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Doom Editing Digest Vol. 01 Nr. 531

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #531
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 26 December 1995 Volume 01 : Number 531

Re: DoomIII TOTAL CONVERSION
Re: DoomIII TOTAL CONVERSION
Hexen: thingcount() and toilets
Re: DoomIII TOTAL CONVERSION
Re: DoomIII TOTAL CONVERSION
Re: D**mIII TOTAL CONVERSION
Re: DoomIII TOTAL CONVERSION
Yet ANOTHER dehacked question
Hexen: thingcount() and t
Re: DoomIII TOTAL CONVERSION
A few items.
Doom III conversion-suggestions.
Re: A few items.
DHE for Hexen?
Weapon frames ...
deh?
Re: Doom III conversion-suggestions.

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

From: philip <philip@thepoint.net>
Date: Mon, 25 Dec 1995 23:25:34 -0800
Subject: Re: DoomIII TOTAL CONVERSION

Joel Huenink 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
> *All new or modified weapons
> *All new 32 levels specially designed for DoomIII
> *Lots of new textures and pathces
> *Some new sounds
> *All new soundtrack
>
> If anyone out there in the Doom Editing community has any Ideas/suggestions
> or would like to contribute in any way feel free to reply!

I was thinking about this just last night. How about a turnet mounted on
the ceiling (can't move) with a machine gun. Could also have a flashing
red light on the bottom of the turnet and have the active sound play some
sort of warning sound. Just an idea.

phil

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sun, 24 Dec 1995 23:22:29 -0500 (EST)
Subject: Re: DoomIII TOTAL CONVERSION

Joel,
I'd just like to confirm that we will be working together
as i've gotten no formal response. I have some nice ideas for
monsters and can save you a lot of time and frustration in the
DeHackEd work. I've also done some graphics stuff that you may
want to build on. I've modified the attacks of the archvile,
imp, arachnotron, and cyberdemon, and of course, I've made all-new
weapons. If you want to have me do the DeHackEd work, just tell me
what you want the monster to do, and I'll do it.

Mike Gummelt

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

From: Jim Davis <JAD7084@tntech.edu>
Date: Sun, 24 Dec 1995 21:21:30 -0600 (CST)
Subject: Hexen: thingcount() and toilets

I've got two problems!
- ----------------------------------------------------------------------------
1) A hallway in this level has several torches (tid:4), an ettin, a
slaughtar leader, and four afrits, all with a tid of 50. We've got it set
so that when you pick up one of the combined mana in the room, the torches
deactivate, the light dims, and a door opens revealing the six critters.

When all four critters are dead, we want the lights and torches to
reactivate. However, thingcount(0, 50) (or (T_NULL, 50)) will count a DEAD
slaughtar leader and ettin! For instance, at the start (when all six are
alive), we get this:

thingcount(T_FIREGARGOYLE, 50) == 4
thingcount(T_ETTIN, 50) == 1
thingcount(T_CENTAURLEADER, 50) == 1
thingcount(0, 50) == 6

However, after they're all dead, I get this:

thingcount(T_FIREGARGOYLE, 50) == 0
thingcount(T_ETTIN, 50) == 0
thingcount(T_CENTAURLEADER, 50) == 0
thingcount(0, 50) == 2

Which is really irritating. We wind up having to add up the counts of
all three thingcount(T_[critter], 50)'s individually to get our total.
What's up with that?

- ----------------------------------------------------------------------------
2) In a model of a real building at our local college, we had a restroom
with two stalls, and a toilet in each. In converting this level from Doom,
we realised we could make the toilets flush! So we set about it.

script 4 (VOID)
{
thingsound(7, "WaterMove", 127);
Floor_MoveToValueTimes8(11, 5, 0, 0);
delay(105);
Floor_MoveToValueTimes8(11, 1, 2, 0);
delay (250); //delay to keep script from rerunning before
//water has reached original value
} // (We're going to neaten this up later...)

This worked *great* for one toilet. The second toilet is just like the
first, except the sector tag and thing tag for sound are 12 and 8 instead
of 11 and 7, and script 5 (dupe of 4). However, the second toilet, in
addition to making the WaterMove noise, also makes the SCRUNCH-THUNK
sector-moving noise. We tried deleting the second toilet and using HETH to
copy the old one exactly, adding a thing, changing the tags, and such, and
they STILL behave differently! We really can't figure this one out.
Toilet one gurgles; toilet two gurgles and scrapes and thunks.

