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Doom Editing Digest Vol. 01 Nr. 368

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

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #368
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 3 August 1995 Volume 01 : Number 368

Re: Help with nodes!!!
Re: multi-fire shotgun
Idea: Level editor with integrated difficulty support?
Re: How Much Stuff - Revisited

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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Wed, 02 Aug 1995 14:31:42 -0400 (EDT)
Subject: Re: Help with nodes!!!

On Wed, 2 Aug 1995, Robert Fenske Jr wrote:

> [tale of BSP crashing ...]
> WARM v1.4 will ignore zero-length lines and shouldn't crash on a
> WAD with such overlapping vertices.
>
WARM is one I have not tried yet... I will do so today, and hope I don't
have to move every around to see if it overlaps! What a pain! :)

Arek.




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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Wed, 2 Aug 1995 15:07:33 -0500 (CDT)
Subject: Re: multi-fire shotgun

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):
>
> set duration of frames 21,22 and 29 to 1
> set the next frame # of frame 22 to 29
>
> All I end up with is god-pounding fully automatic pump... not exactly what
> I'm after. Anyone know how to do this or is there a Doom-hack group that
> deals with this?
>
> 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.

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

From: perse@europa.com (Alien 2)
Date: Wed, 2 Aug 95 13:37 PDT
Subject: Idea: Level editor with integrated difficulty support?

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?

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

From: Mark Merner <mrm@execpc.com>
Date: Wed, 2 Aug 1995 16:55:50 -0500 (CDT)
Subject: Re: How Much Stuff - Revisited

please UUencode or file attach to me here:

mrm@execpc.com

your "how much stuff" program. thanks a bunch.


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

End of doom-editing-digest V1 #368
**********************************

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