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Doom Editing Digest Vol. 01 Nr. 525

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 #525
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 21 December 1995 Volume 01 : Number 525

Re: Code Pointers... More DHE Qs
Code pointers common sense
Mancubus attack from player?
Teleport flash

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

From: LummoxJR@AOL.COM
Date: Wed, 20 Dec 1995 15:59:47 -0500
Subject: Re: Code Pointers... More DHE Qs

Well, I haven't read most of that letter yet (give me a couple of hours' free
time first!), but the answer to your quesiton about exploding death and code
pointers is: Yes. There is a code pointer to do that special stuff when a
monster dies.
I don't know the number of it offhand, although you could check my code
pointers Web page
(http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/gb_cp.html) to find out.
Or, you could search through the baron's death frames to find out which code
pointer he uses to do this- it is in there.
However, to add in those exploding death frames, if you want one of those
frames to use the so-called magic code pointer, you'll have to use a frame
that already has a pointer in it. That's the tricky part.

Lummox JR
the code pointer guy

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

From: LummoxJR@AOL.COM
Date: Wed, 20 Dec 1995 15:59:48 -0500
Subject: Code pointers common sense

>I am using dehacked 3.0 and successfully got the mancubus fireball turned
>into a rocket but when I try to change the cyberdemon's fire code pointer to

>the mancubus fire code pointer (164960,165088 or 165216) Dehacked tells me
>its an invalid number and wont allow me to edit that field! I tried the same

>thing in D2 V4.2 and it let me use the new code pointers but it had no
>effect at all. The mancubus shoots two rockets so would it be easier to
>adjust his hit points, mass, height & width and use the cyberdemon sprites?

The biggest problem here, and possibly the problem you are having, is that
you are using the numbers themselves, rather than the frames that use them.
If you want to use the mancubus code pointer, type in the frame number that
has the pointer you need.
At any rate, don't bother using the actual numbers, because they vary across
versions, and as such are no use to anyone at all.

Lummox JR
under duress

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

From: LummoxJR@AOL.COM
Date: Wed, 20 Dec 1995 16:01:49 -0500
Subject: Mancubus attack from player?

In a message dated 95-12-19 18:19:23 EST, you write:

>No, no, no... You misunderstood. I realize that would happen. I meant
>copying the player frame to the SS Trooper's frame, JUST so that you have
>a code pointer available there. Obviously, there is no code pointer on
>the player's firing frames (this doesn't have to do at ALL with the
>weapons frames) so you need to find one that does. The first SS Trooper
>frame does have a code pointer (like any other frames that are just for
>movement) so you could use that one. Insert the mancubus fireball shot
>in there and it should work, as long as when the player fires it will get
>to that frame.

Ah, I think I get it!
You mean this, right? A player fires, and his firing frame (as seen from
other players) uses the mancubus firing code pointer. I'm not sure if this
will work- I'll have to try it. It may only work in DeathMatch (but I doubt
that); we'll see.
I'll try that out myself.

Lummox JR
intrigued

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

From: LummoxJR@AOL.COM
Date: Wed, 20 Dec 1995 15:59:00 -0500
Subject: Teleport flash

>Ok Morons. Lemmie re-phrase the question since you didn't seem to be able
>to grasp it correctly. I am not attempting to make the Frames disappear,
>IE: Make the teleport invisible, That's REAL easy. I want the Teleport
>*Pause* to Be removed. When you teleport, you pause for a second, and you
>lose your forward Speed. I am asking how to remove the PAUSE *After*
>Teleport, Has nothing to do with the Graphics.
>
>Mabye you can understand the question now, before making more annoying
>comments.

I understood the question fine, thanks, and I gave answers for each case, not
knowing how your patch was set up, or if the pause actually existed when the
patch was done right (I hadn't noticed the pause in the new patch, so I
couldn't have said that.)

>I'll have to agree with Pandion-Knight on that one. It all depends on how
>you're removing the graphics. If all is done properly, by trimming frame
>durations to nil and not by setting the "invisible" bit (which really
doesn't
>work all that well), then the problem is internal and can't be changed. If,

See? I said IF it's done the way I recommend, and there's still a pause, then
the pause is completely internal, and nothing at all can be done about it.
If the patch you're using is the older one, where the invisibility bit is set
and the sound is turned off, then you'd have to change to the new patch
first- then you could tell whether there was a pause or not.
It seemed to me that the new patch did not have this pause, because its short
frame duration was cutting off the sound, but I could have been mistaken
there. I have not tested to see whether the pause still exists.

Lummox JR
right the first time

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

End of doom-editing-digest V1 #525
**********************************

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