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Doom Editing Digest Vol. 01 Nr. 425

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #425
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 28 September 1995 Volume 01 : Number 425

ADMIN QUERY Re: light effects - litefx3.zip [1/1]
Re: Killed Monster Triggers
Wall mep comments/suggestions...
Re: Sector triggered sound effects
Re: Sector triggered sound effects
Re: Re: New DM Level Idea....
Re: Falling
Re: Instant Cage
Double messages?
Re: Capture the flag in Doom
Re: Capture the flag; idea?
Re: DoomCC3.zip
Re: Sector triggered sound effects
Re: Instant Cage
Re: Capture the flag; idea?
Shootable weapons in DHE
Re: Instant Cage

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Wed, 27 Sep 95 14:26:00 +0100
Subject: ADMIN QUERY Re: light effects - litefx3.zip [1/1]

At 3:29 am 27/9/95, drake o'brien wrote:
>I'm attaching the UUencoded litefx3.zip, which contains litefx3.wad and a
>txt file explaining details of the effects it demonstrates.
>
[Snip]

Is anyone else having problems with Drake's UUencoded files, or is it just
my mailer? If anyone else is having problems, please report them to me
(S.Benner@lancasetr.ac.uk) or to owner-doom-editing@nvg.unit.no so that we
can see how widespread the problem really is. Thanks.

- -Steve

P.S. Did you just REPLY to this message? Then STOP and change the TO:
address RIGHT NOW before pressing SEND.....




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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 25 Sep 1995 20:21:22 GMT
Subject: Re: Killed Monster Triggers

In your message dated Monday 25, September 1995 you wrote :
> Is there anyway to trigger an action after you kill a monster, like the
> lowering of the floor in E1M8 and the end level in E2M8?
>
You can't change the level (AFAIK), but you can change the monsters that have
this effect by using code-pointers, and DeHacked. Killing all the keens raises
sector 666 in all levels, tho. Check out LummoxJR's page for info about
code-pointers.
,----------------------------------------------------------------------,
| Jim Wraith - jim@kildare.demon.co.uk |
| "Is it a bird? Is it a plane? No it's some fat bloke on a bike... |
'----------------------------------------------------------------------'

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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 21 Sep 1995 21:20:09 GMT
Subject: Wall mep comments/suggestions...

Okay Scott, great idea about the map, but here is my suggestion:
Make a level like a TV studio, and at the front have the teleporters, and
behind them the doors. Change the turbo doors open sound to the sort of thing
you hear when someone gets a question right on a gameshow (ba-da-da-da-ding!),
and have the close sound as silent.
Another idea could be to have like a starport, and you can see where the
security breaches are. Comment or suggestions anyone?

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

From: fjanini@awinc.com (Fabio Janini)
Date: Wed, 27 Sep 95 19:04 PDT
Subject: Re: Sector triggered sound effects

>Hey, anybody know anything about sector triggered sound effects. Say like,
>you start a level in a building, you then walk through a doorway to an
>"outside" world. As soon as you walk through the doorway, the sector at the
>doorway would trigger starting a wind "blowing" type sound.
>Then you could walk back inside a room and it would trigger the wind off.

Cehck out SURREAL2.WAD, there are waterfall sounds and stuff, check it out.

.----------------.--------------.-------------------.
| Alex Janini | Fabio Janini | fjanini@awinc.com |
| aka VENOM, ARJ +--------------^-------------------+
| IRC: Fly | Keep on DOOMin'! |
'----------------^----------------------------------'


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

From: John Minadeo <jminadeo@nforce.com>
Date: Wed, 27 Sep 1995 00:49:25 -0400 (EDT)
Subject: Re: Sector triggered sound effects

On Tue, 26 Sep 1995 ryan@dodgenet.com wrote:

> Hey, anybody know anything about sector triggered sound effects. Say like,
> you start a level in a building, you then walk through a doorway to an
> "outside" world. As soon as you walk through the doorway, the sector at the
> doorway would trigger starting a wind "blowing" type sound.
> Then you could walk back inside a room and it would trigger the wind off.
>
> ryan@dodgenet.com
>
> Auf Wiedersehen
>
> sent from dodgenet.com
>

I believe you want Heretic. I don't think Doom can do it


- --------------------------------------------
John Minadeo | This Space For Rent |
jminadeo@nforce.com | |
C, C++, Perl, | |
DooM | |
- --------------------------------------------



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

From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Wed, 27 Sep 1995 14:42:07 +1000 (EST)
Subject: Re: Re: New DM Level Idea....

