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Doom Editing Digest Vol. 01 Nr. 378
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #378
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 14 August 1995 Volume 01 : Number 378
Re: Revenant's missiles
Wolfenstein port to OS/2
New DHE with code pointers
Re: Quake specs
Re: New DHE with code pointers
Re: Revenant's missiles
Re: Quake specs
Re: New DHE with code pointers
Re: Revenant's missiles
Re: Quake specs
Re: Quake specs
----------------------------------------------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sat, 12 Aug 95 21:23:21 EDT
Subject: Re: Revenant's missiles
According to LummoxJR@AOL.COM:
>
> I imagine Doom II is acceptable discussion. :)
> I almost hate to reply publicly (everyone else is, and it's driving me nuts),
> but this makes good public discussion.
> I *believe* code pointers have something to do with what makes a missile home
> in on someone, though I can't say for sure. Believe it or not, I've never
> played Doom II.
> Greg Lewis's DeHackEd will edit frames and stuff, and soon he will release
> DHE 2.5, which will include code pointer support. So maybe you can get some
> things to act like a missle by editing the EXE.
> It's just a guess. Hope it helps.
After getting me free copy of The DOOM Companion from SAMS
(finally), I found out that Code Pointers doesn't do much.
Maybe this is one of those things it does do. If so, how do I
use the code pointers?
Also, I though 2.3 was Greg's last version (it said so in the
docs), maybe he changed his mind. After all, who could stay
away from hacking at such an awesome game!
Yeah, finally made my first dehacked patch!
- - Chaingun Dudes fire plasma bursts (deadly as hell)
- - Arachnotrons are truely spider demon miniatures now (chaingun)
- - Rockets converted to Revenant's missiles.
- - Plasma gun fires rapid bursts of those same missiles (deadly
in deathmatch)
- - Imps fire those missiles also (it looks cool!)
* reason for the 'excessive' use of those missiles is because
they're cool!
Question, anybody know why a rocket set to 0 speed becomes an
irrelevant part of the game. Normal game play progresses as if
those 'mines' weren't there. However, when I set the speed to
1, it works fine.
- --
- ------------------------------------------------------------------------
| 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: Sat, 12 Aug 95 23:43:09 -0500
Subject: Wolfenstein port to OS/2
Anybody want to port Wolfenstein 3D to OS/2 Warp using the DIVE toolkit?
Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: LummoxJR@AOL.COM
Date: Sun, 13 Aug 1995 01:11:50 -0400
Subject: New DHE with code pointers
etang@pen.k12.va.us (Erwen L. Tang) wrote:
>After getting me free copy of The DOOM Companion from SAMS
>(finally), I found out that Code Pointers doesn't do much.
>Maybe this is one of those things it does do. If so, how do I
>use the code pointers?
>
>Also, I though 2.3 was Greg's last version (it said so in the
>docs), maybe he changed his mind. After all, who could stay
>away from hacking at such an awesome game!
Code pointers do a lot, in fact; they are what determines frame behavior.
Previous versions of DeHackEd were actually editing the frame table data,
which does nothing; apparently that data mirrors the real code pointers used
by the game, and they may be copied over to the frame data during
initialization. Greg recently (at most 2 weeks ago) told me that the real
code pointers occurred early in the EXE file, and the next day I figured out
how to find them, and I passed the information on to Greg, who's now using it
in the next version. It's been exciting.
DHE 2.4 was the latest version I am aware of, although I have only used up to
2.3.
I am currently beta testing DHE 2.5 (3.0?) for Greg, and so far it does
indeed work well. There is a new screen specifically for editing code
pointers, though the old frame data code pointers are still useless (just
don't change them from 0 to nonzero or vice-versa).
Apparently DHE 2.5 (3.0?) may also support the amount of increase received by
grabbing health/armor bonuses. This all depends on how soon Greg can get
information from a hacker in England who's even better than I am. (The BFG
9000 still uses 40 shots, and no headway has been made in that department.)
This menu, if it exists, will be side-by-side with the weapon editor.
Also in the weapon editor is a cheat codes window. You will be able to change
the cheat codes. Really! I've already used this feature to change Doom's
annoying "idspispopd" into Doom II's simpler "idclip". Works like a charm.
For more information on what I expected to be in the new DHE (before I got
the beta copy, so some stuff is missing), and to find out more about the uses
of code pointers, check out my DeHackEd Grab Bag page on the Web:
http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html
Just don't ask me for a copy of the beta. Ask Greg.
------------------------------
From: DRCJ@aol.com
Date: Sun, 13 Aug 1995 03:03:08 -0400
Subject: Re: Quake specs
Hello
I am a die hard Doomer. I was kind of disapointed that ID didn't have a
booth at Gen-Con in Milwaukee. Please, please, please let QUAKE work on my
486 DX2/50 with 8 RAM. I don't want to have to up grade my mother board for
a game- my wife will kill me!!!
