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Doom Editing Digest Vol. 01 Nr. 423

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #423
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 28 September 1995 Volume 01 : Number 423

Re: Sector triggered sound effects
Re: Falling
Re: Capture the flag in Doom
ADMIN QUERY Re: light effects - litefx3.zip [1/1]
Re: Capture the flag; idea?
Re: Sector triggered sound effects
American McGee's idmap01.wad
Re: Sector triggered sound effects correction
Re: Sector triggered sound effects
Re: American McGee's idmap01.wad
Re: Sector triggered sound effects
Re: Sector triggered sound effects
Sector triggered sound effects
Re: Sector triggered sound effects
Capture the flag; idea?
Re: Re: New DM Level Idea....
Re: Killed Monster Triggers
Re: Re: New DM Level Idea....
Re: Capture the flag in Doom
Re: Re: New DM Level Idea....
Re: Falling
Instant Cage

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Wed, 27 Sep 1995 08:15:42 -0400 (EDT)
Subject: Re: Sector triggered sound effects


The way I do this is to use say an imp. Dehack him so that he looks
like say a tree, and can do nothing. Make his alert sound the lighting
and the grunting sound the wind. Thats how I think it was done in alienstc
but I can't remember. Of course the sound doesn't shut off unless the imp
is killed.

brian



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

From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Wed, 27 Sep 1995 08:12:45 -0500 (CDT)
Subject: Re: Falling

On Tue, 26 Sep 1995, Jim Kennedy wrote:

> Point me in the direction of a list or archive that explains these techniques
> (ie. bullet proof glass, wasit high water, animated switches, ...)

Jens Hykkelbjerg's Web Pages at
http://www.daimi.aau.dk/~hykkelbj/doom/index.html.

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 27 Sep 1995 10:05:08 EDT
Subject: Re: Capture the flag in Doom

Andrew Morton <amorton@nsn.scs.unr.edu> ,in message <Pine.SUN.3.91.950926221058
.5281B-100000@nsn.scs.unr.edu>, wrote:

> 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 :).

PFME has the next best thing. You can edit two missions at once and
cut&paste between them. But it's only for Linux and Sparc (I'll build an SGI
one of these days I swear).

ftp://ftp.cis.ufl.edu/pub/staff/thoth/doom/pfme/

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

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: 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: SHamilton@chs.osd.wednet.edu
Date: Wed, 27 Sep 1995 11:47:31 -0500
Subject: Re: Sector triggered sound effects

The sound of wind should be continous. You could change the sound of up and
down floor movement to a wind sound, and then have a trigger to start the
movement. Since the sound's volumn is controlled by distance, you would
have to put the sectors wherever you want it, and a diminishing wind sound
effect might be to your advantage.

The only problem is that all other slowly raising and lower floor will sound
like wind.

:):):D:D, Scott Hamilton


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

From: Matthew Miller <rmiller@infinet.com>
Date: Wed, 27 Sep 1995 16:05:30 -0400 (EDT)
Subject: American McGee's idmap01.wad

On Tue, 26 Sep 1995, Brian Kidby wrote:

> "IDMAP01" pwad. Get it, load it up (if you can, my editor doesn't
> recognize the file as a valid PWAD)

Just as a sort of an aside, here--idmap01.wad has an IWAD identifier at
the start instead of PWAD. Change it with your favorite hexadecimal editor.

Matthew Miller -- rmiller@infinet.com

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

From: SHamilton@chs.osd.wednet.edu
Date: Wed, 27 Sep 1995 13:33:35 -0500
Subject: Re: Sector triggered sound effects correction

Pardon my error, but my previous message should have been:
change the sound for the *crushing ceiling*, not the up and down floor
movement.

Sorry

:):):D:D, Scott Hamilton


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

From: Matthew Miller <rmiller@infinet.com>
Date: Wed, 27 Sep 1995 16:09:09 -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.

I dunno how to accomplish this *exactly* as you said, but--you could use
the surreal2.wad technique of putting some creature you don't plan to
bother with, in some nearby sector where it can see you but not attack,
and you can hear it but not see it.
Then use Deutex, or NWT, or DmAud, or whatever, to replace the
creature's bumbling-around sound to whatever you want it. surreal2.wad
uses lost souls and the DSSKLATK entry replaced by a waterfall sound, I
guess because those creatures have no `spotted the player' sound.

Matthew Miller -- rmiller@infinet.com

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

From: thekid@ornews.intel.com (Brian Kidby)
Date: Wed, 27 Sep 1995 14:50:14 -0800 (PDT)
Subject: Re: American McGee's idmap01.wad

>
> Just as a sort of an aside, here--idmap01.wad has an IWAD identifier at
> the start instead of PWAD. Change it with your favorite hexadecimal editor.
>

Doh! (followed by sound of hand slapping forehead)

Thanks for the info!