- ----------------------------------------------------------------------------
Can anyone give us some advice? These are both driving us absolutely
bugnuts...

.-----------.--------------------.------------------------------------.
| Jim Davis | jad7084@tntech.edu | http://www.csc.tntech.edu/~jadavis |
`-----------^--------------------^------------------------------------'

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

From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Sun, 24 Dec 1995 23:06:21 -0600
Subject: Re: DoomIII TOTAL CONVERSION

>>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
>>>*All new or modified weapons
>>>*All new 32 levels specially designed for DoomIII
>>
>>I will be happy to help you in editing maps.In this way you could
>>concentrate others things.
>>You could organized a competition and olny the best level will be kept.
>>of course it 's just a suggestion.
>>
>>
>>********************************
>> RAZAFI EDWIN
>> -----------------------
>> E-mail:edwin@worldnet.ne
>> http://www.worldnet.net/~edwin
>>********************************
>>
>This might not be a bad idea. But before any maps are built I will release
>monster info (new height, width, attack descriptions and other stats) and
>all the new textures that I want to use For this theme. Right now I want
>suggestions on new monsters and weapons mainly.
>
>Joel Huenink
>(local doom guru)
>
>
>
You could make dragons and crap.

Nate<raistlin@horizon.hit.net>


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

From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Sun, 24 Dec 1995 23:11:54 -0600
Subject: Re: DoomIII TOTAL CONVERSION

>>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
>>>*All new or modified weapons
>>>*All new 32 levels specially designed for DoomIII
>>
>>I will be happy to help you in editing maps.In this way you could
>>concentrate others things.
>>You could organized a competition and olny the best level will be kept.
>>of course it 's just a suggestion.
>>
>>
>>********************************
>> RAZAFI EDWIN
>> -----------------------
>> E-mail:edwin@worldnet.ne
>> http://www.worldnet.net/~edwin
>>********************************
>>
>This might not be a bad idea. But before any maps are built I will release
>monster info (new height, width, attack descriptions and other stats) and
>all the new textures that I want to use For this theme. Right now I want
>suggestions on new monsters and weapons mainly.
>
>Joel Huenink
>(local doom guru)
>
>
>
How many people do you have working on this with you? I'll help if
you want in any way.
Nathan Lind
<raistlin@horizon.hit.net>

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

From: jh32322@ltec.net (Joel Huenink)
Date: Sun, 24 Dec 1995 23:42:55 -0600
Subject: Re: D**mIII TOTAL CONVERSION

>Joel Huenink 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
>> *All new or modified weapons
>> *All new 32 levels specially designed for DoomIII
>> *Lots of new textures and pathces
>> *Some new sounds
>> *All new soundtrack
>>
>> If anyone out there in the Doom Editing community has any Ideas/suggestions
>> or would like to contribute in any way feel free to reply!
>
>I was thinking about this just last night. How about a turnet mounted on
>the ceiling (can't move) with a machine gun. Could also have a flashing
>red light on the bottom of the turnet and have the active sound play some
>sort of warning sound. Just an idea.
>
>phil

Not bad! Like a security system that activates when you cross a line or
wakes like a monster and rotates toward you and shoots at you until you
shoot it and blow it up!

Joel


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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Mon, 25 Dec 1995 21:55:12 +1000 (GMT+1000)
Subject: Re: DoomIII TOTAL CONVERSION

On Mon, 25 Dec 1995, philip wrote:

>
> I was thinking about this just last night. How about a turnet mounted on
> the ceiling (can't move) with a machine gun. Could also have a flashing
> red light on the bottom of the turnet and have the active sound play some
> sort of warning sound. Just an idea.
>
> 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
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


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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Mon, 25 Dec 1995 23:13:01 +1000 (GMT+1000)
Subject: Yet ANOTHER dehacked question

I have tried (briefly) to fiddle with a code pointers to mix rocket
attack and archvile so rocket hits can chuck monster/players in the air.

Is there a way to do this ??

