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Doom Editing Digest Vol. 01 Nr. 381
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #381
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 16 August 1995 Volume 01 : Number 381
Re: A visiplane overflow solution
Re: me+me+me=?!
Re: Reject builder
Re: Ang-me+me+me=?!
Re: Reject builder
Re: New DHE with code pointers
Re: me+me+me=?!
Re: wolf3d sources
----------------------------------------------------------------------
From: Walter Meyer <wrmeyer@immd3.informatik.uni-erlangen.de>
Date: Tue, 15 Aug 1995 16:15:58 +0200 (MET DST)
Subject: Re: A visiplane overflow solution
> On Tue, 8 Aug 1995, Bernd Kreimeier wrote:
> > >I don't think the texture issue has been brought up before.
> >
> > I agree. Well done, Dan!
>
> Yes, it looks like you have solved most of the mystery regarding
> visplane errors. I have a test WAD that I set up with an area that causes
> the visplane error--I changed one ceiling texture and the crashes went away.
> I propose that a "visplane" is a displayed distinct floor or ceiling area
> and that there can be no more than 128 distinct visplanes in view. Actually,
> perhaps 127 is the limit since there are two visplane errors: "no more
> visplanes" (for 128 visplanes) and "visplane overflow (###)" (I have never
> seen ### less than 129).
> What I do not understand is why the error is not consistent.
> Sometimes you can sweep through an area and not get the error.
I don't know whether or not someone already brought this up, but the visplane
problem also seems to be related to the number of sprites in view.
I once had a Wad which showed no HOM or visplane problems until i tested it
in UV mode: A lot of Baddies in view: visplane crash (normally 'visplane
overflow (129)' or '(130)')
Walter
P.S. Sorry for the recent bounces, typo in my .forward.
------------------------------
From: dnabiesz@maple.net (Vorticon)
Date: Tue, 15 Aug 1995 10:19:46 -0400
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.
>
>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.
>
>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)
>
>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.
>
>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+
>
>
>
I've done that before, but could only get 2 me's. Mine bombed out if I tried three. Try looking at the Automap after typing in IDDT twice with several me's. The people only register as normal objects. I haven't got ANY luck with Deathmatch multiple starts (I wonder why.)
Vorticon
Dennis Nabieszko
------------------------------
From: Raphael.Quinet@eed.ericsson.se
Date: Tue, 15 Aug 1995 17:57:17 +0200
Subject: Re: Reject builder
On Tue, 15 Aug 1995 10:21:58 -0400, dnabiesz@maple.net (Vorticon) wrote:
> >Can anyone recommend a good reject builder?
[...]
> Try using DEU2. It rebuilds Blockmap, Nodes and Reject very well. You can
> also tweak the splitfactor and adjust the builed to your liking. It's
> available at:
> ftp.cdrom.com/pub/idgames/
Before the flames begin, I have to say that DEU2 does *NOT* have a good
reject builder. It is based on the reject builder of DEU 5.21 which
does not work at all (it creates an empty reject map and also does weird
things if the level contains too many sectors).
Try the one from DEU 5.3 beta: it should work better. Also, two
well-known reject builders are WARM and RMB. The latter gives you total
control over the reject data. Try them and see.
- -Raphael
------------------------------
From: spockto@netdepot.com (Spock To)
Date: Tue, 15 Aug 1995 12:25:32 -0400
Subject: Re: Ang-me+me+me=?!
>Good idea, too bad it wont work (correct me if I'm wrong) The only reason
>your twins appear is because there are a number>1 of Player1 startingpoints.
>There can be an (almost) infinite number of DeathMatch startingpoints and you
>still only appear on one place. You could bypass this by making the level as
>a cooperative one but with the startingpoints in places unreachable for the
>others so that you cant sneak up on someone and kill him a zillion times just
>because he starts on the same place, but you'd still be able to see the other
>players on the map and see through their eyes.
Sorry, I wasn't thinking of that, still, might it be possible using dehacked
or deu with source to change properties of dmatch starts?
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: thekid@ornews.intel.com (Brian Kidby)
Date: Tue, 15 Aug 1995 11:07:40 -0800 (PDT)
Subject: Re: Reject builder
>
> Before the flames begin, I have to say that DEU2 does *NOT* have a good
> reject builder. It is based on the reject builder of DEU 5.21 which
> does not work at all (it creates an empty reject map and also does weird
> things if the level contains too many sectors).
>
> Try the one from DEU 5.3 beta: it should work better. Also, two
> well-known reject builders are WARM and RMB. The latter gives you total
> control over the reject data. Try them and see.
>
> -Raphael
>
Speaking of DEU 5.3, how's it coming? We know how busy you are Raph,
but are we gonna be seeing it soon?
Brian K.
- --
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Tue, 15 Aug 95 14:16:00 EDT
Subject: Re: New DHE with code pointers
According to Alden Bates:
> > Anything on the other impossibilities? Such as explosion
> > radius?
>
> What about adding new stuff? Like addinig in new things and new sound
> names to supplament the old ones. I want to have Heretic-like sound objects.
I don't think that has anything to do with dehacked. All you
have to do is find an extracter and extract the sound files
from Heretic and then place them in a wad with a wad manager
and give it the DS* name to replace the sound you wish to
replace.
- --
- ------------------------------------------------------------------------
| 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: Matthew Miller <rmiller@infinet.com>
Date: Tue, 15 Aug 1995 15:37:44 -0400 (EDT)
Subject: Re: me+me+me=?!
On Tue, 15 Aug 1995, Spock To wrote:
> ok folks, i've fooled around a bit with multiple player one starts and
> here's a few stats for ya.
[ chainsaw ]
> 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)
Try shooting one clone, then finishing the job on another. You can do
this with any weapon you'd like.
> 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.
Ah! That's something I didn't know before. Now where would this be
useful...?
Someone else on this thread (Greg Lewis, I recall) mentioned that if you
change the player's frame numbers (on the Things screen in DeHackEd) the
clones will attack you like enemies do. Well, only results *I've* gotten
from this was the rather amusing spectacle (the first time, anyway) of
seeing myself kill myself automatically! (Rip...tear...where's it coming
from?) ;)
Matthew Miller -- rmiller@infinet.com
------------------------------
From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Tue, 15 Aug 1995 22:57:53 +0200 (MESZ)
Subject: Re: wolf3d sources
<j>
On Tue, 15 Aug 1995, Vorticon wrote:
> > has anyone used these yet?
> I have. You wouldn't believe the complexity of the code compared to DOOM
> (In sarcastic tone of voice) :)
i'd be interested in finding out if someone has tried to port the
sources to djgpp yet. if it's borland code using the borland graphics
lib, this should be doable, since the is a borland lookalike lib for the
dos port of the gcc compiler. a similar thing was done with deu in the past.
it seems as if a port to djgpp/gcc would be the first step towards a
linux version of wodl3d.
</j>
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End of doom-editing-digest V1 #381
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