
sky at a different height from the rest of the areas.

If you use the iddt map cheat, the missles indeed just seem to vanish.
So what's the deal? I suspect this is releated to bullet puffs not
appearing on lower walls in sky/sky borders.

Alden Bates.

/| |~) "Actually Scully, I don't think these two are aliens..."
/===== - Fox Mulder, the X-Files/Ren and Stimpy cross over episode
/ | |_)
Alden Bates, abates@central.co.nz


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

From: cerberus@pinc.com (Jon bishop)
Date: Sun, 20 Aug 1995 03:42:54 -0700
Subject: Re: An Interesting effect with wind

>> Just in case you don't know, DCK is a level editor, not an exe-hacker
>> type of program. Wind is an effect that (AFAIK) only Heretic has, not
>> Doom. Unless it's somewhere in there, just waiting for us to find it... :)
>
>Hey fellow DCK user. Finally I find someone who uses DCK.
>It's awesome!!!!

Awesome...hehhehe...all bow to the mighty DCK....;)


- -= Cerberus =- Your handy dandy DCK reference guy..:)

Coming sooooon.....the *Official* DCK Home Page.


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

From: dnabiesz@maple.net (Vorticon)
Date: Sun, 20 Aug 1995 09:14:27 -0400
Subject: Re: Projectiles disappearing

>Hello,
>
> Has anybody experienced a bug with their wads where a
>projectile (rocket, plasma, bfg) would go right through the
>wall withough "dying"(dehacked term)? It seems fine when I
>shoot the projectile, however instead of hitting the wall and
>exploding or whatever, it just goes right through the wall and
>nothing happens.
> Does anybody know what causes this bug? Does it have to do
>with the design of the level? I'm using BSP v1.2x (within DCK
>v2.2) as a node builder; does it have something to do with that?
>Help would be greatly appreciated.
>
>--
>------------------------------------------------------------------------
>| 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 | | |
>------------------------------------------------------------------------
>
I've had that same problem. It wouldn't be so much the Nodes, as it is Reject/Blockmap, Just two questions, as I was able to fix my problem.
1) Is there a sector over the wall which is not blocking
2) Is the wall's linedef flag(s) set to double-sided?
Reply, and I might be able to help.
Dennis Nabieszko

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

From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 20 Aug 95 10:43:28 EDT
Subject: re: wind + revenant missles

According to HUGH MOLESWORTH:
> -> This is unfortunate, because I'd like to see them do something.
> -> Wouldn't it be great to have a projectile that followed you? The only
> -> way I've come close to doing that is by making projectiles fire other
> -> projectiles- that's kind of sloppy.
>
> How do you get projectiles to launch other projectiles? That could give
> quite a cool effect...

I think you change the death frame to a launch frame or
something.

- --
- ------------------------------------------------------------------------
| 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: mmathews@genesis.nred.ma.us
Date: Thu, 20 Jul 95 09:20:42 -0500
Subject: player 1-4 attributes

I was checking Ultimate Doomm with my my favorite doom editor and came across an error
with the player starts. Does Doom use the skill flags for the player starts? In E4M3
and E4M8 player 1-4 starts have no skill flags set but the levels are playable. Has
anybody tried making a wad with player 1-4 starts set at differenct locations depending
on the skill level?

Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 20 Aug 95 10:45:47 EDT
Subject: Re: Projectiles disappearing

According to LummoxJR@AOL.COM:
>
> I have BSP, but I'm not sure if it does any blockmap rebuilding (I haven't
> checked)- I use DEU to do the blockmap for now.
> If it doesn't, then that would be what's causing your problem. The blockmap
> has to be set up properly, because it has something to do with which walls
> objects can and can't intersect at certain points. If the blockmap is
> outdated, you could easily get a weird bug like that.

Are you using the new DEU? I can't get it to install right. I
heard from the author himself that the node builder is better
than BSP.

- --
- ------------------------------------------------------------------------
| 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: LummoxJR@AOL.COM
Date: Sun, 20 Aug 1995 11:42:59 -0400
Subject: Projectiles firing projectiles

I've had a few questions on this, so here it is:

Using DHE, change the next frame for a projectile's last normal frame (in
Doom 1.666+, this is frame 98 for the imp fireballs) to the frame that fired
it (454, which is the imp firing)- but you have to make that frame either
loop back somehow or go to 0 for its next frame. Or, you could change the
projectile itself, but you still have to do some looping, and change the
first moving frame to the attacker's firing frame (for the imp fireball,
thing 32, change first normal to 442 and first moving to 454). On my Web
page, you can see a patch called "infinite imps" which uses an altered
fireball item and changed frame sequences to achieve practically infinite
recursion (at least until the game slows down and eventually runs out of
memory).
It sounds quite difficult, but it's really not.
The Web page I refer to, once again, is at:

http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html

It can probably answer most of your questions about all kinds of DeHackEd
patches.

Lummox JR
famed beta tester

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

From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 20 Aug 95 19:31:30 EDT
Subject: Re: Projectiles disappearing

According to Vorticon:
>
> I've had that same problem. It wouldn't be so much the Nodes, as it is Reject/Blockmap, Just two questions, as I was able to fix my problem.
> 1) Is there a sector over the wall which is not blocking
> 2) Is the wall's linedef flag(s) set to double-sided?
> Reply, and I might be able to help.
> Dennis Nabieszko

Thanks to somebody that gave me a hint on this list, I figured
it out. If two adjacent sectors have a great height difference
and one of the two sectors have the F_SKY ceiling texture, then
the wall between the sectors might exhibit this 'bug'. I
solved the problem by adding a 'buffer' sector between the
couryard and my other sector with the ceiling texture being
anything other than the F_SKY texture. This also seems to
solve problems where shotgun shells, pistol, and any bullet
weapon fire and no bullet 'marks' appear. So if you have this
problem, try adding a buffer sector or changing the ceiling
texture.

- --
- ------------------------------------------------------------------------
| 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 | | |
- ------------------------------------------------------------------------
| Flame Shield operating 24hr. Flames will be deleted so don't bother. |
- ------------------------------------------------------------------------

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

End of doom-editing-digest V1 #386
**********************************

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