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Doom Editing Digest Vol. 01 Nr. 363

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #363
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 30 July 1995 Volume 01 : Number 363

Re: Sky problem
Re: Sky problem
Re: Sky problem
Re: LMPs in and out of WADs
Re: Sky problem
Re: Special effects
Re: Sky problem
Bounce thing with dehacked ?
Re: Sky problem
Re: Sky problem

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

From: mustaine@usa.net (Tom Mustaine)
Date: Fri, 28 Jul 1995 18:19:36 -0600
Subject: Re: Sky problem

>On Thu, 27 Jul 1995, J. Kugelman wrote:
>
>> I think I've found a bug in DOOM ][ (might have been posted while
>> ago b4 I came). I'm working on an episode which go with the plot that
>> you escape to earth after level 11, and the sky changes to a city.
>> But if I beat level 11 and continue to level 12, the sky does not
>> change. It stays as a cloudy sky. If I warp there, it's the city
>> sky. what's happening?

Hmmmm

>Y'know, I just noticed this `jeez-how-could-they-let-this-one-slip-by?!'
>bug, which is (as far as I know) limited to version 1.9, a couple of days
>ago. (Been doing the `edit-warp-edit-warp-edit-warp' routine for so
>long...) As far as I can tell, if you start playing Doom II from any level
>to the end, the sky will never change! And this is in the `final' version
>1.9, too! (I know that programming this game must have itself been
>hellish, but come *on*...)

Uhhh...I think some of you got a REALLY screwed D2 1.9 patch if that is the
case. I have played though D2 1.9 totally, and the skys change just fine.
Including the 11, 12 thing.

<( Tom Mustaine - Paradox - TWM2029 )>
<( IRC: Paradox2, Mustaine )>



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

From: "J. Kugelman" <kugelman@news1.mnsinc.com>
Date: Fri, 28 Jul 95 22:16:51 PDT
Subject: Re: Sky problem

I never noticed it before, and I know I've got a good version
because I've DMed with other people with 1.9 I never noticed it
either, when I used to play at 1.7a before I upgraded to play someone
else. It's buggin me, too. %-|

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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Fri, 28 Jul 1995 23:10:59 -0400 (EDT)
Subject: Re: Sky problem

> >long...) As far as I can tell, if you start playing Doom II from any level
> >to the end, the sky will never change! And this is in the `final' version
> >1.9, too! (I know that programming this game must have itself been
> >hellish, but come *on*...)
>
> Uhhh...I think some of you got a REALLY screwed D2 1.9 patch if that is the
> case. I have played though D2 1.9 totally, and the skys change just fine.
> Including the 11, 12 thing.
>
> <( Tom Mustaine - Paradox - TWM2029 )>
> <( IRC: Paradox2, Mustaine )>
>
>
Tom, I think he means is you IDCLEV to any level, then play to the end,
the sky won't change. I have noticed the same thing, and I'm sure my copy
of D2 is not screwed up in the same way!

Anyway, to answer the orginal post: If you play your episode
starting with level one, the sky will change just fine after 11.

Arek.




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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Fri, 28 Jul 1995 23:18:30 -0500 (CDT)
Subject: Re: LMPs in and out of WADs

On Fri, 28 Jul 1995 Phunnel@AOL.COM wrote:

> I am having a similar problem. I am creating a Wad in which I want to have a
> demo be part of the play. When a player destroys a certain monster, I want
> to autostart a Lmp so what you see is a cutsene of sorts. I can't sem to
> figure out how to do this. I am sorry if this is a newbie question or has
> been covered before.
>

I'm afraid such a task is impossible, unless the player ran the LMP
separately, after he destroyed the monster. You can't have an LMP
automatically start like that.

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

From: mustaine@usa.net (Tom Mustaine)
Date: Sat, 29 Jul 1995 01:03:38 -0600
Subject: Re: Sky problem

>
>> >long...) As far as I can tell, if you start playing Doom II from any level
>> >to the end, the sky will never change! And this is in the `final' version
>> >1.9, too! (I know that programming this game must have itself been
>> >hellish, but come *on*...)
>>
>> Uhhh...I think some of you got a REALLY screwed D2 1.9 patch if that is the
>> case. I have played though D2 1.9 totally, and the skys change just fine.
>> Including the 11, 12 thing.
>>
>Tom, I think he means is you IDCLEV to any level, then play to the end,
>the sky won't change. I have noticed the same thing, and I'm sure my copy
>of D2 is not screwed up in the same way!
>
> Anyway, to answer the orginal post: If you play your episode
>starting with level one, the sky will change just fine after 11.

Whoa, Take that back - I was mistaken. D2 1.9 does have a error in it, I
ran a demo that completes the entire game starting on 1 and let it run.
Once it got to level 12 - the Sky had not changed, or 13, or 14, all the way
to the last frickin levels with sky, it was the 1st sky texture. I think ID
needs to release a 2.0 with That fixed AND, they need to remove the "Q key
ends demo" feature as well. Many doomers use Q as a movement button, and
when doing a demo, It get really annoying haveing to Avoid Q.

<( Tom Mustaine )>
<( Keeper of things developed )>



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

From: Alden Bates <abates@central.co.nz>
Date: Sat, 29 Jul 1995 21:23:44 +1200 (NZST)
Subject: Re: Special effects

On Fri, 28 Jul 1995, Andrew Ariens wrote:

> At 05:18 AM 7/28/95 PST, you wrote:
> >Does anyone know how to get the special effects at the following http site to
> >work?
> >http://www.daimi.aau.dk/~hykkelbj/doom/special/index.html
>
> So far I have tried the "Deep Water Effect" and the "Door on top of lift".
> I haven't tried the invisible areas yet.