> > the author(s) built into it (score markers, scrolling messages...simple, but
> > effective).
>
> Could you tell me info on how it does the scoring when someone dies?? Thanks....
I don't know how it is done. I suggest all who are interested download
it from ftp.cdrom.com/pub/doom/deathtag/u_dtag.zip (from memory...the path
should be something similiar.)

- --
Matthew Smith-Stubbs | "Windows has caused a Total System Stuff Up.
Brisbane, Australia | Choose Ignore to continue working, or Nuke
Email: matthew@hitech.com.au | to solve your Windows problems forever."


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

From: Jim Kennedy <jimk@mail.oeonline.com>
Date: Tue, 26 Sep 1995 23:20:35 -0400 (EDT)
Subject: Re: Falling

On Thu, 21 Sep 1995, drake o'brien wrote:

> had no value. In fact, I think knowledge about animated switches had been
> nearly lost to the community until I rediscovered it - because I certainly
> hadn't heard boo about the idea and yet the idea is packed with potential.
> In fact, for the few weeks preceeding my post on animated switches people
> were posting in asking questions and positing ideas on how to create a
> 'breaking glass' effect, yet nobody from the old guard wrote in explaining
> that you can just apply the animated switch idea. Likewise with lighting
> isolate walls. In the 6 months I've been reading this list nothing like

Point me in the direction of a list or archive that explains these techniques
(ie. bullet proof glass, wasit high water, animated switches, ...)
because we can't talk about them here & I and many others would like to
learn the ways of the Jedi Masters. ;-)

"Luke, don't hold that light saber so close...." <zap>
Yoda, "There will be another".


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

From: fjanini@awinc.com (Fabio Janini)
Date: Tue, 26 Sep 95 22:05 PDT
Subject: Re: Instant Cage

>You should take a look at the file ARCHDETH.ZIP on ftp.cdrom.com. It is
>a deathmatch level in which the person implemented an archvile trap so
>that whenever someone enters the trap area, another player can hit a
>switch making the pillars rise instantly up around the person he's trying
>to trapped. Then the trapper presses another button which allows the
>archviles to attack that person. The technique works by using the "lower to
>nearest floor height" when the next floor is actually higher than the
>pillars in the ground. Since it can't lower to a floor that is higher,
>it instantly rises up. The same thing goes for "raise to nearest floor
>height" except the opposite effect occurs - it lowers instantly. It
>does take some extra sectors that probably should be inaccessable to the
>players to accomplish this, as shown in ARCHDETH.WAD. Hope this helps.

Thanks Gene, appreciate your help.

Alex
.----------------.--------------.-------------------.
| Alex Janini | Fabio Janini | fjanini@awinc.com |
| aka VENOM, ARJ +--------------^-------------------+
| IRC: Fly | Keep on DOOMin'! |
'----------------^----------------------------------'



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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Wed, 27 Sep 1995 22:45:27 -0400 (EDT)
Subject: Double messages?

Hello!

Is anyone getting all their mail in double or triple? Reply privately
E-mail only! (I have already wasted space......)

Arek.




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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Wed, 27 Sep 95 01:31:08 PST
Subject: Re: Capture the flag in Doom

Andrew Morton responds to LummoxJR

>Sort of like the model railroad con thing where they all build a section
>of track in a box thing and when they get there they put them together
>and have one big layout. If everyone put say only 3 places where you
>could go between the 2 sections, a certian distance apart. it would make
>it a lot easier (if you can find an editor that will let you copy a level
>to the ram and then paste it in a second level, most ive seen clear their
>clipboard when the wad it closed. Please let me know if im wrong id love
>to be fore once :).

I use WARM, merge. If you have 2 level 01s, a.wad and b.wad, composed of
pieces you want to paste together simply make sure the pieces are at more or
less the correct co-ordinates within a.wad and b.wad first (so you won't get
an overlay when the levels are merged). Now at the WARM prompt command:

WARM a.wad -m b.wad

and WARM will paste the a.wad level 01 data into the b.wad level 01 slot.
Now you can load b.wad into your level editor and do fine tuning.



