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Doom Editing Digest Vol. 01 Nr. 413

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #413
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 19 September 1995 Volume 01 : Number 413

Re: Mucking with code pointers in Dehacked 3.0
Re: Mucking with code pointers in Dehacked 3.0
More on Dehacking player bodies.
ADMIN NOTE: back again

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

From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Sun, 17 Sep 95 19:13 PDT
Subject: Re: Mucking with code pointers in Dehacked 3.0

>
>For a laugh, I wanted to do something with the player death. What I did
>was have the player's body do a repeating Archvile rising attack on the
>killer. What happens is that the attacker is fired up in the air to
>bounce off the ceiling. Of course, with the short frame delay, they
>don't even touch the floor before bouncing back up the the roof again.
>
>Assuming you've having a multiplayer game, and a player shoots another
>player, the following usually happens:
>player 1 shoots player 2.
>player 2's body does multiple archvile attacks on p1, bouncing them on
>the roof.
>p1 eventually dies, and his body does the same thing to p2's body.
>
>The upshot is that you end up with two bodies bouncing up at roof
>level. This continues even when p1 and p2 respawn....
>
>OK, one problem. This doesn't always work. Sometimes when p2 dies,
>nothing happens.
>
>I suspect that since the player doesn't have an attacker marked, the
>attack works on a random object in line of sight, therefore, the attack
>may be directed at a nearby piece of scenery.
>
>Oh, another thing I noticed.
>
>In the course of my experiments, I tried to alter an original doom2 level
>and save as a PWAD.
>Then I included it in doom2 when loading, and restored a savegame at that
>level. Unfortunately what I got was the unaltered level.
>
>Now: Does this mean the savegame has stored the status of every linedef,
>sector and sidedef in the level? Yuck!
>

No, I tried saving a game in a PWAD and loading it up without the pwad and
doom crashed. But it probobly stores every thing in the game to keep track
of monster locations, projectiles in the air, ect.

>Alden Bates. (There must be a better way.)
>
>
> /| |~) "Actually Scully, I don't think these two are aliens..."
> /===== - Fox Mulder, the X-Files/Ren and Stimpy cross over episode
>/ | |_)
>Alden Bates, abates@central.co.nz
>
>
>
>
__________________________________________________
' JACOB ROBERTO -o #DEFINE USER "YOU" ``..
' ROBERTOSOFT --o MAIN () ``.._
' JROBERTO@ - -o WHILE (INPUTFROM(USER)) ..``
' ON-RAMP.IOR.COM - ---o BEEP_AT(USER) ..``
'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._~


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

From: Ty Halderman <thldrmn@neosoft.com>
Date: Mon, 18 Sep 1995 00:18:36 -0500
Subject: Re: Mucking with code pointers in Dehacked 3.0

At 07:13 PM 9/17/95 PDT, Jacob Roberto quoth:
from Alden Bates:
[the whole damn note quoted by Jacob snipped except for:]
>>Now: Does this mean the savegame has stored the status of every linedef,
>>sector and sidedef in the level? Yuck!
[then from Roberto:]
>No, I tried saving a game in a PWAD and loading it up without the pwad and
>doom crashed. But it probobly stores every thing in the game to keep track
>of monster locations, projectiles in the air, ect.

It stores information about the up-to-4 players, all sectors, all gettable
Things, and all linedefs (that's how it knows if a W1 has been triggered
yet, and which if any of the 4 players have seen the line for the automap).
It doesn't store sidedef info per se (like which texture).

Jacob: This is a habit I've seen from you since the first day you got on the
list, and it's just plain bad netiquette to quote everything someone says
and add a couple of lines. Especially on a mailing list when you *know* we
all got the other note. Please? Thanks.


=-Ty Halderman (thldrmn@neosoft.com)-=
=- Keeper of Things Miscellaneous -=


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

From: Alden Bates <abates@central.co.nz>
Date: Mon, 18 Sep 1995 23:42:50 +1200 (NZST)
Subject: More on Dehacking player bodies.

It appears thatt the reason my hack works oddly (the dead player attacks
whoever using the archvile explode attack) is two fold.

Firstly, for the attack to be carried out, the player must first have
been injured. IE, if you kill then straight out with a BFG or rocket
launcher, the archvile attack will not happen.

Secondly, this only works for the first time the player is injured.
IE if they player is killed, the corpse attacks whoever was the first to
injure the player on starting the level.
Presumably, getting injured sets the "attacked by" flag of the player,
but it can only be unset by executing one of the monster attacks??????

All I really wanted was to have the corpse attack whoever killed the
player. :-/

Alden Bates. (It'd be great in 2-player deathmatch with no-monsters
though. I wonder if being killed by a corpse counts for anyone's frags....)

/| |~) "Actually Scully, I don't think these two are aliens..."
/===== - Fox Mulder, the X-Files/Ren and Stimpy cross over episode
/ | |_)
Alden Bates, abates@central.co.nz


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

From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Mon, 18 Sep 1995 14:24:14 +0200
Subject: ADMIN NOTE: back again

TYI: we're back. I've got about 700 messages in my mailbox,
600+ of them doom-editing failures :-( and we'll probably
ignore everything but the most severe errors.

So if you've still got any problems (read: you keep
loosing reminders and guidline/subscribe infos on a
regular basis) with unsubscription or else, please
contact us at doom-editing-owner@nvg.unit.no, NOT the
list. Polite questions handled first ;-).


Thanks.


B.

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

End of doom-editing-digest V1 #413
**********************************

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