Cheers,

Brian

- --
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------

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

From: ryan@dodgenet.com
Date: Wed, 27 Sep 1995 16:32:26 -0500
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 | |
>--------------------------------------------
>
>
>
Think you've posted this message enough yet?

Jesus.


sent from dodgenet.com


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

From: SHamilton@chs.osd.wednet.edu
Date: Wed, 27 Sep 1995 11:47:31 -0500
Subject: Re: Sector triggered sound effects

The sound of wind should be continous. You could change the sound of up and
down floor movement to a wind sound, and then have a trigger to start the
movement. Since the sound's volumn is controlled by distance, you would
have to put the sectors wherever you want it, and a diminishing wind sound
effect might be to your advantage.

The only problem is that all other slowly raising and lower floor will sound
like wind.

:):):D:D, Scott Hamilton



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

From: ryan@dodgenet.com
Date: Tue, 26 Sep 1995 19:55:08 -0500
Subject: 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.

ryan@dodgenet.com

Auf Wiedersehen

sent from dodgenet.com



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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Wed, 27 Sep 1995 08:15:42 -0400 (EDT)
Subject: Re: Sector triggered sound effects


The way I do this is to use say an imp. Dehack him so that he looks
like say a tree, and can do nothing. Make his alert sound the lighting
and the grunting sound the wind. Thats how I think it was done in alienstc
but I can't remember. Of course the sound doesn't shut off unless the imp
is killed.

brian




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

From: Jim Davis <JAD7084@tntech.edu>
Date: Tue, 26 Sep 1995 19:26:42 -0500 (CDT)
Subject: Capture the flag; idea?

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...

.-----------.--------------------.------------------------------------.
| Jim Davis | jad7084@tntech.edu | http://www.csc.tntech.edu/~jadavis |
`-----------^--------------------^------------------------------------'


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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 25 Sep 1995 20:22:48 GMT
Subject: Re: Re: New DM Level Idea....

In your message dated Monday 25, September 1995 you wrote :
> But then you would need to kill both Keens at once to activate the
> sector, right? And I don't think that would be the intended point of the
> level...
>
> Greg
>

???????? AFAIK, it raises the sector when all the Keen's right? And only one
team will have Keen's to protect, right? So when one team is beaten the sector
will raise. Et voila!!


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

From: Andrew Morton <amorton@nsn.scs.unr.edu>
Date: Tue, 26 Sep 1995 22:08:30 -0700 (PDT)
Subject: Re: Killed Monster Triggers

On Tue, 26 Sep 1995, Jacob Roberto wrote:
> That stuff is hard-coded into the exe and cannot be changed. You could lower
> a floor in E1M8, but it'd have to be set up just like the origionals
> (barons, proper tags, and only on e1m8). Anything more than that would
> require the source code for doom, which nobody except Id software has.
And any one who's doing a port. mabey we could find some one who's not
very happy at mumble co. they could take the source with them :) sound
good to anyone else?

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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 25 Sep 1995 20:24:05 GMT
Subject: Re: Re: New DM Level Idea....

> Deathtag is very similar to this. I haven't deathmatched in it yet,
> but I have had a look. It is pretty interesting, to see all the "devices"
> 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....


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 27 Sep 1995 10:05:08 EDT
Subject: Re: Capture the flag in Doom

Andrew Morton <amorton@nsn.scs.unr.edu> ,in message <Pine.SUN.3.91.950926221058
.5281B-100000@nsn.scs.unr.edu>, wrote:

> 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 :).

PFME has the next best thing. You can edit two missions at once and
cut&paste between them. But it's only for Linux and Sparc (I'll build an SGI
one of these days I swear).

ftp://ftp.cis.ufl.edu/pub/staff/thoth/doom/pfme/


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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Tue, 26 Sep 1995 07:41:32 GMT
Subject: Re: Re: New DM Level Idea....

In your message dated Monday 25, September 1995 you wrote :
> THAT IS A GOOD IDEA! I'M GONNA MAKE IT AND SEND YOU A COPY!!!!
>
> Vorticon

Ahem... I think it's the other way around... *I'm* going to make it.... Oh, and
turn off caps.
,----------------------------------------------------------------------,
| 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: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Wed, 27 Sep 1995 08:12:45 -0500 (CDT)
Subject: Re: Falling

On Tue, 26 Sep 1995, Jim Kennedy wrote:

> Point me in the direction of a list or archive that explains these techniques
> (ie. bullet proof glass, wasit high water, animated switches, ...)

Jens Hykkelbjerg's Web Pages at
http://www.daimi.aau.dk/~hykkelbj/doom/index.html.

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."



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

From: fjanini@awinc.com (Fabio Janini)
Date: Tue, 26 Sep 95 15:15 PDT
Subject: Instant Cage

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



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

End of doom-editing-digest V1 #423
**********************************

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