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Doom Editing Digest Vol. 01 Nr. 520
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #520
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 18 December 1995 Volume 01 : Number 520
Re: ALIENS 3 IDEA! maybe...
Probs with invisable stairs
Re: More DHE q's
Wintex 4.1
De-hacked Q's
Re: De-hacked Q's
No telep lag?
Re: ALIENS 3 IDEA! maybe...
Five-animation switches
Spawnable Critters in Hexen
Re: Avatar, where are you?
----------------------------------------------------------------------
From: misc335@cantva.canterbury.ac.nz
Date: Sun, 17 Dec 1995 15:58:33 +1300
Subject: Re: ALIENS 3 IDEA! maybe...
> You know how a sprite with a negative offset is displayed
> relative to the game screen. So why can't you give one of the
> close attack frames of a face hugger a negative sprite offset.
> That way, when it comes in close, your screen will be covered
> by this facehugger (If the frames are calibrated correctly. You
> don't what the face hugger to be a mile away and have it shown
> as on your face.) Would this work?
For Aliens-TC I gave the facehuggers a close combat attack, and the
sprites for the attack were them leaping up at the face, drawn so that if
they were attacking you, your screen was mostly obscured by a very
pixelated hugger underside, it worked OK and looked ok when they were
attacking other monsters, but I had to ditch it as I ran out of frames
and needed them elsewhere. If the Alien 3 is being done in Doom2 however,
there should be plenty of frames for that sort of thing...
Seeya
Justin
------------------------------
From: misc335@cantva.canterbury.ac.nz
Date: Sun, 17 Dec 1995 17:47:26 +1300
Subject: Probs with invisable stairs
Hello, I've been trying to get these to work but without success...
(As seen in UOC_Dead)
So far, I have the sector area in which they appear, a sector that is the
step (ie identical to the outer sector in height, floors etc) and the inner
sector which is set to the step height, same floor etc, and both sidedefs
of the surrounding linedefs of this inner sector point to it. AFAIK this
should be enough, but the result is the step is invisable while your line of
sight is below the step height, and when LOS is above, the floor texture is
displayed at the step height (and continues down to fill the wall-below) rather
than remaining at ground level (in order to result in invisable steps).
Ok, congradulations if you managed to understand that convoulted
paragraph. Any suggestions? (I am using WinDeu32, but it is not set to
expert mode, could it be "fixing" my "errors" or something?)
A step by step start-from-sratch instructions might help as I could use
it as a checklist, but I havn't seen any FAQs that include this...
Thanks
------------------------------
From: Gene Franzen <gfranzen@tenet.edu>
Date: Sat, 16 Dec 1995 23:24:26 -0600 (CST)
Subject: Re: More DHE q's
On Sat, 16 Dec 1995, Greg Lewis wrote:
> tried it. (Does it just involve copying the firing code pointer of a
> monster to one of the player's code pointers for weapons?) But it could
I believe you have to take one of the firing frames for the player and
completely copy it over to another frame that you won't be using, such as
the first frame for the SS trooper. You do this so you can put a code
pointer there. Then you simply drop the code pointer of the mancubus
fireball in that spot. Of course, if you do it this way, everyone would
have the ability to set the fireballs off, but that's what I had tried
before. You probably could modify one of your weapons to fire a
projectile which has the mancubus fireball code pointer in IT. That way,
you could only set them off by having a certain weapon.
------------------------------
From: Mike Ruete <ruetem@lafvax.lafayette.edu>
Date: Sun, 17 Dec 1995 04:02:21 -0500
Subject: Wintex 4.1
Could someone hook me up with wintex 4.1 beta? Thanx.
_/_/_/
_/_/_/_/ _/ _/_/ ruetem@lafayette.edu
_/_/_/_/ _/ _/ _/ ftp://wouldn.t.you.like.to.know
_/ _/ _/ _/ _/_/_/ http://this.page.intentionally.left.blank
_/ _/ _/ _/ _/
_/ _/ a.k.a.=> Gripp (all you ifraggers know and
_/ fear me... Well, not all
of you...:)
"Everything is aerodynamic if you throw it hard enough."
------------------------------
From: mustaine@usa.net (Tom Mustaine)
Date: Sun, 17 Dec 1995 02:14:00 -0700
Subject: De-hacked Q's
Yet another De-hacked question.
Is there any way to remove the "After teleport" Delay in Doom2? So that
teleports can be instant like in hexen, with no pause after teleport? My TC
Really needs this to make the Mulit Level effect, effective. If your player
lags after a "Silent, Invlsible" (removed the sound, and GFX for tele) it is
still obvious that you have paused, or teleported. Any ideas on this one?
[] Tom Mustaine Mustaine@usa.net a.k.a Paradox []
[] Master Levels Level Designer - Quarter Finalist at DM95 []
[] TeamTNT / TNT-II / Memento Mori (The Freshmaker) Member []
[] Check out the Ultimate Deathmatch - Mountain King at []
[] =- http://www.usa.net/~mustaine/mtn_king.html -= []
------------------------------
From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Mon, 18 Dec 1995 00:34:36 +1000 (GMT+1000)
Subject: Re: De-hacked Q's
On Sun, 17 Dec 1995, Tom Mustaine wrote:
> Yet another De-hacked question.
