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Doom Editing Digest Vol. 01 Nr. 438
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #438
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 9 October 1995 Volume 01 : Number 438
Re: Win95=Quake, etc.
Re: Win95=Quake, etc.
Re: Hexen extraction info
Re: Win95=Quake, etc.
hexdemo bugs
hexen things
Re: Win95=Quake, etc.
Re: Win95=Quake, etc.
Tracer fire (my effort)
Re: hexdemo bugs
Re: hexen things
Re: hexdemo bugs
----------------------------------------------------------------------
From: d.moeller@rendsburg.netsurf.de (Denis)
Date: Sun, 8 Oct 1995 02:42:22 +0100
Subject: Re: Win95=Quake, etc.
Hi!
>Anyone know of any Win95 DOOM Editors, besides the WAD Authoring Tools.
No.
>Is id planning on making Quake a Win95 game, or just DOS.
DOS, Linux, [...], Win95.
>Auf Weidersehen.
Wiedersehen - wenn, dann richtig. :)
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. []
[]------------ E-Mail: d.moeller@rendsburg.netsurf.de ------------[]
------------------------------
From: arnottsd@latcs1.lat.oz.au
Date: Sun, 8 Oct 1995 12:18:20 +1000 (EST)
Subject: Re: Win95=Quake, etc.
>
> Anyone know of any Win95 DOOM Editors, besides the WAD Authoring Tools.
>
> Is id planning on making Quake a Win95 game, or just DOS.
Word is that DOS first, then Win95 later, maybe OS/2 and linux
from what I have heard the way it is written (Quake) is in a
portable fashion and in no way dependent. Id expects to make
alot of money of this and want to get everybody in the act.
Expect a Nintendo version real soon too.
>
> Auf Weidersehen.
>
>
Shane
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 08 Oct 1995 11:33:00 EDT
Subject: Re: Hexen extraction info
If you're having trouble downloading hexen, there's a copy on
ftp.cis.ufl.edu in pub/staff/thoth/doom/
Jim Wraith <jim@kildare.demon.co.uk> ,in message <414@kildare.demon.co.uk>, wro
te:
> In your message dated Friday 6, October 1995 you wrote :
> >
> > On Fri, 6 Oct 1995, Jim Wraith wrote:
> >
> > > Okay... How do you guy's know so much about Hexen? If there is a beta:
> > > When? Where? Who? What? Why?
> >
> > since a few days ago.
> >
> > ftp://ftp.cdrom.com/pub/idgames/idstuff/hexen/hexdemo.zip
> >
> Yeah, I just noticed last night! It's a great game. This is getting out of
> hand, tho. It came out a few days ago, and you're already talking about hack
>> ing
> it! ;)
>
Well, I played it through with all characters in 4 hours. They won't
release the full thing till the 30th. What the hell else am I supposed to do?
I'm making a catalog of the sprites. If someone can decode the Things (I
heard they changed format) then I'll try to figure out the thing indices and
post a sprite correspondence.
Since the linedef changed size I'll be rehacking PFME using template
specialization to cope. This will take a while. Hopefully when I'm done
I'll get around to compiling an SGI port.
------------------------------
From: rapidcontrols@rapidnet.com (Asland)
Date: Sun, 8 Oct 1995 10:47:46 -0600
Subject: Re: Win95=Quake, etc.
>>
>> Anyone know of any Win95 DOOM Editors, besides the WAD Authoring Tools.
>>
>> Is id planning on making Quake a Win95 game, or just DOS.
>
> Word is that DOS first, then Win95 later, maybe OS/2 and linux
> from what I have heard the way it is written (Quake) is in a
> portable fashion and in no way dependent. Id expects to make
> alot of money of this and want to get everybody in the act.
> Expect a Nintendo version real soon too.
>
I heard no nintendo. Aparently id doesn't like the way Nintendo does
its games.(Censorship, etc...) But it will probably be out on 3DO and
other
higher end systems.
>>
>> Auf Weidersehen.
>>
>>
> Shane
>
>
>
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 08 Oct 1995 12:48:21 EDT
Subject: hexdemo bugs
I don't know where to send bugs, so I'll toss them out here in the hope
that people from Raven are watching. There is a chance they've already seen
these bugs reported, but maybe not.