DRCJ
DRCj@aol.com
------------------------------
From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Sun, 13 Aug 1995 21:36:55 +1000 (GMT+1000)
Subject: Re: New DHE with code pointers
On Sun, 13 Aug 1995 LummoxJR@AOL.COM wrote:
> etang@pen.k12.va.us (Erwen L. Tang) wrote:
>
> >After getting me free copy of The DOOM Companion from SAMS
> >(finally), I found out that Code Pointers doesn't do much.
> >Maybe this is one of those things it does do. If so, how do I
> >use the code pointers?
> >
> >Also, I though 2.3 was Greg's last version (it said so in the
> >docs), maybe he changed his mind. After all, who could stay
> >away from hacking at such an awesome game!
>
> Code pointers do a lot, in fact; they are what determines frame behavior.
> Previous versions of DeHackEd were actually editing the frame table data,
> which does nothing; apparently that data mirrors the real code pointers used
> by the game, and they may be copied over to the frame data during
> initialization. Greg recently (at most 2 weeks ago) told me that the real
> code pointers occurred early in the EXE file, and the next day I figured out
> how to find them, and I passed the information on to Greg, who's now using it
> in the next version. It's been exciting.
> DHE 2.4 was the latest version I am aware of, although I have only used up to
> 2.3.
> I am currently beta testing DHE 2.5 (3.0?) for Greg, and so far it does
> indeed work well. There is a new screen specifically for editing code
> pointers, though the old frame data code pointers are still useless (just
> don't change them from 0 to nonzero or vice-versa).
> Apparently DHE 2.5 (3.0?) may also support the amount of increase received by
> grabbing health/armor bonuses. This all depends on how soon Greg can get
> information from a hacker in England who's even better than I am. (The BFG
> 9000 still uses 40 shots, and no headway has been made in that department.)
> This menu, if it exists, will be side-by-side with the weapon editor.
> Also in the weapon editor is a cheat codes window. You will be able to change
> the cheat codes. Really! I've already used this feature to change Doom's
> annoying "idspispopd" into Doom II's simpler "idclip". Works like a charm.
> For more information on what I expected to be in the new DHE (before I got
> the beta copy, so some stuff is missing), and to find out more about the uses
> of code pointers, check out my DeHackEd Grab Bag page on the Web:
>
> http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html
>
> Just don't ask me for a copy of the beta. Ask Greg.
>
Ok.. where is greg ? :P
______________________________________________________________________________
Christoher Voutsis
Email: s337239@student.uq.edu.au
IRC: Pandion (after 9pm most nights :)
- ------------------------------------------------------------------------------
------------------------------
From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Sun, 13 Aug 1995 21:35:01 +1000 (GMT+1000)
Subject: Re: Revenant's missiles
On Sat, 12 Aug 1995, Erwen L. Tang wrote:
> According to LummoxJR@AOL.COM:
> >
> > I imagine Doom II is acceptable discussion. :)
> > I almost hate to reply publicly (everyone else is, and it's driving me nuts),
> > but this makes good public discussion.
> > I *believe* code pointers have something to do with what makes a missile home
> > in on someone, though I can't say for sure. Believe it or not, I've never
> > played Doom II.
> > Greg Lewis's DeHackEd will edit frames and stuff, and soon he will release
> > DHE 2.5, which will include code pointer support. So maybe you can get some
> > things to act like a missle by editing the EXE.
> > It's just a guess. Hope it helps.
>
> After getting me free copy of The DOOM Companion from SAMS
> (finally), I found out that Code Pointers doesn't do much.
> Maybe this is one of those things it does do. If so, how do I
> use the code pointers?
>
> Also, I though 2.3 was Greg's last version (it said so in the
> docs), maybe he changed his mind. After all, who could stay
> away from hacking at such an awesome game!
>
> Yeah, finally made my first dehacked patch!
> - Chaingun Dudes fire plasma bursts (deadly as hell)
> - Arachnotrons are truely spider demon miniatures now (chaingun)
Hmm swap the chaingun and arachnotron things ??
> - Rockets converted to Revenant's missiles.
Does that mean they lock ?? If so i want it !!
> - Plasma gun fires rapid bursts of those same missiles (deadly
> in deathmatch)
Excessive ??
> - Imps fire those missiles also (it looks cool!)
hmm
> * reason for the 'excessive' use of those missiles is because
> they're cool!
>
> Question, anybody know why a rocket set to 0 speed becomes an
> irrelevant part of the game. Normal game play progresses as if
> those 'mines' weren't there. However, when I set the speed to
> 1, it works fine.
>
I can make mines by making a barrel invis and invuln (hmm, maybe not) and
walkthru, then making a player teleport onto it (therefore exploding it).
Anyways by clever linedef placement around the 'mines' you have
minefields. Changing the teleflash to a flame thing makes the illusion
complete :)
> --
> ------------------------------------------------------------------------
> | 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 | | |
> ------------------------------------------------------------------------
>
Reply soon -
______________________________________________________________________________
Christoher Voutsis
Email: s337239@student.uq.edu.au
IRC: Pandion (after 9pm most nights :)
- ------------------------------------------------------------------------------
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 13 Aug 95 10:20:14 EDT
Subject: Re: Quake specs
According to DRCJ@aol.com:
>
> Hello
>
> I am a die hard Doomer. I was kind of disapointed that ID didn't have a
> booth at Gen-Con in Milwaukee. Please, please, please let QUAKE work on my
> 486 DX2/50 with 8 RAM. I don't want to have to up grade my mother board for
> a game- my wife will kill me!!!
