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Doom Editing Digest Vol. 01 Nr. 532
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #532
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 26 December 1995 Volume 01 : Number 532
Re: DHE for Hexen?
Re: DoomIII TOTAL CONVERSION
Re: deh?
Re: Hexen: thingcount() and t
Re: DoomIII TOTAL CONVERSION
Re: DoomIII TOTAL CONVERSION
RE: DoomIII TOTAL CONVERSION
Testing....
Hexen Editing
deh?
Re: DoomIII TOTAL CONVERSION
Ceiling Monsters.
WEEKLY REMINDER : Beginner's Questions
RE: DoomIII TOTAL CONVERSION
Re: Hexen Editing
Heretic trick
Re: DoomIII TOTAL CONVERSION
Re: Ceiling Monsters.
----------------------------------------------------------------------
From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Mon, 25 Dec 1995 19:20:27 -0600
Subject: Re: DHE for Hexen?
> Is there a hack editor for Hexen? I barely have anymore time this
>month and I don't feel like using it up looking for something that
>might not even exist. If there is one out, could someone hook me up
>with a copy or tell me where to look?
>
> Thanks in advance!
> Nick (Scully@ix.netcom.com)
>
>
If I find one you'll be the first to know.
Nate <raistlin@horizon.hit.net>
------------------------------
From: jelson@conline.com (Jim Elson)
Date: Mon, 25 Dec 1995 19:10:28 -0600
Subject: Re: DoomIII TOTAL CONVERSION
At 05:46 PM 12/25/95 +0100, doom-editing@nvg.unit.no wrote:
>At 17:15 23/12/95 -0600, you wrote:
>>I would like to announce that I am working on a Doom III total conversion
>>that will feature:
>>
>>*All new or modified doomII monsters
>>....
>>....
>
>What about a monster with 4 arms like in mortal kombat ? or a "centaure" you
>know a man with a horse 's body.
>Oh ! what about a woman with a machine gun.
>What about my ed-209 (from robocop).you want see picture about it ? Go on my
>web page !
>oh i forget, all the sprite are already calculate but colors are very bad.
Well the hardest part about making new monsters is 2-fold:
1). you need to find someone who can make clay models
2). then you need to video-capture them and paint them.
You can make new monsters without doing clay models, but models are the
superior method eventhough it is very time-intensive.
- --H2HMud
============================================================================
H2HMud NorthAmerican DeathMatch Tourney
Promo/Marketing Coordinator for "The New Technology: Evilution"
- ----------------------------------------------------------------------------
jelson@conline.com; WEB page ==> http://www.conline.com/~jelson/index.html
------------------------------
From: philip <philip@thepoint.net>
Date: Wed, 27 Dec 1995 00:46:04 -0800
Subject: Re: deh?
Raistlin Majere wrote:
>
> How do you combine two diff .deh files using dehacked?
Aren't the .deh files just plain ol' text files? I'm not sure but you
could just copy the two into one .deh file (Assuming of course the two
.deh files don't modify like things)
phil
------------------------------
From: philip <philip@thepoint.net>
Date: Wed, 27 Dec 1995 00:54:25 -0800
Subject: Re: Hexen: thingcount() and t
Matt Tagliaferri wrote:
>
> DO>This worked *great* for one toilet. The second toilet is just like the
> DO>first, except the sector tag and thing tag for sound are 12 and 8 instead
> DO>of 11 and 7, and script 5 (dupe of 4). However, the second toilet, in
> DO>addition to making the WaterMove noise, also makes the SCRUNCH-THUNK
> DO>sector-moving noise. We tried deleting the second toilet and using HETH to
> DO>copy the old one exactly, adding a thing, changing the tags, and such, and
> DO>they STILL behave differently! We really can't figure this one out.
> DO>Toilet one gurgles; toilet two gurgles and scrapes and thunks.
>
> This is obviously because no two adjacent
> public toilets ever make the same sound :)
If used toilets that make that noise. Could shot something out of if it
too for a humorous effect, like a fireball or an Ettin.