>
> Is there any way to remove the "After teleport" Delay in Doom2? So that
> teleports can be instant like in hexen, with no pause after teleport? My TC
> Really needs this to make the Mulit Level effect, effective. If your player
> lags after a "Silent, Invlsible" (removed the sound, and GFX for tele) it is
> still obvious that you have paused, or teleported. Any ideas on this one?
This is probably obvious but did you BOTHER to set the frame_delay to 0
(or is it 1 ?) so that the silent/invis frames pass INSTANTLY ? Just cos
you cant see them doesnt mean doom doesnt draw them...
>
>
> [] Tom Mustaine Mustaine@usa.net a.k.a Paradox []
> [] Master Levels Level Designer - Quarter Finalist at DM95 []
> [] TeamTNT / TNT-II / Memento Mori (The Freshmaker) Member []
> [] Check out the Ultimate Deathmatch - Mountain King at []
> [] =- http://www.usa.net/~mustaine/mtn_king.html -= []
>
>
Christopher Voutsis
Email: s337239@student.uq.edu.au
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sun, 17 Dec 1995 10:19:59 -0500 (EST)
Subject: No telep lag?
Tom,
In answer to your question about achieving a
no-lag teleport, I have to tell you I have NOT found
a way to do this. In my TC (Aliens Doom 3: Aliens vs
Predator), I have invisible, silent teleporters that
simulate levels over other levels. I use them in chutes
to drop down through to the next lower level, and as
ladders to go up to the next higher level. I always
get lag, but it's okay, especially when dropping
down a level (you look like you fell, the screen bobs
a little, looks nice).
Another way your "indetectable" teleporters will
be obvious are that:
1. You can telefrag monsters and players when you teleport
onto them.
2. The teleport always leaves you facing the same direction
regardless of what direction you were in when you stepped on it.
(I.E., you place a telep exit on a map facing east and anything
that comes through the telep will be facing east- even if it
was facing west when it went into the telep).
You may be able to get around this by making you teleport sector
have 8 or so lines, each one corresponding to a different telep
exit- all on top of each other- each facing a different direction.
(I.E.: Make the north line of the sector send you to the telep
exit that's facing south, make the northeast line send you to
the telep exit that's facing southwest, etc.) The only problem
with this is that if the person slides in or backs in, you'll
still have an awkward direction change. It's probably not worth
the trouble of making an 8-sided telep leading to 8 super-imposed
telep exits, so you should just accept that the telep's wont ever
be COMPLETELY indetectable.
Good luck with your project! What's the theme of your TC?
Mike Gummelt
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sun, 17 Dec 1995 13:55:00 -0500 (EST)
Subject: Re: ALIENS 3 IDEA! maybe...
>
> For Aliens-TC I gave the facehuggers a close combat attack, and the
> sprites for the attack were them leaping up at the face, drawn so that if
> they were attacking you, your screen was mostly obscured by a very
> pixelated hugger underside, it worked OK and looked ok when they were
> attacking other monsters, but I had to ditch it as I ran out of frames
> and needed them elsewhere. If the Alien 3 is being done in Doom2 however,
> there should be plenty of frames for that sort of thing...
>
Hmmm, good idea, Justin. Mine still only had a far attack, I'll have to try
that. By the way, I'm making this for Doom I, UDoom, and Doom ][.
As it is now, my faceuggers attack from far away, jump when they get close,
and you usually see them up in your face for a second.
Mike
------------------------------
From: "J. Kugelman" <kugelman@mnsinc.com>
Date: Sun, 17 Dec 95 16:20:43 PST
Subject: Five-animation switches
How do I make a script for a five-animation switch, and be able
to press the switch without grunting? I've checked out the scripts
for level 5, and don't know what's wrong.
BTW, how do the level 5 switches work, since all they are set for
is 121, Script I.D.?
-John
------------------------------
From: Jim Davis <JAD7084@tntech.edu>
Date: Sun, 17 Dec 1995 17:44:13 -0600 (CST)
Subject: Spawnable Critters in Hexen
What creatures are allowed to be spawned by Spawn_Thing(), anyway? I'd
*really* like to be able to spawn one of the brown, green-spitting chaos
serpents, but in HETH it doesn't show up. Checked the SPAWN.HEX and
THING.HEX, and the green ones (spawnable, already-there) have different
I.D. values... so does the game just not even *have* the ability to spawn
something not in HETH's list? Or am I making no sense at all?
.-----------.--------------------.------------------------------------.
| Jim Davis | jad7084@tntech.edu | http://www.csc.tntech.edu/~jadavis |
`-----------^--------------------^------------------------------------'
------------------------------
From: Fairfax Shield McCandlish <fsm3m@fermi.clas.virginia.edu>
Date: Sun, 17 Dec 1995 19:34:30 -0500 (EST)
Subject: Re: Avatar, where are you?
According to Michael Gummelt:
>
> Hi, I'm looking for Avatar (Mackey?), the maker of
> the OMF theme patch called DMF. I tried to contact him
> at the e-mail adress in the .txt files that came with
> the .wad (avatar@widomaker.com) but he's no longer a user
> there. Anyone know where I can reach him?
I guess this message was forwarded to me. Anyway,
widomaker stopped forwarding my mail so I'm now here at
fsm3m@virginia.edu. Actually I'm back at widomaker for the
holiday month, but really I'm not at that account anymore.
-*Avatar*-
------------------------------
End of doom-editing-digest V1 #520
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