Me too, please please let it work on my 486 DX2/50 w/ 8 RAM.
- --
- ------------------------------------------------------------------------
| 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: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 13 Aug 95 10:15:56 EDT
Subject: Re: New DHE with code pointers
According to LummoxJR@AOL.COM:
>
> Previous versions of DeHackEd were actually editing the frame table data,
> which does nothing; apparently that data mirrors the real code pointers used
> by the game, and they may be copied over to the frame data during
> initialization. Greg recently (at most 2 weeks ago) told me that the real
> code pointers occurred early in the EXE file, and the next day I figured out
> how to find them, and I passed the information on to Greg, who's now using it
> in the next version. It's been exciting.
Is there going to be an explanation on how to use the real code
pointers?
> DHE 2.4 was the latest version I am aware of, although I have only used up to
> 2.3.
My mistake. I thought I had v2.3, but I actually have 2.4.
> Apparently DHE 2.5 (3.0?) may also support the amount of increase received by
> grabbing health/armor bonuses. This all depends on how soon Greg can get
> information from a hacker in England who's even better than I am. (The BFG
> 9000 still uses 40 shots, and no headway has been made in that department.)
> This menu, if it exists, will be side-by-side with the weapon editor.
Anything on the other impossibilities? Such as explosion
radius?
> http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html
I'll check it out.
- --
- ------------------------------------------------------------------------
| 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: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sun, 13 Aug 95 10:27:16 EDT
Subject: Re: Revenant's missiles
According to Pandion-Knight:
> > Yeah, finally made my first dehacked patch!
> > - Chaingun Dudes fire plasma bursts (deadly as hell)
> > - Arachnotrons are truely spider demon miniatures now (chaingun)
>
> Hmm swap the chaingun and arachnotron things ??
Yeah, the Chaingun Dudes are deadly now. Map03 at uv is
hard!!!!
> > - Rockets converted to Revenant's missiles.
>
> Does that mean they lock ?? If so i want it !!
I'm trying to figure how to do that now. I think it was this
post or another where I asked the question what makes the
missile home. Once I figure that out, expect a patch pretty
soon like HOMEMSLE or something.
> > - Plasma gun fires rapid bursts of those same missiles (deadly
> > in deathmatch)
> Excessive ??
> > - Imps fire those missiles also (it looks cool!)
> hmm
I think so, but they look better than the fireballs or the
rockets. I love the smoke trails.
> > Question, anybody know why a rocket set to 0 speed becomes an
> > irrelevant part of the game. Normal game play progresses as if
> > those 'mines' weren't there. However, when I set the speed to
> > 1, it works fine.
>
> I can make mines by making a barrel invis and invuln (hmm, maybe not) and
> walkthru, then making a player teleport onto it (therefore exploding it).
> Anyways by clever linedef placement around the 'mines' you have
> minefields. Changing the teleflash to a flame thing makes the illusion
> complete :)
Yes, I think that works. But I'm trying to figure out how to
turn rockets into mines. The dhefun file said all I had to do
was to set the rocket speed to 0. But when I did that, the
game kinda ignored that the rockets were there floating in the
air. Enemies walk through them as if they weren't there.
- --
- ------------------------------------------------------------------------
| 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: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 13 Aug 1995 11:26:20 EDT
Subject: Re: Quake specs
"Erwen L. Tang" <etang@pen.k12.va.us> ,in message <199508131420.KAA118162@pen2.
pen.k12.va.us>, wrote:
> Me too, please please let it work on my 486 DX2/50 w/ 8 RAM.
And please make a weather simulation that runs on my Atari 2600. I don't
want to have to upgrade to a supercomputer just to forecast the weather.
Fuckin twinks. It can kick ass and push the envelope or it can work on
your outdated machines. You are SOL.
(I have a DX 2/66. I'll probably be buying a pentium in the near future...)
------------------------------
From: LummoxJR@AOL.COM
Date: Sun, 13 Aug 1995 11:48:04 -0400
Subject: Re: Quake specs
Don't worry, everyone. It will run on a 486/DX250 with 8M ram.
How do I know?
Because I own a 486DX-33 with 8M ram, and I'm positive it will work on mine.
Why shouldn't it?
Anyway, both processors are just under the current low end standard
(486/DX266), and they're still pretty fast. It's the ram that can be a
problem. 8M should work fine, and Quake will probably run on 4M, though
that's probably pushing it.
Trust me. Shareware authors, no matter how popular, still have to cater to
the broadest user base possible. Not everyone has a 586.
Lummox JR
------------------------------
End of doom-editing-digest V1 #378
**********************************