------------------------------
From: philip <philip@thepoint.net>
Date: Wed, 27 Dec 1995 00:43:28 -0800
Subject: Re: DoomIII TOTAL CONVERSION
Pandion-Knight wrote:
> Easy, but you'd have to ditch a monster. Make a thing with movement 0, like
> the spiderdemon... or chaingun dude (but thats taken, hey.. ?) and modify
> the graphics so that its sorta upside down. Then set the hangs-from-ceiling
> bit.. (only on objects have not tried effects on monsters yet) and it
> should work..
Is there a reason a moster would have to be ditched? Couldn't you just do
something with the pointers? Isn't there like 30 new monsters in the new
Aliens TC? I'm new to dehacked.
Also, I just finished a patch (My first good one thank you very much) with a
monster with a flame thrower. No new graphics though, bad guy is a red
player, flame is the second of the three frame to the missle explosion.
Could use this in the TC if interested. Also, has anyone else done this?
I've seen tons of patches where you get a flame thrower, but none with flame
thrower monsters.
phil
------------------------------
From: philip <philip@thepoint.net>
Date: Wed, 27 Dec 1995 00:52:42 -0800
Subject: Re: DoomIII TOTAL CONVERSION
Jim Elson wrote:
>
> At 05:46 PM 12/25/95 +0100, doom-editing@nvg.unit.no wrote:
> >At 17:15 23/12/95 -0600, you wrote:
> >>I would like to announce that I am working on a Doom III total conversion
> >>that will feature:
> >>
> >>*All new or modified doomII monsters
> >>....
> >>....
> >
> >What about a monster with 4 arms like in mortal kombat ? or a "centaure" you
> >know a man with a horse 's body.
> >Oh ! what about a woman with a machine gun.
> >What about my ed-209 (from robocop).you want see picture about it ? Go on my
> >web page !
> >oh i forget, all the sprite are already calculate but colors are very bad.
>
> Well the hardest part about making new monsters is 2-fold:
>
> 1). you need to find someone who can make clay models
> 2). then you need to video-capture them and paint them.
>
> You can make new monsters without doing clay models, but models are the
> superior method eventhough it is very time-intensive.
>
> --H2HMud
What about ray tracing? Clay models are cooler looking however. The hardest
part is the palette because the ray tracer I use outputs 24-bit targa
format(16 million colors). All you have to do is create an object, and
render a few objects. An it FREE! Check out Pov-Ray if you're intersted. I
think you can download it from http://www.povray.org. I've created only one
monster with it and turned out real cool. I think that the pac-man patch and
the snow-imp patch were created with this program. I fact, the pacman source
is included with the Pov-Ray package.
phil
------------------------------
From: Randy Ramsdell <ryan@dodgenet.com>
Date: Mon, 25 Dec 1995 21:27:22 -0600
Subject: RE: DoomIII TOTAL CONVERSION
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Content-Transfer-Encoding: quoted-printable
- ----------
From: Pandion-Knight[SMTP:s337239@student.uq.edu.au]
Sent: Monday, December 25, 1995 3:55 PM
To: doom-editing@nvg.unit.no
Cc: doom-editing@nvg.unit.no
Subject: Re: DoomIII TOTAL CONVERSION
On Mon, 25 Dec 1995, philip wrote:
>=20
> I was thinking about this just last night. How about a turnet mounted =
on=20
> the ceiling (can't move) with a machine gun. Could also have a =
flashing=20
> red light on the bottom of the turnet and have the active sound play =
some=20
> sort of warning sound. Just an idea.
>=20
> phil
Easy, but you'd have to ditch a monster. Make a thing with movement 0, =
like
the spiderdemon... or chaingun dude (but thats taken, hey.. ?) and =
modify=20
the graphics so that its sorta upside down. Then set the =
hangs-from-ceiling
bit.. (only on objects have not tried effects on monsters yet) and it=20
should work..
... assuming im right.
Ps is there a problem with setting monsters speed 0 ?
Christopher Voutsis
Email: s337239@student.uq.edu.au
Good idea. I've noticed that if you put a lot of monsters together =
around one spot, they sometimes end up in the cieling. Maybe you could =
go along that concept with a few adjustments.
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------------------------------
From: RXYB18B@prodigy.com (MR JAY C HORITA)
Date: Tue, 26 Dec 1995 03:54:23 EST
Subject: Testing....