Also, i am interested in some health gun i heard about, that chucks ppl
in the air.. (aka archvile again). If this is correct is it possible to
make a jetpack (sacrifice a weapon..) that does short bursts of jumping
power ??

Thanks in advance, doomers...

Christopher Voutsis
Email: s337239@student.uq.edu.au


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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Mon, 25 Dec 1995 09:53:00 -0500
Subject: Hexen: thingcount() and t

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 :)

matt tag
- ---
þ OLX 2.1 TD þ Stamp out and eradicate superflous redundancies!

_ _ ---------------------------------------------------------------
|_|_| PC-OHIO PCBoard OIS pcohio.com HST 16.8: 216-381-3320
|_|_| The Best BBS in America Cleveland, OH V34+ 33.6: 216-691-3030
---------------------------------------------------------------

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

From: Edwin Razafi <edwin@worldnet.net>
Date: Mon, 25 Dec 1995 17:46:48 +0100
Subject: Re: DoomIII TOTAL CONVERSION

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.



********************************
RAZAFI EDWIN
-----------------------
E-mail:edwin@worldnet.ne
http://www.worldnet.net/~edwin
********************************


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

From: beustache@mail.lovett.pvt.k12.ga.us (Bashir Eustache)
Date: 25 Dec 1995 12:13:30 GMT
Subject: A few items.

I have a few questions that may or may not have been asked before.

Does anyone know how to set up a trigger, so that it will only go off when
certain monsters are dead? This occurs on MAP7 of DOOM ][ where the
archvilles are not released until the Mancubuses(Mancubusi?) are dead.

Is it possible to set up (Via Dehacked) the rocket launcher so that it fires
lost souls? I suppose I could try making a wad, but I don't have much
experience changing wad graphics...what software would I use? Where would I
find it?

I would like to make a wad that uses some of my midi's. As I understand it
they must first be converted to MUS format. How do I convert them? What do
I use? Where do I find it? What software do I use to actually merge the
midi with the wad for DOOM ][. where do I find that?

Any help would be greatly appreciated.
Bashir

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

From: beustache@mail.lovett.pvt.k12.ga.us (Bashir Eustache)
Date: 25 Dec 1995 14:41:39 GMT
Subject: Doom III conversion-suggestions.

Doom III total conversion.....How about a monster that replicates itself?
That is possible isn't it? Just give it a short distance weapon that is a
monster(if that's possible). If it does work...a player would have to
eliminate the threat(s) as quickly as possible or things could get pretty
HAIRY.

How about mines( I know that's possible, but it gets boring very quickly)
that explode in just a few seconds.(IF THAT'S POSSIBLE!) I wonder if it's
enought to give up a doom weapon for.....I'd give up the BFG myself.....I
don't use it anyway, except on cyberdemons and Spider Bosses.

I worry about the graphics. I've seen my share of Doom conversions and with
the exception of a couple (Aliens Doom and Terminator 2 Doom[which didn't
even come out, I think, but the preview looked good.]) the graphics look
pretty shabby. I figure, if you're gonna put time into somethign like
that....please try to find a reliable graphics team.

Enough prattling,
Bashir

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

From: "John W. Anderson" <drsleep@pennet.com>
Date: Mon, 25 Dec 1995 15:44:47 -0500
Subject: Re: A few items.

Bashir --

> I have a few questions that may or may not have been asked before.
>
> Does anyone know how to set up a trigger, so that it will only go off when
> certain monsters are dead? This occurs on MAP7 of DOOM ][ where the
> archvilles are not released until the Mancubuses(Mancubusi?) are dead.
> Any help would be greatly appreciated.
> Bashir

The following are the special LineDef tags that you're talking about, as
compiled in he DOOM LineDef Reference v3.0 by Jim F. Flynn and myself:

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

* 666 -- In a transition level, when last boss dies - Lower floor to min floor

DOOM I boss = baron, cyberdemon, spider demon
DOOM II boss = mancubus, keen

If EXM8 and no 666 tag exists level ends on boss death. The
level cannot be ended on boss death in DOOM II, only Romero
death <g>.

A transition level is EXM8 in DOOM I, Map07 and an unknown
list of others in DOOM II.

* 667 -- In a transition level, when last arachnotron dies - Floor rises 64.

It is unknown if this tag has any effect or use in DOOM I.

