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Doom Editing Digest Vol. 01 Nr. 519

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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 #519
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 17 December 1995 Volume 01 : Number 519

Re: ALIENS 3 IDEA! maybe...
The Ultimate Weapon
Re: Yet another dehacked question...
Re: ALIENS 3 IDEA! maybe...
Re: Yet another dehacked question...
Re: More DHE q's

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

From: FrancisGA@AOL.COM
Date: Fri, 15 Dec 1995 21:29:32 -0500
Subject: Re: ALIENS 3 IDEA! maybe...

Do you have facehuggers in aliens 3? If so, this may be useful.
You remember how in aliens -tc they had facehuggers, but they
didn't accually hug your face? (i.e. your screen wasn't covered
by an alien "on your face") I found this disapointing. But I just
came up with this...
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?
But, what if the facehugger attacks another monster? Then you'll
still have a sprite that is shown on your face, even though it is not
attacking you. Can anyone work around this? (maybe make sure the
monsters don't attack each other?)
Just an idea...

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Fri, 15 Dec 1995 21:57:08 -0600 (CST)
Subject: The Ultimate Weapon

After taking a look at the tons of weapons that people have
created using Dehacked, I've become curious as to what everyone thinks
is the most powerful weapon that anyone could make. For my vote, I say
the "Automatic Mega-Nuker," also known as the "Gun O Death," which is
available on ftp.cdrom.com. Anyone who hasn't seen this in action should
check it out. Of course, you pretty much have to be in God Mode to use
it or be FAR away from the explosive blast it causes. It is for DOOM 1,
so you could convert it to the DB shotgun by eliminating the reloading
sequence, making it even more powerful. I'm working for an even better
weapon myself - the Gun O Death is somewhat messy since it changes the
bullet puffs and blood splats.

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 16 Dec 1995 00:14:25 -0500 (EST)
Subject: Re: Yet another dehacked question...

Gene,
As for the archvile flames, the "flamewar" patch did it and
no one noticed, so I'm not concerned about legality. Anyway,
I don't quite think the Aliens and Predators are legal!

The health potion thing has been done in the Aliens Doom 3
patch (see the medic). You of course, can't use negative
misile damage as that screws up the palette (a nice weapon,
though- makes your vision screwy if you're shot by it). I'll
be more specific about how I did it if anyone is interested
in having a monster (or yourself) shoot health.

DeathVision is pretty simple. Just make the BFG Shot have no
speed, and have it loop it's death sequence repeatedly. Throw in
a "play injury sound" code to make it hum, make it glow in the dark,
and do whatever other asthetic things you want. This will have the
effect of making everything you see die.
In my version, I made the BFG 9000 and orb that you pick up. You
only have enough ammo for 1 shot (1 orb), so when you shoot it, it looks
like you've "placed" it. You can deactivate it and pick it back up
again when you are done with it by shooting it until it deactivates
and drops to the floor and stops glowing and humming. Of course,
another player can do this too and steal your DeathVision! The only
problem I had with it was that sometimes things may not be effected,
I'm not wuite sure why. But usually things just go "splat"!
Some minor things you need to do- you have to use Doom I because the
DeathVision sphere has to use the MEGA sprites when active so you
don't pick it up as soon as you fire it (it's gettable when deactivated).
This is remedied in Doom ][ by making it so that you can destroy it,
not deactivate and pick it up. Or make it leave behind the BFG (put
the BFG Shot in the Trooper's place, put the BFG in the ammo clip's
place). This is all very confusing, I'm sure- I should just dig up
the patch I was making and release it. It has the DeathVision, a
rocket-lobber (goes then drops- for firin over cliffs to people
below), a super-shotgun (elephant gun with 3x DB shotgun power),
Vulcan gun (much faster chaingun like in Predator- melts monsters
like butter), and my first attempt at the double pistol. I had also
made a lightsaber, and a two-punch combo followed by a kick as the
hand-2-hand weapon. I'll throw in the health "gun" and the "blind"
gun (only good in DM, really- not even sure i it's worth it).

Oh, and as for the effort of making fake marines look real, it certainly
is NOT a lost cause. It can be done enough so that if you are playing
DM you won't be able to know what's real and what's not until it's too
late anyway, so it's worth it. And with 20 or so fake marines, the
variety will keep you guessing.

Mike Gummelt

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

From: Steven Towle <stevet3@ix.netcom.com>
Date: Sat, 16 Dec 1995 07:17:08 -0800
Subject: Re: ALIENS 3 IDEA! maybe...

At some time on some date, you wrote:

> 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?

Hmmm. If I remember correctly, the facehuggers are based either on the
Cacodemons, or the Lost Souls. And they have no close attacks. That
would still look odd. You would have a facehugger one time, then it
would be off. Even with a duration of 1, it looks REALLY odd. Unless
you put the attack frame REALLY long, but that would do very little damage.
Unless you jack up the damage, but that looks bad. Unless you create a
sucking movement by using different but "same" frames. That will eat up
a lot of frames, though.