Uh... Like I'm testing some stuff... huh huh, huh huh...
------------------------------
From: scully@ix.netcom.com (Magdalena O. Penaranda )
Date: Tue, 26 Dec 1995 08:58:14 -0800
Subject: Hexen Editing
I need info on Hexen scripts. Everything there is to know about
them. I'm using Heth v1.xx and when I try to play my level on
Hexen, It crashes. I geuss It's 'cause of that stuff about scripts.
So can someone help me?
Nick
------------------------------
From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Tue, 26 Dec 95 10:58:00 -0700
Subject: deh?
- --> How do you combine two diff .deh files using dehacked?
Use Dehacked 3.0 and reset the initial values. Then load the first .DEH
(it will prompt for initial values). After that, load the 2nd .DEH file
WITHOUT resetting the values. It won't "combine" them, persay, but it'll
bring in the results, one .DEH overwriting the other. If the two .DEH
files don't use any of the same areas, you have a successful combination.
IE... I have TROOPER.DEH, IMP.DEH, etc, etc... as different monsters and
things that I've created. Rather than have one LARGE .DEH file, I have
several and then compile them all together for a final launching.
- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>
------------------------------
From: jh32322@ltec.net (Joel Huenink)
Date: Tue, 26 Dec 1995 11:59:18 -0600
Subject: Re: DoomIII TOTAL CONVERSION
>Pandion-Knight wrote:
>> Easy, but you'd have to ditch a monster. Make a thing with movement 0, like
>> the spiderdemon... or chaingun dude (but thats taken, hey.. ?) and modify
>> the graphics so that its sorta upside down. Then set the hangs-from-ceiling
>> bit.. (only on objects have not tried effects on monsters yet) and it
>> should work..
>
>Is there a reason a moster would have to be ditched? Couldn't you just do
>something with the pointers? Isn't there like 30 new monsters in the new
>Aliens TC? I'm new to dehacked.
>
>Also, I just finished a patch (My first good one thank you very much) with a
>monster with a flame thrower. No new graphics though, bad guy is a red
>player, flame is the second of the three frame to the missle explosion.
>Could use this in the TC if interested. Also, has anyone else done this?
>I've seen tons of patches where you get a flame thrower, but none with flame
>thrower monsters.
>
>phil
>
That would be cool. instead of a guy maybe a big demon that rears back and
bellows flames out his mouth! That way the player can't get his flame
thrower when he kills it.
Joel
------------------------------
From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Tue, 26 Dec 95 11:03:00 -0700
Subject: Ceiling Monsters.
While it has been easy to create a "mounted turret monster", ie. like the
Apogee Game "Blake Stone 3d!" where they had mounted turrets on the
ceiling that aimed for you.
I have been trying out some pointers in dehacked and have been able to
make a turret that fires upon line-of-site, but doesn't move. I have
changed the IMP to look like a soul sphere, and the soul sphere then fires
the chaingun.
Problem: I have set the "No Gravity" and "Hangs From Ceiling" bit, but as
soon as it's in line-of-site, it drops to the floor. I've even tried
setting the height and width to 20, but it doesn't help, even with
"travels over cliffs" set. I've tried all these combinations without
success. If you set the height too high, it'll be above the ceiling, and
hense out of the sector (same with a smaller number).
Any way to make 'em stick to the ceiling?
- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Tue, 26 Dec 95 14:04:02 -0500
Subject: WEEKLY REMINDER : Beginner's Questions
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------------------------------
From: "ryan@dodgenet.com" <ryan@dodgenet.com>
Date: Tue, 26 Dec 1995 13:45:19 -0600
Subject: RE: DoomIII TOTAL CONVERSION
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Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: quoted-printable
I recently went out and bought HEXEN. It has =
many new features for editing that were not in DOOM or (2). But it's =
setting is not nearly as fun of DOOM. What if some people went out and =
put DOOM graphics and all into HEXEN. Then made a conversion from Hexen =
to DOOM, with all the new feature's of HEXEN. By the way, anybody know =
of any *good*, fully functional HEXEN editors?
ryan@dodgenet.com
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- ------ =_NextPart_000_01BAD398.8C25FEE0--
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From: "John W. Anderson" <drsleep@pennet.com>
Date: Tue, 26 Dec 1995 15:14:36 -0500
Subject: Re: Hexen Editing
Nick --
> I need info on Hexen scripts. Everything there is to know about
> them. I'm using Heth v1.xx and when I try to play my level on
> Hexen, It crashes. I geuss It's 'cause of that stuff about scripts.
