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Doom Editing Digest Vol. 01 Nr. 518
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #518
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 16 December 1995 Volume 01 : Number 518
looking for h2hxd95 person
Re: Yet another dehacked question...
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From: "Gregg J. Anderson" <gander@krypton.mankato.msus.edu>
Date: Fri, 15 Dec 1995 14:34:31 -0600 (CST)
Subject: looking for h2hxd95 person
If by chance the person who released H2HXD95 is subbed to doom-editing,
please respond to me by private mail:
I have a bone to pick with you about your lame-ass installation program
scrambling my Doom2.wad (grrrr)
(the same program that insisted that my 100+ MB of free space was not enough)
Sorry to put this here, folks, but there is no author info in the archive,
and I want to find this dude before going to r.g.c.d. and posting a warning.
In the meantime, beware of this thing. It has *serious* problems.
(i.e. LINEDEFS is where the IWAD/PWAD signature is supposed to be) :-(
Happy Hacking,
=Gregg=
_____________________________________________________________________________
Gregg J. Anderson =o= gander@krypton.mankato.msus.edu
Mankato State University =o= gander@vax1.mankato.msus.edu
Mankato, MN USA =o= Flames: Barney@purple.dino.CIA.gov
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From: Gene Franzen <gfranzen@tenet.edu>
Date: Fri, 15 Dec 1995 17:44:32 -0600 (CST)
Subject: Re: Yet another dehacked question...
On Fri, 15 Dec 1995, Michael Gummelt wrote:
> > I'm not entirely convinced this will work as well with a marine that uses
> > a chaingun or plasma gun - it seems to me he might be moving a little
> > "choppily" as he stops when he fires for an instant, moves a little bit,
> > stops and fires for an instant, etc... Although I may be wrong - maybe
> > the pause is small enough to be indiscernable.
> Yeah, as Lee said in a recent post here in response to this discussion,
> it would look kind of wierd with the constant-fire monsters. Maybe, I
> haven't tried it out, maybe it looks okay. Of course, you could always
> use the lost-soul attack/constant fire idea I proposed. I know Gene doesn't
> like that idea, but it's worth a shot (more later in this letter).
I'm not entirely opposed to the lost soul attack, but it really only has
a limited number of uses - meaning, a fake marine that fires missiles is
not going to run at you as he fires them and get blown up in the
process. =]
> > you, turning to fire as he goes. Now, I don't see a whole lot of
> > deathmatches where someone starts playing joust with you like that, so
> > I'd deem it a little unrealistic.
> Well, the marine couldn't change weapons while strafing, the constant-fire
> loop will keep him firing the same weapon as long as he doesn't stop "running".
> Even if he gets close (but doesn't hit you), he will continue to fire the
> same weapon (the chaingun or the plasma gun).
In that case, he'd have to bump into you. I don't remember, but isn't
the lost soul damage done by the projectile damage bit? Even if you set
that to zero, if a fake marine ran into you, you would respond as though
you were hurt, even if no damage is done. Of course, it probably would
be hard to notice if he's shooting at you at the same time.
Another thought just came to mind. What do we do about the chance of
injury bit? We can't just leave it at 255, because then we can just hold
down the trigger on the chaingun and the marine will switch to his
injured frame so much that he won't be able to pull off a shot. Then
again, if we set it to a lower number, then sometimes when you hit a fake
marine he won't switch to his injury frame. In my opinion, we'd simply
have to set it for a lower number anyways. At least he'll be able to
fire even if you're hitting him. (If you don't know what problem I'm
talking about: When you hit a real marine, he always switches to the
injury frame, although he can still fire. His injury chance bit is set
to 255.)
> This does bring up another thing Lee (or was it Greg?) said about the problem
> with making fake marines pause long enough to make it look like they had
> to switch weapons without making them look stupid. Of course, there are a
> LOT of things that you can't overcome with fake marines that give them away:
> 1. They wander aimlessly
> 2. They don't run out of ammo
> 3. They can't throw switches or trip lindefs (although they CAN open certain
> kinds of doors (DR?), and I think it depends on how fast they are.
> 4. And, of course, the going over cliffs thing (more later).
Exactly. There are so many problems that it becomes ridiculous trying to
fix every single one of your 20 or so fake marines to be realistic. It's
practically a lost cause - but at least we'll learn something in the process.
> No, actually. If you make the duration shorter, the monster WILL move
> faster (and track you better and attack more often). To remedy
> the "fast-motion" look of the sprites, you need more frames for the
> movement phase. So instead of, say, 4 frames with a duration of 3 each,
> use 12 frames with a duration of 1 each. The extra frames don't NEED to
Ouch. So then we run into a problem with the number of frames we're
limited to.
> bit off. It looked nice, but played bad. One consolation, though... I
> have a few monsters that I turned "semi-no-clipping" on for, and it looks
> nice with them (they go OVER areas with gaps without actually flying).
I'm not sure exactly what the effect looks like. I thought
semi-no-clipping prevented moving through walls but still allows moving
from one sector to another, as long as there is space, no matter what
the height difference is. If that's the case, wouldn't that look a
little weird?
> I just had another idea that may go well with the DeathVision thing I
> mentioned before- A gun that shoot health potions! This way you could store
> up health you find, and shoot out some when you need it! Here's how it would
I was looking in the Dehacked Grab Bag WWW page a while back, and I
believe I saw something that said it was impossible to make enemies shoot
health potions and the like that you could actually use. In your case,
it happens to be the player. Anyway, I could have sworn that a long time
ago, when Dehacked was first being made, there was a patch out that did
just that. If you can accomplish this (or already have) that'll have to
be changed. Meanwhile, I think I'll check ftp.cdrom.com for that patch...
I believe it was an imp that shot health potions along with some other
miscellaneous stuff.
BTW, could you explain in a little greater detail about how you made that
Death Vision thing? You really got me interested, and I don't have that
last message you sent the other day anymore.
I also checked out your Aliens Doom 3 patch. One of the wad files (can't
remember off the top of my head) has a whole series of the same graphics
repeated. The graphics were small (just the player's mugshot), and there
may be some more repetitions in the other files - I didn't check. I'd
also consider replacing the DB shotgun and archvile flames with something
original, as it's illegal to include those.
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End of doom-editing-digest V1 #518
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