> But, what if the facehugger attacks another monster? Then you'll
>still have a sprite that is shown on your face, even though it is not
>attacking you. Can anyone work around this? (maybe make sure the
>monsters don't attack each other?)
> Just an idea...

Try turning off (or on, can't remember ANYTHING) bit 2. Odd sied effect of
the week: Doom will NOT readjust its vertical shooting. So the only way to
shoot it is to make it higher (just in Dehacked), so bullets will "hit" the
"body." Also try turning on "can pick up objects" for marines.

- -Steve

Steve Towle
stevet3@ix.netcom.com
Machine tested, flame retardant, power where you need it.


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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Sat, 16 Dec 1995 11:30:11 -0600 (CST)
Subject: Re: Yet another dehacked question...

On Sat, 16 Dec 1995, Michael Gummelt wrote:

> Gene,
> As for the archvile flames, the "flamewar" patch did it and
> no one noticed, so I'm not concerned about legality. Anyway,
> I don't quite think the Aliens and Predators are legal!

Well, I've never tried the "flamewar" patch, but with something as big as
the Aliens Doom 3 patch, its better to be safe than sorry. Id Software
DID release something awhile back that you should be careful just
releasing big DHE patches, let alone putting their graphics in WADs. I'm
just saying this for your own best interests. Whether you keep them in
or leave them out is up to you entirely.

> The health potion thing has been done in the Aliens Doom 3
> patch (see the medic). You of course, can't use negative
> misile damage as that screws up the palette (a nice weapon,
> though- makes your vision screwy if you're shot by it). I'll
> be more specific about how I did it if anyone is interested
> in having a monster (or yourself) shoot health.

Yes. I believe there was a DHE patch called "LSD" (very appropriate
name) that made that effect that is available on ftp.cdrom.com.

> DeathVision is pretty simple. Just make the BFG Shot have no
> speed, and have it loop it's death sequence repeatedly. Throw in
> a "play injury sound" code to make it hum, make it glow in the dark,
> and do whatever other asthetic things you want. This will have the
> effect of making everything you see die.

Ah. I believe there is a patch on ftp.cdrom.com that made use of a
repeated death sequence for the BFG 9000. It caused the BFG shot to move
extremely slow across the room, and about every half-second it would
repeat the death sequence frame to cause the "area-effect."

> hand-2-hand weapon. I'll throw in the health "gun" and the "blind"
> gun (only good in DM, really- not even sure i it's worth it).

Only problem with the blind gun as that you'd need to find some sort of
"cure" to get the palette back to normal or wait until the next level -
or is there one? I don't think I found any...

> Oh, and as for the effort of making fake marines look real, it certainly
> is NOT a lost cause. It can be done enough so that if you are playing
> DM you won't be able to know what's real and what's not until it's too
> late anyway, so it's worth it. And with 20 or so fake marines, the
> variety will keep you guessing.

Sorry to say it, but I'm dubious. With the tools we're limited to, I
doubt a reasonably experienced DOOM player wouldn't notice that it's a
stupid imposter they're facing as opposed to a real player. If not
anything else, it'll be movement, despite all of the given attempts by
people on the mailing list to give solutions. If you could do it, it
certainly would blow all of the other marine army patches out of the water.

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

From: Greg Lewis <gregl@umich.edu>
Date: Sat, 16 Dec 1995 18:45:56 -0500 (EST)
Subject: Re: More DHE q's

> I've had this experience as well. It does originate from the exact
> center of the level. I believe I've also had the phenomenon when trying
> to modify some player frames to fire things that I know I can't put in
> the weapons frames - like the mancubus fireballs. Each time I fire, they
> appear at the center of each level and also (I'm not positive about this)
> in a set direction instead of wherever I'm pointing when I fire. This,
> of course, makes sense since I couldn't place any monster aiming code
> pointers on the player frames. I just wanted to see what would happen.

Now this makes for a very interesting idea... hack the player to fire
Mancubi fireballs, which will always appear at 0,0 and head in one
specific direction (I'm guessing East, though I haven't tried it). Then,
hack the mancubus fireballs to be BFG's or something else suitably evil.
You could then create an arena area for a deathmatch level, and place the
location 0,0 somewhere near the middle west side of this large open room.
Then if a player tries to fire a given weapon (BFG), the projectile will
appear in the arena and perhaps even do the area effect damage on anyone
in the area. Basically a "cheap" kill, but keep the cells to a bare
minimum and place a few strategic "hiding" pillars in this big arena room
for players to hide behind, and it gets cool.
I may have missed out on what exactly this effect is, since I haven't
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
be neat. :)

Greg Lewis

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

End of doom-editing-digest V1 #519
**********************************

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