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Doom Editing Digest Vol. 01 Nr. 510
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #510
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 10 December 1995 Volume 01 : Number 510
RE: Deathmatch starts in doom wads...
DeHackEd help offer...
Re: Re: Misc. Hexen Stuff..
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From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 8 Dec 1995 22:27:23 -0500 (EST)
Subject: RE: Deathmatch starts in doom wads...
Regarding how initial dmatch starts are determined....
It has been my experience that the first dmatch spot
you place will be player 1, the second will be player
2, etc. Of course, i haven't had too much time to
test this specific theory out, just an observation.
Mike
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From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 9 Dec 1995 10:47:53 -0500 (EST)
Subject: DeHackEd help offer...
Hi,
I'm the guy making Aliens Doom 3: Aliens vs Predator.
It's a game that has required extensive hacking and I have
learned a lot about code poinyers and peculiar behavior of
things, sounds, sprites, etc. If anyone has any questions
about DeHackEd, let me know and I'll try to answer it as
best as I can as soon as I can.
Mike gummelt
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From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 9 Dec 1995 22:22:59 GMT
Subject: Re: Re: Misc. Hexen Stuff..
In your message dated Thursday 7, December 1995 you wrote :
> Most of these are not used in the game, however if you know the warptrans
> number, you can either visitxx or -warp xx using the warptrans number, as
> long as the number after the map is an entry in the wad. I think.
Yeah, but a lot of them like 'Eric's Whirlwind Of Death' don't have entries in
the wad.
> James S. Blachly
> James S. Blachly(R) is a registered trademark of God. Design is
> (c)Copyright 1980 God. All rights reserved.
>
>
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End of doom-editing-digest V1 #510
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