A transition level is EXM8 in DOOM I, Map07 and an unknown
list of others in DOOM II.

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

Try them out. And that would be "Mancubi". :)

- - John

- -----------------------------------------------
John W. Anderson
drsleep@pennet.com

Visit my Web page: "Dr Sleep's DOOM Apothecary"
http://ourworld.compuserve.com/homepages/DR_SLEEP/

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

From: scully@ix.netcom.com (Magdalena O. Penaranda )
Date: Mon, 25 Dec 1995 12:58:46 -0800
Subject: 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)

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

From: thomas =?iso-8859-1?Q?m=F6ller?= <t.moeller@rendsburg.netsurf.de>
Date: Tue, 26 Dec 1995 00:08:49 +0100
Subject: Weapon frames ...

Hi all,

The last weeks I=B4ve tried to modify the Rocket Launcher a little bit, but
(not for the first time) I reached a border in DOOM-modifcation.

I=B4m hanging on the =B4different-frames-type=B4 problem - as most of you=
know,=20
there are two different WEAPON-FRAME types, the ones which overlay each=
other=20
(like Fists/loading shotgun) and the ones which are putted on the top of=
others=20
(like muzzle-fire [what a word ;)] /gun smoke).

The rocket launcher uses a lot of the second type, that means I can=B4t use=
=20
all the frames for different looking frames (like fists or shotgun).=20
So I only can fit a weapon into it, which looks like the rocket launcher,=20
BFG ,whatever just a =B4still-standig-weapon=B4.

But I want to put something in, which looks totaly different in EACH frame,
what I then
get is seeing all the frames at one time, because they don=B4t work like
"clear-put"
but like "overlay-put".


Anyone got the same problem and solved it in any way ?=20


cya thomas





=B7=95|=B7=B7=B7=B7=B7=B7=B7=B7=B7=95thomas moeller - a=B7k=B7a=B7=
vorphalack of TiC=95=B7=B7=B7=B7=B7=B7=B7=B7|=95=B7
=B7=95|=B7=B7=B7=B7=B7=B7=B7=B7=B7=B7=95e-mail :=
t.moeller@rendsburg.netsurf.de=95=B7=B7=B7=B7=B7=B7=B7=B7=B7|=95=B7
=B7=95|=B7=95homepage : http://www.rendsburg.netsurf.de/people/thomas=95=B7|=
=95=B7


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

From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Mon, 25 Dec 1995 17:58:40 -0600
Subject: deh?

How do you combine two diff .deh files using dehacked?

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

From: jh32322@ltec.net (Joel Huenink)
Date: Mon, 25 Dec 1995 17:48:04 -0600
Subject: Re: Doom III conversion-suggestions.

On 12/25/95 Bashir wrote:

>Doom III total conversion.....How about a monster that replicates itself?
>That is possible isn't it? Just give it a short distance weapon that is a
>monster(if that's possible). If it does work...a player would have to
>eliminate the threat(s) as quickly as possible or things could get pretty
>HAIRY.

The pain elementals already do this when they spit lost souls I was thinking
of canning the cacodemon and make a new mother pain elemental that spits out
Pain elementals at you

>How about mines( I know that's possible, but it gets boring very quickly)
>that explode in just a few seconds.(IF THAT'S POSSIBLE!) I wonder if it's
>enought to give up a doom weapon for.....I'd give up the BFG myself.....I
>don't use it anyway, except on cyberdemons and Spider Bosses.

People have enough shit to worry about when they play doom !

>
>I worry about the graphics. I've seen my share of Doom conversions and with
>the exception of a couple (Aliens Doom and Terminator 2 Doom[which didn't
>even come out, I think, but the preview looked good.]) the graphics look
>pretty shabby. I figure, if you're gonna put time into somethign like
>that....please try to find a reliable graphics team.
>
I might not be picasso but with the resolution we're working with I don't
have to be.
Don't worry I manage/operate/co-own a Sign/graphics art & advertising
agency. I've had a pencil in one hand & a paintbrush in the other for twenty
five years so I have the graphics handled pretty good. There will be some
raytraced graphics also.

Merry X-mas

Joel Huenink

Keep the ideas coming !


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

End of doom-editing-digest V1 #531
**********************************

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