A side note, this is available on ftp.cdrom.com in (I think) the
/pub/idgames/docs directory as special10.zip, or something. There's the
WAD with it and everything.

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. The deep water, while nice to wade in, looks silly if
you're looking at someone wading in it. Ah well, it's a cool effect.
Other effect include buildings you can see over. (Well, actually the
walls are just 2sided linedefs with textures.), lowering stairs, and (the
coolest) a wierd effect with sairs lowering in the middle.

Alden Bates. (If you like special effects, you should get this.)

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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Sat, 29 Jul 95 03:12:32 PST
Subject: Re: Sky problem

M. Miller informs us:

> As far as I can tell, if you start playing Doom II from
>any level to the end, the sky will never change! And this is
>in the `final' version 1.9, too! (I know that programming this
>game must have itself been hellish, but come *on*...)


To check this out I made a flat plain with F_SKY for ceiling and
put an exit in front of the player start, then saved it out from MAP01-->30
and combined the maps in a pwad.
Starting in the normal way with NEW GAME I quickly ran thru' all levels,
getting SKY1 all the way.

Because this is a totally unreasonable 'bug' I did a couple unreasonable
experiments. Warping to MAP12 gave me SKY2, to MAP21 gave SKY3. Warping
back to MAP11 I exited to MAP12 to get SKY1 again, as expected, then I saved
it out and loaded the saved game to get SKY2. And breathed a sigh of
relief... Interesting bug. But not as deadly as I first supposed when
reading the original post.





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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Sat, 29 Jul 1995 23:31:23 +1000 (GMT+1000)
Subject: Bounce thing with dehacked ?

Hi, im a newbie to this post...

DEHACKED quiery....

anyway, I had an idea to do a rott like bounce thing for doom, by
modifying the archevile to only attack when close (no far-attack) and
making it invisible, and its attack (firea) invisible too. With zero
damage, and low player mass I think it'll work, short of a graphics hack
to make it look good...

so, um, anyone suggest modifications ?? I was wondering how the archevile
attack is linked to damage (since firea frame sequence can be run, say as
the teleport flash, yet it seems without damage inflicted at the end ?)

i would like a rocket launcher that blows ppl in the air too (like archevile)
but i dont know how the displacement-linkage operates. By the same
damage-sound-action-link to frame, how can i make the wolfenstien men
gunshots sound like pistol ? It seems to be linked to the frame number
somehow - i was trying to make an automatic trooper too.

Another idea - how can i link the bludxx and puffxx frames to rocket
attacks so enemies bleed when hit by rockets and walls puff when hit too ?

One last reqest - and its a long one - anyone have ANY idea how to make
men pick up weapons and use them (not just remove them from game ?)

Since im a newbie here.. if these requests are innapropriate, please
tell me ! (i dont want to look an idiot :)

Anyway, thanks in advance for your replies

Chris
<s337239@student.uq.edu.au>


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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Sat, 29 Jul 1995 13:43:20 -0400 (EDT)
Subject: Re: Sky problem

On Sat, 29 Jul 1995, Tom Mustaine wrote:

> >> Uhhh...I think some of you got a REALLY screwed D2 1.9 patch if that is the
> >> case. I have played though D2 1.9 totally, and the skys change just fine.
> >> Including the 11, 12 thing.
> >>
>
> Whoa, Take that back - I was mistaken. D2 1.9 does have a error in it, I
> ran a demo that completes the entire game starting on 1 and let it run.
> Once it got to level 12 - the Sky had not changed, or 13, or 14, all the way
> to the last frickin levels with sky, it was the 1st sky texture. I think ID
> needs to release a 2.0 with That fixed AND, they need to remove the "Q key
> ends demo" feature as well. Many doomers use Q as a movement button, and
> when doing a demo, It get really annoying haveing to Avoid Q.
>
> <( Tom Mustaine )>
> <( Keeper of things developed )>
>
>

Sorry... I forgot the :) after my statement.... and yes I agree that ID
should put out a new version, but I'd also like to see them concentrating
their efforts of newer and better stuff!

Arek.




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

From: avatar@laser.net (Mackey McCandlish)
Date: Sat, 29 Jul 1995 19:12:08 +0500
Subject: Re: Sky problem

>Because this is a totally unreasonable 'bug' I did a couple unreasonable
>experiments. Warping to MAP12 gave me SKY2, to MAP21 gave SKY3. Warping
>back to MAP11 I exited to MAP12 to get SKY1 again, as expected, then I saved
>it out and loaded the saved game to get SKY2. And breathed a sigh of
>relief... Interesting bug. But not as deadly as I first supposed when
>reading the original post.

I brought this to everyone's attention awhile back (topic, "The
Mysterious RSky" and yes it IS more than just an annoying bug. One of my
pwads, Avatar2, makes use of a special Rsky2 (but starts on map08, an rsky1
level). This means to play map12 to its full potential you have to warp
there (not good for a dmatch level). Fixing this bug would be nice, but id
said they aren't touching the game again.
-*The Avatar*-
_Avatar_ on IRC. Mackey McCandlish.
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!


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

End of doom-editing-digest V1 #363
**********************************

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