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Doom Editing Digest Vol. 01 Nr. 395
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #395
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 30 August 1995 Volume 01 : Number 395
Re: (Fwd) Removing PAUSEs from LMPs?
Re: RCPT: Re: Data utility license ???
Re: (Fwd) Removing PAUSEs from LMPs?
Player camera...
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From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Tue, 29 Aug 95 06:54 GMT
Subject: Re: (Fwd) Removing PAUSEs from LMPs?
Hi!
>> I am wondering if anyone knows why these PAUSE removers aren't
>> working. Is it even possible to successfully remove PAUSE from LMPs and
>> have an LMP that matches the original, except missing the PAUSEs?
>> There seems to be some technical aspect of synchronization, that
>> prevents it from being possible to remove PAUSE from LMPs.
>> Or are the PAUSE remover utilities simply doing it wrong?
>> Is anyone an expert on removing PAUSE from LMPs, how to do it
>> successfully, and why it doesn't work if you do it wrong, or can explain
>> why it is impossible to do at all?
>I'm by all means no expert, in fact i've never done it. But i suspect
>that the pause remover will only work for certain versions of doom.
>The thing that gets screwed is, i believe, the (psuedo) random number
>generator, or its seed value. That's my extent of understanding.
No, I don't think so.
However, it's kinda Russian Roulette. Sometimes the Pause-deleter
work, sometimes not. The dying and respawning player is a typical
effect of messed LMPs...
One thing I like to recommend is: convert the LMP to the special
format of LmpUtil, delete the pauses yorself and convert the file
back. Maybe this will work...
cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []
------------------------------
From: "Stephen Heaslip" <sheaslip@ix.netcom.com>
Date: Tue, 29 Aug 1995 09:25:51 +0000
Subject: Re: RCPT: Re: Data utility license ???
> From: "C.D.Scott" <C.D.Scott@sheffield.ac.uk>
> To: doom-editing@nvg.unit.no
> Date: Mon, 21 Aug 1995 10:11:51 +0100
> Subject: RCPT: Re: Data utility license ???
> Priority: normal
> Reply-to: doom-editing@nvg.unit.no
> Confirmation of reading: your message -
>
> Date: 14 Jul 95 17:12
> To: doom-editing@nvg.unit.no
> Subject: Re: Data utility license ???
>
> Was read at 10:11, 21 Aug 95.
>
>
Thanks for sharing.
- --
See ya,
Steve (sheaslip@ix.netcom.com)
This .sig is Netscape enhanced!
(Blink... blink... blink...)
------------------------------
From: stiletto@psu.edu (Ryan Thomas Drake)
Date: Tue, 29 Aug 1995 12:57:15 -0400
Subject: Re: (Fwd) Removing PAUSEs from LMPs?
>Hi!
>
>>> I am wondering if anyone knows why these PAUSE removers aren't
>>> working. Is it even possible to successfully remove PAUSE from LMPs and
>>> have an LMP that matches the original, except missing the PAUSEs?
>>> There seems to be some technical aspect of synchronization, that
>>> prevents it from being possible to remove PAUSE from LMPs.
>>> Or are the PAUSE remover utilities simply doing it wrong?
>>> Is anyone an expert on removing PAUSE from LMPs, how to do it
>>> successfully, and why it doesn't work if you do it wrong, or can explain
>>> why it is impossible to do at all?
[Lots of speculation]
[begin: more speculation]
I am a LMP-editing addict, and from my experience, this is probably why your
LMP isnt working. I am assuming that you are recording a game with monsters
in it.
You see, the monsters actions are partially determined by what you do, and
partially determined by a function of time (in a manner of speaking) This
gives the monsters' actions a bit of random-ness. For instance, if you run
around the corner at gametick 300, the monster may turn and shoot. However,
at gametick 400, the monster may back up and shoot.
Now you have to consider, the only information stored in LMP's are YOU the
PLAYER'S movements/actions. Gameticks keep counting during a pause, so if you
take out that pause, you alter the gametick count.
For example: (numbers are gametics)
Original LMP Modified LMP
- ------------ ------------
0 START 0 START
1-299 [game play] 1-299 [game play]
300 pause on 300+ [continued game play]
301-398 no action
399 pause off
400 [continued game play]
Notice in the original LMP, you begin playing again at gametic 400, whereas
in the modified one (after removing the pause) you begin playing again at
gametic
300. This alters the entire game, for the monsters will behave diferently at
gametic 300 than at 400.
[end speculation]
If anyone has a clear-cut answer, let me know!
------------------------------
From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Mon, 28 Aug 95 18:33:00 +0100
Subject: Player camera...
I'm using dehacked and I'm trying to create a replay camera using a player thing
My idea is to cheat DooM into starting a two player cooperative game and then
when you wish to look at the room where the camera is located, you would just
press f12...
The cammera could even be constantly focosing on the player if it behaved like
a monster thing...
Could anybody give me some basic ideas... on how to do it...
I am also thinking about building some kind of "weapon camera" using a similar
idea...
This messie is for all you die-hard DeHackEd ans out there... (not that I'm
one of them)
Ciao,
__ __,
</'' /&v'r& --==>InterNet:jtavora@telepac.pt<==--
or...--==>joao.tavora@skyship.alce.pt<==--
... Tag line thievery ... On the next Geraldo!
___ Blue Wave/QWK v2.12
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End of doom-editing-digest V1 #395
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