Sometimes there are minor glitches in the display of the "Ethereal Travel"
plaque. A broken line of black appears off on the left side of the plaque.
In deathmatch in the seven portals, there are 4 auxiliary rooms which look
essentially the same. In normal play when you press the switch in the far
end of the room, it opens a door hiding a chaos serpent and another door
hiding either an ettin or a fire demon. In Deathmatch these doors are
already open, and throwing the switch causes the floor in front of the chaos
serpent to lower FURTHER, creating a pit (with HOM) in which the player can
become trapped if he isn't running.
While a fighter, I was activating a purple potion to heal myself. A little
sprite appeared in the bottom left corner of the screen (of a man running?).
Part of the sprite was erased by refreshes, the part in the "console" was not
erased. I think there were other effects in that corner for other characters
and actions which had a similar glitch.
I wish hexen had what my friend called mipmaps (multiple pixmaps, as quake
uses to prevent aliasing their textures at long range).
The levels seem pretty confined compared to doom. I think this contributes
to eye/brain strain for me.
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 08 Oct 1995 14:19:21 EDT
Subject: hexen things
It looks like the thing structure has doubled in size too. I count perhaps
10 short ints. This is a first guess based on things in MAP01
struct hexen_thing {
short unknown1;
short x, y;
short unknown_flag2
short unknown3;
short unknown4;
short type;
short mostly_zero5;
short mostly_zero6;
short zero7
};
Some of my guesses are hampered by the fact that the od (octal dump) that
comes with linux doesn't interpret the width spec properly. I'll be poking
around a little more once I rehack PFME to attempt interpretation a little
better.
------------------------------
From: vile@dazed.nol.net
Date: Sun, 8 Oct 1995 14:03:22 -0500
Subject: Re: Win95=Quake, etc.
>
> I heard no nintendo. Aparently id doesn't like the way Nintendo does
>its games.(Censorship, etc...) But it will probably be out on 3DO and
>other
> higher end systems.
From what I have heard, 3DO is almost an obsolete standard. But then again
what do I know? Anyway I agree nintendo totally hosed iD over on the wolf
port. I hope they continue to blackball them.
ArchVile
============================================================================
------------------------------
From: Andrew Ariens <ariens@sierra.net>
Date: Sun, 8 Oct 1995 12:12:38 -0700
Subject: Re: Win95=Quake, etc.
At 10:47 AM 10/8/95 -0600, you wrote:
> I heard no nintendo. Aparently id doesn't like the way Nintendo does
>its games.(Censorship, etc...) But it will probably be out on 3DO and
Then why did id make Doom for the SNES, and why are they going to make a new
version of Doom (Doom 3?) for the upcoming Ultra64?
- --
_______
Andrew Ariens | |
| |
<ariens@sierra.net> | * |
|Fallon,|
\ NV|
-=-=-=-= Powered By Windows 95!!! =-=-=-=- \ |
\ |
\ _|
\|
------------------------------
From: Julian Peterson <julianp@atlas.otago.ac.nz>
Date: Mon, 9 Oct 1995 09:03:52 +1300 (NZDT)
Subject: Tracer fire (my effort)
I have made an attempt to get tracer to work, goes ok but doesn't look
right on account of me not wanting to replace any sprites, someone else
can if they want, tho that it a bit excessive.
I'm interested in any other way to do it, especially if someone can get
the tracer moving faster, and still behave properly.
well here is the dehacked patch:
- ----
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 21
Patch format = 6
Thing 35 (Plasma Bullet)
Alert sound = 1
Death frame = 93
Speed = 1966080
Missile damage = 2
Frame 52
Duration = 3
Next frame = 77
Frame 53
Duration = 3
Frame 74
Sprite number = 7
Frame 75
Sprite number = 7
Frame 76
Sprite number = 7
Frame 77
Sprite number = 7
Duration = 1
Next frame = 53
Frame 78
Sprite number = 7
Frame 79
Sprite number = 8
Frame 80
Sprite number = 8
Frame 107
Sprite number = 17
Frame 108
Sprite number = 17
Ammo 0 (Bullets)
Max ammo = 450
Per ammo = 15
- ----
later,
Julian. (julianp@atlas.otago.ac.nz)
------------------------------
From: Jim Davis <JAD7084@tntech.edu>
Date: Sun, 08 Oct 1995 15:33:30 -0500 (CDT)
Subject: Re: hexdemo bugs
> Sometimes there are minor glitches in the display of the "Ethereal Travel"
> plaque. A broken line of black appears off on the left side of the plaque.
That happens to me sometimes on the `saving game' plaque. Also, seemingly
at random, the game will drop to DOS with a Z_Alloc (I think) error when I
try to save/restore/ethereal travel.
Jim
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 08 Oct 1995 16:35:27 EDT
Subject: Re: hexen things
Robert Forsman <thoth@cis.ufl.edu> ,in message <199510081819.OAA00258@coast.cis
.ufl.edu>, wrote:
>
> It looks like the thing structure has doubled in size too. I count perhaps
> 10 short ints. This is a first guess based on things in MAP01
>
> struct hexen_thing {
> short unknown1;
> short x, y;
> short unknown_flag2
> short unknown3;
> short unknown4;
> short type;
swap those two. the short at offset 10 seems to be the thing type.
I have not found the byte that controls presence in deathmatch and for
various characters. I have decoded a number of thing types, but I am having
difficulty determining the codes for various decorations and superweapon
components because I have one machine and zero photographic memories. A
couple of these could be wrong.
thing 1 {player 1 start} Start 16 PLAY 0
thing 2 {player 2 start} Start 16 PLAY 0
thing 3 {player 3 start} Start 16 PLAY 0
thing 4 {player 4 start} Start 16 PLAY 0
thing 11 {deathmatch start} Start 16 PLAYF2F8 0
thing 30 {porkalator} Artifact 20 PORK 0
thing 31 {Chaos Serpent} Monster 32 DEMN 1
thing 32 {flame mask} Artifact 10 ASK2 0
thing 48 {stalag* bars} Impediment 16 SGMP 1
thing 53 {Frost Shards} Weapon 16 WMCS 0
thing 81 {crystal vial (blue)} Bonus 20 PTN1 0
thing 82 {crystal flask (purple)} Bonus 16 PTN2 0
thing 83 {wings of wrath} Artifact 16 SOAR 0
thing 84 {icon of the defender} Artifact 16 INVU 0
thing 85 {Silver shield} Bonus 16 SHLD 0
thing 86 {power book} Artifact 16 PWBK 0
thing 104 {large pot} Impediment 16 POT1 1
thing 105 {medium pot} Impediment 16 POT2 1
thing 106 {small pot} Impediment 16 POT3 1
thing 122 {blue mana} Bonus 20 MAN1 0
thing 124 {green mana} Bonus 20 MAN2 0
thing 1404 {stain-glass window} Impediment 32 _ 1
thing 3001 {door pivot} Decoration 8 _ 0
thing 8000 {flechette} Artifact 20 PSBG 0
thing 8004 {green key} Key 20 KEY5 0
thing 8005 {body armor} Bonus 20 ARM1 0
thing 8006 {shield} Bonus 20 ARM2 0
thing 8007 {platinum helmet} Bonus 20 ARM3 0
thing 8008 {amulet of warding} Bonus 20 ARM4 0
thing 8010 {Timon's Axe} Weapon 20 FAXE 0
thing 8068 {fir tree} Impediment 32 XMAS 1
thing 9013 {teleporter target} Start 32 TELE 1
thing 10030 {Ettin} Monster 16 ETTN 1
thing 10060 {Fire Demon} Monster 16 FDMN 1
thing 10110 {repulsion device} Artifact 16 BLST 1
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Sun, 8 Oct 1995 18:10:56 -0400 (EDT)
Subject: Re: hexdemo bugs
On Sun, 8 Oct 1995, Jim Davis wrote:
> > Sometimes there are minor glitches in the display of the "Ethereal Travel"
> > plaque. A broken line of black appears off on the left side of the plaque.
> That happens to me sometimes on the `saving game' plaque. Also, seemingly
> at random, the game will drop to DOS with a Z_Alloc (I think) error when I
> try to save/restore/ethereal travel.
Another bug I've noticed was when, as I was strafing out of the way of
those spinning fireball-shooting walls on level one, the game crashed
with `bad v_drawpatch', I believe.
(Anyone know a more appropriate list for this than this editing list?)
Matthew Miller -- rmiller@infinet.com
------------------------------
End of doom-editing-digest V1 #438
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