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Doom Editing Digest Vol. 01 Nr. 527
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #527
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 22 December 1995 Volume 01 : Number 527
Re: Invisible Stairs & Invisible Doors
Re: Dehacked 3.0 & Chainguns
Re: Dehacked 3.0 & Chainguns
Re: Proof of monster strafing
Re: Invisible Stairs & Invisible Doors
----------------------------------------------------------------------
From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Thu, 21 Dec 1995 13:50:09 -0600 (CST)
Subject: Re: Invisible Stairs & Invisible Doors
On Thu, 21 Dec 1995, Drake O'Brien wrote:
> Let rectangular sector 3 with floor/ceiling of 0/128 contain rectangular
> sector 2 with floor/ceiling of 0/128, which in turn contains a small
> rectangular
> sector 1 with floor/ceiling of 24/128, and let both sidedefs of the lindefs
> defining sector 1 point to sector 1, so you have the makings for an
> invisible platform.
> After the build used for spcial2b.wad the floor height of sector 1 will
> include the entire area bounded by sector 2, both interior and exterior to
> rectangle 1, whereas after a Zennode default build and using spcial2b.zen
> (or a WARM -n=a build) the floor height of sector 1 only includes the
> interior area of the centermost rectangle 1.
The 'u' option in WARM is for the case you describe above. If you
use WARM with -n=ua, it ought to work as desired. I had meant for the
'a' option by itself to turn on 'u', but it doesn't. BSP builds nodes in
the manner that the 'u' option turns on (this means BSP can't be used to
make a perfect transparent door since the 'u' mode must be disabled for
such doors).
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: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Thu, 21 Dec 95 17:26:12 EST
Subject: Re: Dehacked 3.0 & Chainguns
According to MICHAEL HOENIE:
>
> I just picked up DEHACKED 3.0 and in editing the code pointers, if the
> pointer is -0-, it won't let me change it. Is this normal? I wanted to
> make the troopers fire rapidly using some of the techniques here, but I
> can't get some of those code pointers changed. Also: I did manage to get
> them to fire rapidly, but they moved across the ground in a "sliding"
> manner (very unrealistic). DOOM also nearly ALWAYS crashes hard (screen
> turns to mush) and drops back to DEHACKED.
Do what I do, sacrifice some other guy. Check out COOLWPNS.DEH
- --
Erwen Tang - Class of 1997 TJHSST \|/ ____ \|/
Email: etang@pen.k12.va.us, @~/ ,. \~@
etang@capaccess.org /_( \__/ )_\
etang@lan.tjhsst.edu \__U_/
http://www.tjhsst.edu/~etang
- ---
Flame Shield operating 24hr. Flames will be deleted so don't bother.
------------------------------
From: FrancisGA@AOL.COM
Date: Thu, 21 Dec 1995 18:44:31 -0500
Subject: Re: Dehacked 3.0 & Chainguns
In a message dated 95-12-20 21:36:31 EST, you write:
>2. Troopers that move when they fire do indeed look unrealistic, as if they
>are sliding. The problem is simple: their moving frames have animations that
>make them look like they are walking, but when they're using their weapons
>and moving at the same time, that's only 1 frame of animation. Hence, they
>move, but there's no illusion that their legs are moving. I usually don't
>make troopers move for this reason.
>
You may or may not have noticed that player sprites are like this.
I never heard anyone say that that looked unrealistic... (or perhaps
it's because in deathmatch, no one has time to notice such things :-)
- --
FrancisGA
------------------------------
From: FrancisGA@AOL.COM
Date: Thu, 21 Dec 1995 18:44:27 -0500
Subject: Re: Proof of monster strafing
In a message dated 95-12-21 14:52:29 EST, you write:
>I would also like to add the sudden change of opinion among the people on
>this mailing list. At first, you were talking about how to do this/that
>to make the fake marines appear more real. In the background, however,
>are a substantial number of people who are talking about how fake marines
>would make deathmatch interesting because you could act stupid like one
>of the fake marines so your opponent won't know if you're one of them or
>a real marine.
>
>These are diametrically opposed propisitions. We have one side,
>attempting to make the marines as realistic as possible, and the other,
>admitting that it is impossible to make the fake marines realistic enough.
These are the SAME sides!! (they are not opposed!) Those attempting
to make realistic marines admit that you can't make the fake marines
realistic enough. The "side" that says it's impossible to make realistic
marines still would like to use marines that are as realistic as possible
for deathmatch games. It's just that both "sides" realize that you can't
make fake marines that look smart enough so that a good deathmatcher
can act normal and still get lost in the crowd.
- --
FrancisGA
------------------------------
From: Jimmy Sieben <l-sieben@MEMPHIS.EDU>
Date: Thu, 21 Dec 1995 18:08:25 -0600 (CST)
Subject: Re: Invisible Stairs & Invisible Doors
I have run across an interesting property of Invisible/Transparent
doors. The only way I know to make them is to set floor and ceiling 1
above the surrounding floor; otherwise you get HOM. However, I have
npticed you can fix this. Placing linedefs that lower the floor of that
sector to near, then close the sector like a door again will not have
that characteristic ridge trans-doors get, yet still work. Why is it that
a change in height after wad starts wont cause HOM?
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End of doom-editing-digest V1 #527
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