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Doom Editing Digest Vol. 01 Nr. 410

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 #410
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 16 September 1995 Volume 01 : Number 410

Re: Re: Barrels
Respawning Barrels
UUencoding 101
Re: Text in DOOM.EXE
Unsubscribing
Unsubscribing
Re: Re: linedef triggered player position markers
DHE info (reply to missle damage question)
Re: Barrels
Re: Unsubscribing
Re: UUencoding 101
Re: transparent doors
Re: First post again

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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 14 Sep 1995 06:46:35 GMT
Subject: Re: Re: Barrels

In your message dated Wednesday 13, September 1995 you wrote :
>
>
> <snip>
>
> Along the lines of Barrel techniques has anybody explored the
> possability of a "respawning barrel"?
> In deathmatch mode its quite satisfying to "burn" you opponent with
> a pistol and a barrel :) trouble is once the barrels run out...
> Forgive me if this topic has already been beaten into the ground...
>
>
> Doc
>
>
>
>
>
Using DeHacked, set the 'counts for kill %' bit ON. Then play with respawn, and
they'll come back after a bit. But then you get weird kill stats tho.

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

From: LummoxJR@AOL.COM
Date: Thu, 14 Sep 1995 22:19:47 -0400
Subject: Respawning Barrels

> Along the lines of Barrel techniques has anybody explored the
> possability of a "respawning barrel"?
>
> In deathmatch mode its quite satisfying to "burn" you opponent with
> a pistol and a barrel :) trouble is once the barrels run out...

Use DeHackEd to set bit 22 to "on", and make sure you play in a mode that
respawns monsters. The barrels will affect the level's kill rating, but in
DeathMatch that doesn't matter anyway.

Lummox JR
writer of myriad solutions

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

From: LummoxJR@AOL.COM
Date: Thu, 14 Sep 1995 22:19:51 -0400
Subject: UUencoding 101

Boy, this makes a lot of posts in a row.

Just a friendly reminder to those of you sending attached UUencoded files.
WHAT THE HECK ARE YOU THINKING???!!

The entire purpose of UUencoding a file is so you can embed it in the text of
the e-mail you're sending it with. That way, users whose mail gateways don't
support attached files all that well (such as America Online) can see the
file too.
If you attach the file, it may as well not be encoded at all. Anyone who can
download the file will be able to get it just fine no matter what you've done
with it; anyone who can't won't care if it's UUencoded or not.

Sorry, don't mean to be rude or anything, but if you're going to bother
sending files, it should be done right.

Lummox JR
message man

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

From: LummoxJR@AOL.COM
Date: Thu, 14 Sep 1995 22:19:39 -0400
Subject: Re: Text in DOOM.EXE

jim@kildare.demon.co.uk writes:

>As for DeHackEd, does anyone know
>of anymore code pointers than there are in LummoxJR's page?

If they do, I wish they'd write me.
Also, if anyone's interested, the location of the page in question is:

http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/gb_cp.html

That page is the new code pointers page, currently still under construction.
The main page, Lummox JR's DeHackEd Grab Bag, is at (here it is again):

http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html

Code pointer editing, for the uninitiated, are pretty much the last ditch
effort to keep Doom alive until Apogee's Duke Nukem 3D, Epic's Sabotage, and
id's Quake come out. So far they've allowed some interesting patches.

Lummox JR
master of (a few) code pointers

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

From: adam@premier1.net
Date: Thu, 14 Sep 1995 20:14:07 -0700
Subject: Unsubscribing

I have asked nicely before. How do I unsubcribe to this damn list?!?!?

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

From: adam@premier1.net
Date: Thu, 14 Sep 1995 20:14:37 -0700
Subject: Unsubscribing

I have asked nicely before. How do I unsubcribe to this damn list?!?!?

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Thu, 14 Sep 1995 22:15:25 -0400 (EDT)
Subject: Re: Re: linedef triggered player position markers

>
> How's this... Your opponent sees a room full of goodies and goes 'Oh great',
> and wanders in. Then the light's nearby drop to zero, showing only arrows
> pointing to the cage, and the guy gets trapped in the cage, so you have to get
> him out. Either by opening the doors or blasting him.

I realy don't like this. I found it to be quite annoying in a wad I once
played. Goodies and no lights is cool though.

> Also, here's my idea for a sort of "alarm" using DeHacked. You change the
> imp (or whatever), so he can't move and he can't attack. Then change his first
> frame to a green torch. Have his first moving frame as a red torch. Voila!
> Instant burglar alarm.
>

This was sorta done in aliens_tc. The same goes for having the alert sound
be an alarm.

brian


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

From: LummoxJR@AOL.COM
Date: Thu, 14 Sep 1995 22:20:01 -0400
Subject: DHE info (reply to missle damage question)

>I was wondering about the missile damage number in the things
>area, doesn't that control the damage that missile does?
>Another thing, the codepointers in the frame area, how do
>you use them?

