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Doom Editing Digest Vol. 01 Nr. 492

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 #492
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 22 November 1995 Volume 01 : Number 492

Re: Hexen Thing List 0.02
Re: Hexen Thing List 0.02
Re: Changing keys in Doom/Hexen/Heretic
Re: Hexen Thing List 0.02
Re: Hexen editing is here NOW!
Re: No Subject
Re: New wad concept?

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 21 Nov 1995 14:15:27 EST
Subject: Re: Hexen Thing List 0.02

mmathews@genesis.nred.ma.us ,in message <9511212048.AA0031@localhost>, wrote:

> 3) Are these Weapon?
> AFWPA 9015 20 16 ZZ_FWeapon Glaive Seal
> ACWPA 9016 20 16 ZZ_CWeapon holy Relic
> AMWPA 9017 20 16 ZZ_MWeapon Sigil of the magus

No. They are puzzle objects (Haven't you played the second-to-last hub?
It has a bitch of a secret level entrance which I had to read the scripts
to figure out how to keep open). You kill Zedek, Traductus, and Menelkir,
and then you take their seals to open the gateway to the final showdown.

> Sprites with no type number. This should be connected with a type.
> Anybody want to do this?

items launched by monster attacks or script-controlled traps/effects I
expect. I'm sure a couple of these are random bits of gore (centaur
shields, fighter player heads popping loose, yum).

> FBL1A -1 8 8
> ARRWA -1 8 4
> DARTA -1 8 4

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

From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Tue, 21 Nov 1995 14:31:42 -0600 (CST)
Subject: Re: Hexen Thing List 0.02

Does the Hexen demo have all the sprites that the registered version
has? If not, could those items that can only be used in the registered
version somehow be indicated in the Hexen Thing List?

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: Pangier@aol.com
Date: Tue, 21 Nov 1995 15:32:32 -0500
Subject: Re: Changing keys in Doom/Hexen/Heretic

In a message dated 95-11-21 07:01:50 EST, you write:

>>If this is a big problem for you, though, I suggest getting a programmable
>>joystick that plugs into the keyboard jack. They're out there, and they do
>>cost some, but it's probably a whole lot easier than adapting to an
>>unfamiliar keyboard scheme, whatever you may be comfortable with.
>>I know, games should let you reprogram the keys, like many used to; but
>heck,
>>this is a little-used feature if the default keys are well-chosen in the
>>first place, and it's a royal pain in the butt to implement.
>
> Um.. DOOM's joystick interface forces the joystick to be digital,
>that
>is it acts like nothing more than holding down a keyboard key. All the
>advanced
>DOOM players use mouse, as it allows you to "flick" a 180 without having to
>sit through the in between frames. The reason mouse players must use the
>letter
>keys for movement is for two reasons. 1, your fingers are a lot closer to
the
>weapon keys, and 2, just having arrow keys doesn't give you room for left
and
>right strafe keys (required, to be able to circle strafe). I think the fact
>that
>Raven left in all these damn talking keys for deathmatch. among other
>unuseable
>buttons, tells you that none of them were ever really DOOM players, just at
>best DOOM editors.
>
>>Anyway, the information for which you seek does not exist, at least to my
>>knowledge. You could always try searching the EXE yourself for the keybaord
>>scan codes, assuming you knew exactly what to look for, but even then these
>>EXEs are so huge as to make detailed hacking (this kind of hack is
>definitely
>>in that category) impossible for all but the most expert.
>
> If they were found I'd be incredibly grateful. I use the R key to
>left-
>strafe, and whenever I play 4 player, unless I happen to be the red player,
I
>have to use an alternate config that places me at a disadvantage.
>
>
> -*Avatar*-

I ran across an ad for Spacetec's Spaceball Avenger.. It titles itself as the
best and fastest VR one person controller on the market. (even works with
Mechwarrior2) Does anyone have any experience with this? I've always been a
keyboard/mouse person using my "ctrl" key as my strafe/fastrun toggle. (on my
keyboard, it's right where my pinky sits. I do many of the 180 spins and then
run fast backwards while firing).

