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Doom Editing Digest Vol. 01 Nr. 458

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 #458
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 25 October 1995 Volume 01 : Number 458

Re: But Bob's say: "Kill, Kill, KILL!!"
Hexen Hacking: Linedef flags, scripts arguments
Re: VR Thesis now available
Re: But Bob's say: "Kill, Kill, KILL!!"

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

From: "MICHAEL M. JAMES '640149'" <MIKEJ@iplabs.ins.gu.edu.au>
Date: Tue, 24 Oct 1995 13:26:20 GMT+1000
Subject: Re: But Bob's say: "Kill, Kill, KILL!!"

From: DRCJ@AOL.COM
Date: Mon, 23 Oct 1995 17:30:55 -0400
To: doom-editing@nvg.unit.no
Subject: Re: But Bob's say: "Kill, Kill, KILL!!"
Reply-to: doom-editing@nvg.unit.no

The chaingun is great! The stormtrooper rifle from CRYPT is better!

DRCJ

Can you please keep this sort of crud off this list. Practice sending
mail somewhere else. thanks.

Mike.

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

From: David Friedman <dfriedmn@wam.umd.edu>
Date: Mon, 23 Oct 1995 21:33:30 -0400 (EDT)
Subject: Hexen Hacking: Linedef flags, scripts arguments

I know the specs are comming out soon, but I'll still post what I
learn, for what it's worth:

LINEDEF flags:
0x00FF - probably the same as in earlier engines
0x0200 - do something when the line is crossed
0x0400 - do something when the user presses the switch key
0x0800 - do something when the line is hit.
0x0400 and 0x0800 dont seem to work together...

0x0100 - haven't seen this set anywhere

I'm calling the three words after the flags in a LINEDEF x1, x2, and x3...

The "something" is usually a script. The script to be executed is the hi
byte of x1. The lo byte of x1 is usually 0x50 -- this might to actually
mean execute a script. If the 0x50 is cleared, the script does not run.
The wall that excepts the fire mask has a value of 0x79.

The hi byte of x2 is argument number zero for the script. I don't know
what the low byte of x2 is. It is usually 1 for scripts. I didn't see
anything strange when I cleared it.

The lo and hi bytes of x3 are arguments 1 and 2.


In short:
hi x1 lo hi x2 lo hi x3 lo
_____________________ ___________________ _____________________
| script # | ?? | | arg0 | ?? | | arg1 | arg2 |
- ---------------------- ------------------- ---------------------

Okay... only 7 more days to go...

David Friedman


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

From: arnottsd@latcs1.lat.oz.au
Date: Tue, 24 Oct 1995 17:34:43 +1000 (EST)
Subject: Re: VR Thesis now available

G'day,

To those whom requested my thesis, and there was a few,
including you Bernd (made it in the Acknowledgements buddy)
it is available at

http://www.cs.latrobe.edu.au:80/~arnottsd

Under my serious page, for perspective employers. It is
a censored version as parts will soon be published and I
am not allowed to make them public...sorry, but most of
its there, I did tests on all the Doom node builders and
documented their splitter details.

So for those whom asked it is now available...

And please tell me what u think!

Shane Arnott

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

From: bmorris@islandnet.com (Ben Morris)
Date: Tue, 24 Oct 95 09:53 PDT
Subject: Re: But Bob's say: "Kill, Kill, KILL!!"

> Can you please keep this sort of crud off this list. Practice sending
> mail somewhere else. thanks.
>
> Mike.
>

Oh, stop being so miserable :P

:)

- -/-
Ben Morris: Irritant at large bmorris@islandnet.com
SavanTech/Zerius/C++/Rush/DCK http://www.islandnet.com/~voltaire
Watch for DCK and HexenCK 3.0 real soon now, eh! Real soon! Yeah!

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

End of doom-editing-digest V1 #458
**********************************

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