1. Yes, partly. The projectile may do more damage if it's set up to "die" a
certain way, such as the rocket or BFG shot.
2. A code pointer determines the behavior of the object running the frame.
For example, frame 127 (rocket explosion) has a code pointer that makes an
explosion effect, hurting everything within a given radius; 812 (part of the
barrel explosion) has the same one. Frame 119 (part of the BFG shot death)
makes the multiple hit effect of the BFG. And there are code pointers that
control monster movement, whether a monster is asleep or awake, etc.
Changing them is only possible in DHE 3.0, available at the DHE Web site:

http://www.umich.edu/~gregl/dhe.html

To change a code pointer, go to that frame. If the code pointer is already 0,
it can't be changed ($#&@!% Doom internals). If it's not, it can; so then,
you just have to find another frame that has a code pointer you like. Now,
highlight the code pointer you want to change and press ENTER (or click on it
with the mouse). Then enter the number of the frame whose code pointer you
want to use.
For example, to make the barrel explosion use the BFG effect, click on the
code pointer for frame 812. Now enter the number 119 (the frame that uses the
BFG effect code pointer).

Hope that helps.

Lummox JR
DHE tutor

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

From: LummoxJR@AOL.COM
Date: Thu, 14 Sep 1995 22:19:45 -0400
Subject: Re: Barrels

a94chrny@ida.his.se wrote:

>Hi
>I've been fooling around whith a barrel throwing gun.
>I changed the BFG shot to a barrel and put some mass to it.
>But as soon it hits the floor it explodes. So I set the no-
>clipping bit. Now when it hit the floor it went on sliding
>away through the wall and dissapeared. To prevent this I
>set the speed to zero, but that made me standing 'inside' the
>barrel so i couldn't move. This made me setting the obstacle
>bit to zero, and whith the shootable bit set It worked pretty
>well. But now the whole point was ruined. I wanted a barrel that
>flew out of the gun, landing in front of me to stay there and be
>an obstacle, but still not explode until someone shoot it.
>Is there a way to accomplish this.

Nope. Not as far as I know.
Part of the problem is with the "projectile" bit (bit 20, I think). It
dictates that the object will not hit the player who shot it, and it will
"die" on contact with an object or wall.
But there's another problem: Bit 4 (automatics/can't be hit). To shoot at the
barrel once it's out, you'd need to turn that off and turn bit 2 on. But
turning off bit 4 is the surest way to lock up the game.

Now, it may be possible to allow monsters to shoot barrels that fall and then
act as obstacles. Here's what you need to do:

1. Copy the barrel (thing #31) to the lost soul (thing #19).
2. Change the code pointer of the given monster's attack frame (not the frame
itself) to frame 711's.

Code pointer 711 spawns a lost soul- and gives it some velocity, I believe.
But the barrel should act normally until it's shot.
I'll test out that patch myself, as it has some great potential for my page.

Lummox JR
the cool patch guy

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

From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Fri, 15 Sep 1995 15:21:28 +1000 (EST)
Subject: Re: Unsubscribing

>
> I have asked nicely before. How do I unsubcribe to this damn list?!?!?
People have asked nicely before. Don't post these questions to the damn list!!

- --
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: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Fri, 15 Sep 1995 02:21:40 -0400 (EDT)
Subject: Re: UUencoding 101

On Thu, 14 Sep 1995 LummoxJR@AOL.COM wrote:

> Just a friendly reminder to those of you sending attached UUencoded files.
> WHAT THE HECK ARE YOU THINKING???!!
>
> The entire purpose of UUencoding a file is so you can embed it in the text of
> the e-mail you're sending it with. That way, users whose mail gateways don't
> support attached files all that well (such as America Online) can see the
> file too.
> If you attach the file, it may as well not be encoded at all. Anyone who can
> download the file will be able to get it just fine no matter what you've done
> with it; anyone who can't won't care if it's UUencoded or not.

What files are you refering to? I believe I simply put mine in a seperate
message, using a normal text paste.

>
> Sorry, don't mean to be rude or anything, but if you're going to bother
> sending files, it should be done right.
>
> Lummox JR
> message man

Thats the only way we'll learn :-)

Arek.




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

From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Fri, 15 Sep 1995 14:23:41 +0200 (MET DST)
Subject: Re: transparent doors

drake o'brien writes:

>Both inside sidedef numbers of the doorfaces have to be larger than at least
>one doortrack sidedef number.

I think the sidedef number rule in transparent doors
can be eliminated if you build the door without any
unclosed sectors as explained in

http://www.daimi.aau.dk/~hykkelbj/doom/special/special.html#transclosed

I will of course describe this new transparent door on my page
as soon as the new ASCII version is ready,
(And when I've finished the next version of RMB...)

Till then,
Jens Hykkelbjerg

- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last."
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html

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

From: BirdnetNY@AOL.COM
Date: Fri, 15 Sep 1995 16:54:22 -0400
Subject: Re: First post again

E-Mail me let's talk.

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

End of doom-editing-digest V1 #410
**********************************

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