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

From: Casey Robinson <ogiswise@rahul.net>
Date: Wed, 27 Sep 1995 20:11:50 -0700 (PDT)
Subject: Re: Capture the flag; idea?

On Tue, 26 Sep 1995, Jim Davis wrote:

> How about a `capture-the-flag' on level 7, where the `flags' are a Mancubus
> and an Arachnotron? You could always dehack'em up to annoyingly-high hit
> points; or put them in rooms with slow-crushers, where you have to hit a
> switch...
>

Or you could just hit the switch, and avoid the whole crushing/DeHackEd
bit :) And It would work on any level.

Casey
"The path to enlightenment is
long and difficult, which is why
I asked you to bring sandwiches
and a change of clothing."
-Kliban


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

From: ryan@dodgenet.com
Date: Tue, 26 Sep 1995 19:58:05 -0500
Subject: Re: DoomCC3.zip

>X-POP3-Rcpt: ryan@main
>Date: Sun, 24 Sep 1995 12:00:59 -0400 (EDT)
>From: Jim Kennedy <jimk@mail.oeonline.com>
>X-Sender: jimk@oeonline.oeonline.com
>To: wads@grinch.cs.buffalo.edu
>Subject: Re: DoomCC3.zip
>Sender: wads-request@grinch.cs.buffalo.edu
>Precedence: bulk
>Reply-To: wads@grinch.cs.buffalo.edu
>
>On Sat, 23 Sep 1995 ryan@dodgenet.com wrote:
>
>> >DoomCC3 is up on ftp.cdrom.com. That is the prg that is supposta change
>> >uniform colors. I am using doom2 1.9, and it didn't seem to work for me,
>> >but if anyone else can get it to work, let me know. I sure would like to
>> >use it.
>> >
>> >Tom Heverly,
>> >theverly@ansel.intersource.com
>
>> subscribe to the doom-editing mailing list and tell them your predicament.
>> This list sucks and won't do anything.
>>
>> sent from dodgenet.com
>
>I think the list he wants is 'dooml' rather than 'doom-editing', a
>question like that on doom-editing will only be flamed. The doom-editing
>list is for advanced, never talked-about-before topics, anything less and
>your in trouble. :-(
>
>There are always the Doom newsgroups.
>
>........Jim
>jimk@oeonline.com
>
>
>The "wads" list is run automagically by Majordomo from DoomGate.
>Please mail questions to owner-wads@doomgate.cs.buffalo.edu
>
>

sent from dodgenet.com



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

From: spockto@netdepot.com (Spock To)
Date: Wed, 27 Sep 1995 23:36:35 -0400
Subject: Re: Sector triggered sound effects

There is a far better way to do this. Because the attack or the spot player
sound only lasts a certain amount of time, put about 20-30 lost souls in an
area where they can see but not be seen and where they cannot get through,
give them a bit of attack sound that is somewhat like a short clip of a
babbling brook (about 1/2 sec), then give a few imps in the same area a
similar clip with a different frequency and you will get a mch more
realistic effect, and it will be random as well, it should sound better than
an actuall brook.

anyway, just my 3 cents worth.


Geek Code:
GO dgq H+(---) s+. !g !p au- a21 w+ v>++ c+1/2 Udon't ask N++ W+>++ M--
po---@ Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ u++(*) h+ f? n-@ y+


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

From: RUSSELL STOCKHAMMER <qaz@ozemail.com.au>
Date: Thu, 28 Sep 95 10:16:08 +1000
Subject: Re: Instant Cage

Reply to message text:

From: fjanini@awinc.com (Fabio Janini)

I was trying to make sort of a cage in one of my levels, that would raise
out of the floor, and get somone stuck in there. I wanted to make it like
little columns coming out of the floor that whoever was in the area
surrounded by these columns would be in there until someone else pressed
another switch to lower these pillars again, like they were before, but I
can not get the linedef type right, because the pillars rise from the floor
too slow, and that gives the player inside the area a chance to escape.

And also, I can't get the one to lower the pillars to work for some reason.