> So can someone help me?
What version of HETH do you have, exactly? What method are you using to
insert your compiled scripts? The raw script file needs a prefix of at least
six characters before you try to insert it into a BEHAVIOR.WAD (for example
SCRIPT.RAW works, but not SCRIP.RAW).
What sort of script actions have you defined?
- - John
- -----------------------------------------------
John W. Anderson
drsleep@pennet.com
Visit my Web page: "Dr Sleep's DOOM Apothecary"
http://ourworld.compuserve.com/homepages/DR_SLEEP/
------------------------------
From: Pangier@AOL.COM
Date: Tue, 26 Dec 1995 15:28:14 -0500
Subject: Heretic trick
In Heretic: If you make a sector as big as a pod generator, and then have the
edges of the sector to teleport. The pod generator will keep on generating.
the location of the teleport exit is a constant fireworks display. (pod
teleporting upon pod). Neat obstacle!
Pangier@aol.com
Shameful plug:
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| Owner of stuff ! |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
------------------------------
From: Spoon Doom Conglomorate <spoon@elbon.demon.co.uk>
Date: Tue, 26 Dec 1995 20:06:21 GMT
Subject: Re: DoomIII TOTAL CONVERSION
In message <Pine.ULT.3.91.951225215302.13752A-100000@student.uq.edu.au> Pandion-Knight writes:
> On Mon, 25 Dec 1995, philip wrote:
>
> >
>
> Easy, but you'd have to ditch a monster. Make a thing with movement 0, like
> the spiderdemon... or chaingun dude (but thats taken, hey.. ?) and modify
> the graphics so that its sorta upside down. Then set the hangs-from-ceiling
> bit.. (only on objects have not tried effects on monsters yet) and it
> should work..
>
> ... assuming im right.
>
> Ps is there a problem with setting monsters speed 0 ?
>
> Christopher Voutsis
> Email: s337239@student.uq.edu.au
>
I tried hanging a imp from the ceiling in a bat monster attempt,
the best I could come up with was to have the floating bit also
set. When the imp activated he instantly hit the floor and
behaved normally, perhaps 0 movement will change things but I
doubt it. if somebody does come up with a way to keep a monster
on the ceiling then please tell me!
Paul Noble
"Hot Damn! I'm the Sheriff!" -The Sheriff
------------------------------
From: philip <philip@thepoint.net>
Date: Wed, 27 Dec 1995 18:18:43 -0800
Subject: Re: Ceiling Monsters.
MICHAEL HOENIE wrote:
>
> While it has been easy to create a "mounted turret monster", ie. like the
> Apogee Game "Blake Stone 3d!" where they had mounted turrets on the
> ceiling that aimed for you.
>
> I have been trying out some pointers in dehacked and have been able to
> make a turret that fires upon line-of-site, but doesn't move. I have
> changed the IMP to look like a soul sphere, and the soul sphere then fires
> the chaingun.
>
> Problem: I have set the "No Gravity" and "Hangs From Ceiling" bit, but as
> soon as it's in line-of-site, it drops to the floor. I've even tried
> setting the height and width to 20, but it doesn't help, even with
> "travels over cliffs" set. I've tried all these combinations without
> success. If you set the height too high, it'll be above the ceiling, and
> hense out of the sector (same with a smaller number).
>
> Any way to make 'em stick to the ceiling?
I just figured it out. After I brought up the idea I thought it would be
good to make sure it works. Once I tried it the same happened to me.
What I did was set travels over ledges to on, along with floating, no
gravity and hangs from ceiling, and it worked!
I got another wonderful idea. How about a spot that shots at you from a
hole in the wall, like in hexen? It would only have to two frames big,
one for normal, one for shooting.
Also, is there a refrence on what everything does for dehacked? I
haven't found one yet.
phil
p.s. Joel, if you haven't guessed, I'd like to help you on your wad
------------------------------
End of doom-editing-digest V1 #532
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