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Doom Editing Digest Vol. 01 Nr. 388

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #388
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 23 August 1995 Volume 01 : Number 388

Re: Sky texture warping
Re: Un-hacking doom?
Re: Graphic editing
Re: Projectile lay with projectile and b
Re: Projectile lay with projectile and b
Re: Sky texture warping (long)
Sky warping solved
Projectile jr....
Re: player 1-4 attributes
Re: Sky texture warping (long)
Re: Sky texture warping (long)

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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Mon, 21 Aug 95 15:56:03 PST
Subject: Re: Sky texture warping

If you guys are interested in some numbers, out of curiosity I made a sky
with 1 pixel wide vertical stripes evenly spaced 16 pixels apart and then
measured the distance in doom on my 14" screen. In 64ths of an inch the
distances between stripes was:

57,49,41,39,34,32,30,30,30,30,31,33,36,41,46,52

This verifies Greg's statement, the stripes at the edges of the screen are
almost exactly twice as wide as those in the middle. The numbers are a bit
odd because of screen distortions, I think. Kinda like the sky was mapped
onto a dome...


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

From: LummoxJR@AOL.COM
Date: Mon, 21 Aug 1995 21:43:06 -0400
Subject: Re: Un-hacking doom?

mshea@freenet.calgary.ab.ca wrote:

> Forgive this if it's a Hopeless Newbie[tm] question, but how can
>you un-hack doom? I've tried to upgrade, but it says something like
>"this game has been modified, can't patch" or something like that. Is
>there anything, short of re-installation that I can do?

I had this same problem once after using and removing the Barney Doom patch
and then upgrading to Doom 1.2; I had to reinstall. The problem is that WAD
replacement may not recreate the originial WAD exactly as it was, and patches
look for specific pieces of that file. I'm leery of replacing graphics now,
just for that reason.
Unless you have a backup WAD, better reinstall.

Lummox JR
once bitten

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

From: Dave Worth <trilia@nmia.com>
Date: Mon, 21 Aug 1995 20:48:20 -0600 (MDT)
Subject: Re: Graphic editing

Heya,

Don't replace the f_sky texture, it is just a method of plotting the sky
and shows the sky texture for that episode or level. You want to replace
teh sky1, 2, or 3 graphics.

Hop i Helped.

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/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

On Mon, 21 Aug 1995, Erwen L. Tang wrote:

> Hello,
>
> I'm getting to the point where I want to mess with graphics.
> I guess I want to start off with figuring out how to work with
> the F_SKY texture. If anyone has sucessfully replaced this
> texture, please give me some help on where to start and what to
> watch out for.
>
> --
> ------------------------------------------------------------------------
> | 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. |
> ------------------------------------------------------------------------
>

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

From: VGCB02A@prodigy.com (MR WESLEY N FREDRICK)
Date: Tue, 22 Aug 1995 04:11:49 EDT
Subject: Re: Projectile lay with projectile and b

>hit the wall. (just a thought, it would be neat to have a missle that >spits
>another one out the front every 1/2 second or so going a a slightly higher
>speed then the original, and that one would spit a missle out the front
>etc.)

Don't anybody execute my character if this is stupid, but if a rocket could
essentially fire another rocket, couldn't a new monster be made that shoots
floating droids that home in on the player and shoot some other kind of
projectile? I think this would be interesting if it could be done. I
haven't gotten very deep into dehacked, so I don't know for sure.


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 22 Aug 1995 08:29:16 EDT
Subject: Re: Projectile lay with projectile and b

VGCB02A@prodigy.com (MR WESLEY N FREDRICK) ,in message <013.00193859.VGCB02A@pr
odigy.com>, wrote:

> Don't anybody execute my character if this is stupid, but if a rocket could
> essentially fire another rocket, couldn't a new monster be made that shoots
> floating droids that home in on the player and shoot some other kind of
> projectile?

Give lost souls a projectile weapon. The Pain Elemental would then be your
monster. I don't know if this is actually possible, however.

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

From: Steve McCrea <sm@eng.cam.ac.uk>
Date: Tue, 22 Aug 1995 13:51:27 BST
Subject: Re: Sky texture warping (long)

Greg Lewis wrote:
>
> > The funny thing is that you have to do a more complicated calculation
> > to determine sky texture column indices if you want the sky to do the
> > same "warping" (else you are using the viewing angle and have a
> > "non-warping" sky).
>
> Hmmm, that's the strange thing. Why do extra calculations to warp the
> sky texture, when it would seem to be easier just to take a 320 by x
> texture and slap it up on the screen, with an offset determined by the
> current player's angle.
>
If you turn on the spot, watch how the sky and walls line up column for
column.

