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Doom Editing Digest Vol. 01 Nr. 369

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #369
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 4 August 1995 Volume 01 : Number 369

Re: multi-fire shotgun
Re: doom-editing-digest V1 #368
Re: Idea: Level editor with integrated difficulty support?
Re: Special effects

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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Thu, 03 Aug 1995 03:23:34 -0400 (EDT)
Subject: Re: multi-fire shotgun

On Wed, 2 Aug 1995, Gene Franzen wrote:

> On Wed, 2 Aug 1995, via S.Benner wrote:
>
> >
> > I want to use DeHackEd to modify the pump shotgun so it fires two or three
> > times in between pumps. I have tried the following in the Frame List (F3):
> >
> > Thanks,
> > SandMan
>
> In order to have a frame be a shooting frame, it must be coded as one,
> so, as I understand it, we will have to find out the secret of the code
> pointers (whether the point to another pointer or what), so we can make
> additional frames shoot. For example, one code pointer obviously causes
> the "splat" sound when an enemy is hit by a missile or whatever and
> explodes. Of course, as everyone knows, when changed with DeHackEd, it
> will either lock up the game or not work at all.

In the new Obituary wad (OBTIC.ZIP) the authors have created a double
shooting pistol. I'm not sure if that will help you, but check it out if
you have not done so already.

Arek.




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

From: Jumpstile Turner <jumpstile@fortunat.pdial.interpath.net>
Date: Thu, 03 Aug 1995 05:16:06 -0400
Subject: Re: doom-editing-digest V1 #368

> Has this been done, because I've never seen it: an editor
> which has five specific "thing modes," one for difficulty levels
> 1 & 2, one for level 3, one for level 4 & 5, one for multiplayer,
> and one to view everything. These settings would surely make it
> easier to implement difficulty levels. You wouldn't have to worry
> about setting bits all the time.
> You could do this in two ways: place things in one mode,
> then go to another and start with a clean slate. Or, you could
>place things, go to another mode, and copy things from one mode
>to the next, thus creating an "additive difficulty" effect.
> Inanimate objects like lamps, etc, could be added in
>mode 5, so that they would appear in all difficulty levels.
> How easily could this be integrated into the next DEU?
>Would Raphael et al. be willing to attempt it?

DMapEdit already does this.

-Scott


- ----------------------------------------------------------------------------
Jumpstile@fortunat.pdial.interpath.net / This space available
"Sing the Hare Hare, Dance the Hoochie Koo!" / for advertising. ;)
- ----------------------------------------------------------------------------


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

From: Julian Peterson <julianp@atlas.otago.ac.nz>
Date: Fri, 04 Aug 1995 08:42:21 +1200 (NZST)
Subject: Re: Idea: Level editor with integrated difficulty support?

On Wed, 2 Aug 1995, Alien 2 wrote:

> Has this been done, because I've never seen it: an editor
> which has five specific "thing modes," one for difficulty levels
> 1 & 2, one for level 3, one for level 4 & 5, one for multiplayer,
> and one to view everything. These settings would surely make it
> easier to implement difficulty levels. You wouldn't have to worry
> about setting bits all the time.
> You could do this in two ways: place things in one mode,
> then go to another and start with a clean slate. Or, you could
> place things, go to another mode, and copy things from one mode
> to the next, thus creating an "additive difficulty" effect.
> Inanimate objects like lamps, etc, could be added in
> mode 5, so that they would appear in all difficulty levels.
> How easily could this be integrated into the next DEU?
> Would Raphael et al. be willing to attempt it?
>
Doesn't DCK do this? If I remember, it has a way of masking the
Things so only those set for whatever skill levels you choose
are shown.

Julian
julianp@atlas.otago.ac.nz


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

From: dnabiesz@maple.net (Dennis Nabieszko)
Date: Thu, 3 Aug 1995 16:56:52 -0400
Subject: Re: Special effects

>
>>If you have problems with the special effects described on the pages,
>>there can be several reasons:
>>
>>1. Linguistic problems:
>> English isn't my native language, so if you spot any problems
>> please don't hesitate to tell me about it.
>
> From my observations of Europeans on the 'net is that most of them
>have a better command of written English than Americans do, who sometimes
>"cant even write complet sentenses rite."
>
>>I have only tried the invisible platforms, the other effects, things like
>>the all-sky room and the deep water often don't look right.
>>IE, the all-sky room you can see the lower and upper half of the sky,
>>which looks yucky.
>
> They all-sky effect needs a sky texture that is more or less uniform
>so that you can't notice during normal play that the bottom half is just
>a repeat of the top half. The deep water effect is only effective when the
>player is the only creature that gets into the water since any creatures
>you see in the water would be drawn on top/in front of the water and look
>smaller than normal. I think the effect would work best in Heretic where
>you can get the water splash sound and have swift currents.
>
>Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
>Electromagnetics Division /R---\ |
>Southwest Research Institute | I | | "The Martian canals were the
>San Antonio, Texas USA \----/ | Martians' last ditch effort."
>
Hi,
I'm a new subscriber to Doom Editing, can someone explain to me, or tell where I can find the instructions for the Special FX metioned above? THNX in advance!
Vorticon
Dennis Nabieszko

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

End of doom-editing-digest V1 #369
**********************************

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