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Doom Editing Digest Vol. 01 Nr. 562
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #562
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 1 February 1996 Volume 01 : Number 562
Re: Re: Weapons Code Pointer List
New, Hard as He**, doom level!!
DooM Guru Book Revision
Proof of gettable projectile
Re: Revised rules for BFG code pointer
Re: Weapons Code Pointer List
Re: doom-editing-digest V1 #561
Respawn Barrels in DM!!!
PLEASE READ / SORRY IF OFF_TOPIC
Re: Firing Frames (or rat
Sound WAVs/AUs/SNDs/VOCs...
Re: Re: DoomTC
PLEASE READ / SORRY IF OFF_TOPIC
Sounds - WAVs/AUs/VOCs/SNDs
WEEKLY REMINDER : Beginner's Questions
respwaning barrels
Doom ----> