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Doom Editing Digest Vol. 01 Nr. 443

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #443
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 13 October 1995 Volume 01 : Number 443

Re: Hexen, what else?
Re: Hexen extraction info
Re: Hexen extraction info
Re: Hexen extraction info

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

From: arnottsd@latcs1.lat.oz.au
Date: Thu, 12 Oct 1995 12:52:33 +1000 (EST)
Subject: Re: Hexen, what else?

>
> Question: Has anyone come up with a "hack" to allow multi-players with IP
> addresses in Hexen? As opposed to IPXSETUP, that is... Something along the
> line of IFRAG for Hexen... However, will IFRAG still work? I was told that
> IFRAG just reads the first line of a packet and shoots it through... I doubt
> hexen has changed that much...
>

Yeah works fine with IFRAG...just rename the hexen.exe to
heretic.exe and change your paths in ifrag.cfg and away u go...the only
thing is I haven't figured out the command line option for different
characters? -character 0,1,2 maybe...anyway ifrag works great weve been
playin it here at LTU for a couple of weeks now...


- -------------------------------** WIN95 **----------------------------------
Shane Arnott /
Bachelor of Computer Systems Engineering / ...Excuse me while I
Honours ("Optimization Techniques in VR Engines") / kiss the sky...
LaTrobe University, Bundoora, Victoria, Oztralia / - J.H.
- ------- DX4-100 -- 16MB -- 2xCDROM -- 1.5 GIG HDD -- Wingman Extreme -------

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

From: "Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Fri, 6 Oct 1995 10:46:42 MET-2DST
Subject: Re: Hexen extraction info

> In the lump section I found entries on "animdefs" and behavior -thought those
> were interesting.
- --
> Wintex 3.4 seemed to recognize all of the entries and put them into the right
> directories

Well, *each* level has a 'BEHAVIOR' entry. I guess (didn't try using
wintex myself) that the lump called BEHAVIOR you see is only the
'BEHAVIOR' of the last level. So wintex doesn't recognize all
entries but overwrites some... Take any program that produces a
listing of the wad directory to verify this.

Another difference: the level headers (MAP01 etc.) are no longer
empty 'tags' but actually contain data (12 bytes). And trying to load
a level in my homebrew level viewer gave a tremendous crash. Sniffing
around a bit in the wad file teached me that the LINEDEF entries were
no longer multiples of 14 bytes but multiples of 16 bytes. Clearly
there is an extra word in each linedef.

Anyone knows when the UDS (UHxS ?) are updated, I want to know what
these three changes (BEHAVIOR, MAPxy, and LINEDEF) mean...


Luc.





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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 12 Oct 1995 08:47:19 EDT
Subject: Re: Hexen extraction info

"Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl> ,in message <1529C0F041F@emelan.em
e.ele.tue.nl>, wrote:

> Another difference: the level headers (MAP01 etc.) are no longer
> empty 'tags' but actually contain data (12 bytes). And trying to load
> a level in my homebrew level viewer gave a tremendous crash.

I managed to crash my editor too, but it was a really stupid programming
error that never got exercised before.

> Sniffing
> around a bit in the wad file teached me that the LINEDEF entries were
> no longer multiples of 14 bytes but multiples of 16 bytes. Clearly
> there is an extra word in each linedef.

Well, things have doubled in size (to 20 bytes) too.

This is what I figured out before reality caved in my spare time:

struct thing {
short unknown1;
short x,y;
short unknown2;
short unknown3;
short type;
short unknown4, unknown5, unknown6, unknown7;
};

And I have deduced the following thing types. Be suspicious of anything that
isn't a visible object. I have certainly made mistakes, and probably mixed up
the various rock and stalactite sprite correspondences too.

I really need to get a second machine in my home office so I can
1) play deathmatch and see the extra things, and
2) so I can use PFME to view the level at the same time I explore it.

I suspect that some groups of things are different states of the same object
(lit/unlit torch), and some linedef triggers cause these objects to toggle
(MAP02, darkening rooms).

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 6 {small rock} Decoration 16 RCK1 0
thing 7 {medium rock} Decoration 16 RCK2 0
thing 9 {big rock} Decoration 16 RCK4 0

thing 10 {serpent staff} Weapon 16 WCSS 0

thing 11 {deathmatch start} Start 16 PLAYF2F8 0
thing 14 {teleporter target} Start 32 TELE 0
thing 16 {Quietus hilt} Weapon 8 WFR3 0

thing 28 {frayed stump} Decoration 16 STM1 0
thing 29 {burned stump} Decoration 16 STM2 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 33 torch Artifact 16 TRCH 0
thing 48 {stalag* bars} Impediment 16 SGMP 1
thing 49 {stalagmite} Impediment 16 SGM1 1
thing 50 {skinny stalagmite} Impediment 16 SGM2 1
thing 53 {Frost Shards} Weapon 16 WMCS 0
thing 54 {wall torch} Decoration 16 WLTR 0

thing 57 {short stalactite} Decoration 16 SLC3 0
thing 58 {tattered moss} Decoration 16 MSS1 0
thing 59 {moss} Decoration 16 MSS2 0

thing 61 {fred on a pole} Impediment 16 CPS1 1

thing 72 {statue on pedestal} Impediment 16 GAR2 1
thing 73 {frozen statue on pedestal} Impediment 16 STT3 1
thing 74 {statue on short pedestal} Impediment 16 STT4 1
thing 75 {frozen statue on short pedestal} Impediment 16 STT5 1
thing 77 {flag on a cross} Impediment 32 BNR1 1
thing 78 {right-leaning tree} Impediment 32 TRE4 1
thing 79 {left-leaning tree} Impediment 32 TRE4 1

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 89 {ice stalactite} Decoration 16 ICT1 0
thing 90 {ice stalactite} Decoration 16 ICT2 0
thing 91 {ice stalactite} Decoration 16 ICT3 0
thing 92 {ice stalactite} Decoration 16 ICT4 0
thing 93 {ice stalagmite} Decoration 16 ICM1 1
thing 94 {ice stalagmite} Decoration 16 ICM2 1
thing 95 {ice stalagmite} Decoration 16 ICM3 1
thing 96 {ice stalagmite} Gore 16 ICM4 1

thing 97 {large brown rock} Impediment 16 RKBL 1
thing 99 {squat grey rock} Impediment 16 RKBK 1

thing 102 {small rock with pebble} Decoration 16 RBL3 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 107 {centaur} Monster 16 CENT 1

thing 111 {blood pool} Gore 8 BDPL 0
thing 113 {blowing leaves} Decoration 8 LEF1 0
thing 116 {silver helix brazier} Impediment 16 TWTR 1
thing 117 {silver helix brazier} Impediment 16 TWTR 1

thing 122 {blue mana} Bonus 20 MAN1 0
thing 124 {green mana} Bonus 20 MAN2 0

thing 140 {teleporter fog} Decoration 32 TSMK 0

thing 1404 {stain-glass window} Impediment 32 _ 1
thing 1410 {bloodscourge tip} Weapon 16 WMS1 0
thing 3001 {door pivot} Decoration 8 _ 0
thing 3002 {door slam noise} Sound 8 _ 0
thing 8000 {flechette} Artifact 20 PSBG 0
thing 8004 {mystic urn} Artifact 20 SPHL 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 WFAX 0
thing 8020 {Ice Yeti} Monster 20 ICEY 1
thing 8030 {spiral key} Monster 20 KEY1 1
thing 8031 {small spiral key} Monster 20 KEY2 1
thing 8032 {axe key} Monster 20 KEY3 1
thing 8033 {fire key} Monster 20 KEY4 1
thing 8034 {green key} Key 20 KEY5 0
thing 8035 {lumpy key} Key 20 KEY6 0
thing 8036 {dog-chewed key} Key 20 KEY7 0
thing 8037 {blocky key} Key 20 KEY8 0
thing 8038 {swiss army key} Key 20 KEY9 0
thing 8039 {wire key} Key 20 KEYA 0
thing 8040 {skull key} Key 20 KEYB 0
thing 8044 {brown statue on pedestal} Impediment 16 GAR1 1
thing 8045 {brown statue on pedestal} Impediment 16 GAR2 1
thing 8046 {brown statue on pedestal} Impediment 16 GAR3 1
thing 8047 {brown statue on pedestal} Impediment 16 GAR4 1
thing 8048 {brown statue on pedestal} Impediment 16 GAR5 1
thing 8051 {grey statue on short pedestal} Impediment 16 STT4 1
thing 8061 {short gold brazier} Impediment 16 BRTR 1
thing 8062 {grey tree} Impediment 32 _ 1
thing 8068 {fir tree} Impediment 32 XMAS 1

thing 9001 {shatter noise} Sound 8 TELE 0
thing 9013 {teleporter target} Start 32 TELE 0

thing 10030 {Ettin} Monster 16 ETTN 1
thing 10060 {Fire Demon} Monster 16 FDMN 1
thing 10110 {repulsion device} Artifact 16 BLST 1


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

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 12 Oct 95 17:47:18+0100
Subject: Re: Hexen extraction info

>Well, *each* level has a 'BEHAVIOR' entry. I guess (didn't try using
>wintex myself) that the lump called BEHAVIOR you see is only the
>'BEHAVIOR' of the last level. So wintex doesn't recognize all
>entries but overwrites some...
Don't use WinTex 3.4 or DeuTex with HEXEN. They were not updated.
Use WinTex 4.0

>Another difference: the level headers (MAP01 etc.) are no longer
>empty 'tags' but actually contain data (12 bytes).

> And trying to load a level in my homebrew level viewer gave a
>tremendous crash.
Linedef and think size is different.


>Anyone knows when the UDS (UHxS ?) are updated, I want to know what
>these three changes (BEHAVIOR, MAPxy, and LINEDEF) mean...
Behaviour is some pseudo-code for scripts.
Lindef has a second tag, probably related to scripts.







- --- End Included Message ---





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

End of doom-editing-digest V1 #443
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