I'd like to know what all your configurations are in playing doom2, heretic
etc. What controls or special controllers do you use? If I get enough of you
to send in your config's I'll compile them together and upload them to the
next cdrom/doom wad file disk to come out leaving all of your names on as
contributors.

If you have any questions about The Spaceball Avenger Controller I have a
e-mail address of Mail@spacetec.com or a web site of http://www.spacetec.com

I'd also like to add that I have a 5 node network up here at my house. If any
of you need playtesting done, just mail me the wad file.

Pangier@aol.com



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

From: mmathews@genesis.nred.ma.us
Date: Tue, 21 Nov 95 16:20:58 -0500
Subject: Re: Hexen Thing List 0.02

> mmathews@genesis.nred.ma.us ,in message <9511212048.AA0031@localhost>, wrote:
>
> > 3) Are these Weapon?
> > AFWPA 9015 20 16 ZZ_FWeapon Glaive Seal
> > ACWPA 9016 20 16 ZZ_CWeapon holy Relic
> > AMWPA 9017 20 16 ZZ_MWeapon Sigil of the magus
>
> No. They are puzzle objects (Haven't you played the second-to-last hub?
> It has a bitch of a secret level entrance which I had to read the scripts
> to figure out how to keep open). You kill Zedek, Traductus, and Menelkir,
> and then you take their seals to open the gateway to the final showdown.

Thanks. I'll change them to Puzzle class. No I havn't played the whole game.
I've been playing it over the modem; every Friday. So this game should last a while.
Hexen will have to last us until Quake comes out. But before that happens
we will be playing the TNT wads (commercial and free) plus another mega wad
by Denis Moeller TIG? Group.

I'm(we?) still working on DEU for OS/2. I'm adding Hexen support. Did you know
there are only 2 Doom editors for OS/2? Of course DEU is the best of the 2. :)



Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU, TEAM WOLF3D
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: AFree120@AOL.COM
Date: Tue, 21 Nov 1995 18:06:57 -0500
Subject: Re: Hexen editing is here NOW!

Got into Ftp.cdrom.com finally! Got to the WadAuthor v1.0 and got Access
Denied when I went to download the txt or zip file.

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

From: FrancisGA@AOL.COM
Date: Tue, 21 Nov 1995 18:25:01 -0500
Subject: Re: No Subject

In a message dated 95-11-21 02:02:29 EST, you write:

>Hello all :) There was a post in one of the Doom newsgroups, I can't
>remember where now, where someone wrote asking about the sectors in
>DOOM II, Map 07, that lower and raise only when certain monsters are
>killed.
>
>I have done some experiments on this, and have found that:
>
>a. The special sector tag numbers are all that is needed; no linedef links
> are necessary,
>
>b. The effect seems to work only on map 07 and only with the mancubus
> and arachnotron. The mancubus goes with 666 and arachnotron with 667,
> and they cannot be exchanged.
>
>what I am wondering is, is there a pattern to this, or are those particular
>sector tag numbers hard-coded into the EXE? I'd appreciate more info on
this.
>
>thanx,
>
>Deckerd

I believe that most of us know this. <shrug> More info: tag 666 works on ALL
levels with Hanging Keens. (except Map7, of course.) When all the Keens die,
either a)the tagged sectors' cielings rise to the nearest cieling, b) It
opens like a door, or c) it does like level 7, their floors lower to the
lowest floor(Don't recall which, but probably c). Play 2diehell.wad to see
(great wad by the way, but HARD)
- --
FrancisGA

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

From: stew@intellinet.com (James S. Blachly)
Date: Tue, 21 Nov 1995 17:49:05 -0600
Subject: Re: New wad concept?

>I wish there was a way to play deathmatch and NEED to collect keys. Reason
>being is this:
>
Could one not create a DeHackEd patch?

I'm thinking that you can toggle the 'Not In DeathMatch' bit for a key and
it WILL show up in deathmatch!

Oh crap, I just realized you'll still start out with all the keys anyway.
Well phooey. It was good idea.
I'm sure there's some way to hack the EXE to do it, because I have seen exe
hacks that change which keys and which weapons that you get when you type
cheat codes, so if someone wanted to undertake this, I bet it could be done.
Anyway.

- -james.


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

End of doom-editing-digest V1 #492
**********************************

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