Steve.

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

From: LummoxJR@AOL.COM
Date: Tue, 22 Aug 1995 11:14:52 -0400
Subject: Sky warping solved

I told you all already- it's really simple:

Someone mentioned that walls are left warped- they're not. But the spherical
aberration correction that "unwarps" them is not done on the sky texture- I
don't think it's done on any ceiling/floor textures (check out a "tiled"
ceiling closeup across a large room and see for yourself).
Please, no more useless banter. I'm not the only one to have come up with the
same answer. :D

Lummox JR
all her fault

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

From: LummoxJR@AOL.COM
Date: Tue, 22 Aug 1995 11:14:49 -0400
Subject: Projectile jr....

VGCB02A@prodigy.com writes:

>Don't anybody execute my character if this is stupid, but if a rocket could
>essentially fire another rocket, couldn't a new monster be made that shoots
>floating droids that home in on the player and shoot some other kind of
>projectile? I think this would be interesting if it could be done. I
>haven't gotten very deep into dehacked, so I don't know for sure.

That's essentially how projectiles fire other projectiles- they fire a
"ghost" of the monster that fired them, which in turn fire other "ghosts".
With the new code pointer editing in DHE 3.0, it should be possible to do
this a bit more gracefully.
As to your suggestion, yes- that's entirely possible. Either use the pain
elemental attack frame (711) or its code pointer to shoot out lost souls,
then edit the lost souls so that they act the way you want. It would be
something like:

Patch for Doom I only (replaces a Doom II frame)
1. Copy imp (thing 12) data to lost souls (thing 19).
2. Change original imp's far attack frame to 711.
3. Change the sprite # on frame 711, change its duration to 0, and it's next
frame to 452 (the original imp attack frame).

Now, whenever an imp attacks from far away, it will spawn out another imp and
a fireball. When those spawned imps attack, they should behave like regular
imps.
To do this patch (usable in Doom II) in the upcoming release of DHE 3.0:

Alter lost soul's stats and sprites to taste.
Frame 454 (imp attack):
Code pointer: Frame 711
Frame 590 (lost soul charge):
Code pointer: Frame 454

Much simpler, no? This makes imps shoot lost souls, lost souls shoot
fireballs. Both will not fire, but scratch, if you are close by (a
side-effect of most projectile-firing monsters).

Lummox JR
DHE guru

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

From: mmathews@genesis.nred.ma.us
Date: Mon, 21 Aug 95 10:33:35 -0500
Subject: Re: 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?
>
> No, but I've tried with different deathmatch starts for different skills.
> Doesn't do anything, unfortunately.
>

I tried making a wad with different player starts for different skills. All I did was
create clones. So the only way for an editor to check for player starts and deathmatch
starts is to check the "type" and not the skill levels.


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

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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Tue, 22 Aug 95 13:41:21 PST
Subject: Re: Sky texture warping (long)

Steve McCrea wrote:
>> Hmmm, that's the strange thing. Why do extra calculations to warp the
>> sky texture, when it would seem to be easier just to take a 320 by x
>> texture and slap it up on the screen, with an offset determined by the
>> current player's angle.
>>
>If you turn on the spot, watch how the sky and walls line up column for
>column.

Interesting, so the player is always centered with the sky mapped on a
cylinder (not a sphere) 'out there' - and this's what gives the illusion of
distance. I guess Quake will map the sky onto a sphere.



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

From: wdwhitak@grissom.jpl.nasa.gov (William D. Whitaker)
Date: Tue, 22 Aug 95 16:34:49 PDT
Subject: Re: Sky texture warping (long)

Drake writes:
> Steve McCrea wrote:
> >> Hmmm, that's the strange thing. Why do extra calculations to warp the
> >> sky texture, when it would seem to be easier just to take a 320 by x
> >> texture and slap it up on the screen, with an offset determined by the
> >> current player's angle.
> >>
> >If you turn on the spot, watch how the sky and walls line up column for
> >column.
>
> Interesting, so the player is always centered with the sky mapped on a
> cylinder (not a sphere) 'out there'

Actually this should be expected, being that DOOM is column oriented. Nowhere
is a line or plane in the Z axis where X and Y are not constant: a cylinder
is natural. Whereas a sphere requires calculations the engine is not
designed to perform.

[SNIP]

-Bill

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

End of doom-editing-digest V1 #388
**********************************

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