Anyone knows how to get this to work? I know it has been done, but I can't
do it! :(

Thanks, ARJ
- --------------------------------------------------------------------------------
- ---------------------------------------------
Hmm, i use an editor called DCK, and in it there is "Flash Door", "Flash
Platform", or something like that, and it makes watever go up or down VERY
fast, mabey still not fast enogh to chatch a player but it would be harder...
But with your switch, try checking the tags are all set correcly, and thats
all i can thank of for the moment...

Russ














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

From: dethlejd@galt.osd.mil
Date: Wed, 27 Sep 95 10:51:12 -0400
Subject: Re: Capture the flag; idea?

* WARNING *

ANSI follows:


_ _________ Midfield line that opens r & y rooms
|y| V
__|_|____________________________
| | |
___| A | |___
| |\ | /| |
| * |R| | |Y| * |
|___|/ | \|___|
| | B |
|________________l________________|
|r|
|_|
A : Team "A"
B : Team "B"
R : Red Keyed Gate
Y : Yellow Keyed Gate
r : Red Key
y : Yellow Key
* : Goodie Room & Exit

So here's the idea:

Teams start in their respective places (players #1 & #3 on one side,
#2 and #4 on the other. The "flag" (their respective colored key)
can't be gotten to until either one of the teams crosses the midfield.
Then they have to retrieve the "flag" (key) and return to open their
gate and enter their goodie room.

Once in the goodie room, the game ends, on to the next level.

Variations:

Team A waits till B crosses midfield, grabs the yellow card and bolts
across the field stealing B's "key station". This is called "swapping
flag stations" in real paintball.

A variation on this is that tean A waits until the midfield cross, then
grabs the yellow key. Then team A goes and takes the red key and snags
both goodie piles. This is "maxxing" the opponents.

Just a thought.

- - Jim

And no DEHackED stuff...



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

From: LummoxJR@AOL.COM
Date: Wed, 27 Sep 1995 23:49:17 -0400
Subject: Shootable weapons in DHE

>I was also wondering if someone has released a dehacked patch that allows
>you to shoot weapons that are on the floor. I did this a while ago and
>may release it if no one else has. It's pretty cool for DM, since you
>can make the weapon slide when you shoot it. Then when some goes to
>pick it up, you shoot it away from him. If you shoot it enough, it
>blows up.

Someone probably has, but it's not a proper patch. Here's why:
Bit 0 (the "gettable thing" bit) lets the player pick up the thing (in this
case a weapon) depending on what sprite it's displaying. But here's the
catch: If it's made shootable and blows up while you're trying to get it, the
game will automatically exit- especially bad in a DeathMatch. For this same
reason, I was unable to make a shootable ammo box.
Granted, it's possible, and in most cases it works fine, but the effect is so
iffy that it's not worth doing.
If only Doom didn't have to be so literal- it could just as easily ignore a
bad sprite, but it doesn't.

Lummox JR
also saddened

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Tue, 26 Sep 1995 20:07:29 -0500 (CDT)
Subject: Re: Instant Cage

On Tue, 26 Sep 1995, Fabio Janini wrote:

> I was trying to make sort of a cage in one of my levels, that would raise
> out of the floor, and get somone stuck in there. I wanted to make it like
> little columns coming out of the floor that whoever was in the area
> surrounded by these columns would be in there until someone else pressed
> another switch to lower these pillars again, like they were before, but I
> can not get the linedef type right, because the pillars rise from the floor
> too slow, and that gives the player inside the area a chance to escape.

You should take a look at the file ARCHDETH.ZIP on ftp.cdrom.com. It is
a deathmatch level in which the person implemented an archvile trap so
that whenever someone enters the trap area, another player can hit a
switch making the pillars rise instantly up around the person he's trying
to trapped. Then the trapper presses another button which allows the
archviles to attack that person. The technique works by using the "lower to
nearest floor height" when the next floor is actually higher than the
pillars in the ground. Since it can't lower to a floor that is higher,
it instantly rises up. The same thing goes for "raise to nearest floor
height" except the opposite effect occurs - it lowers instantly. It
does take some extra sectors that probably should be inaccessable to the
players to accomplish this, as shown in ARCHDETH.WAD. Hope this helps.



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

End of doom-editing-digest V1 #425
**********************************

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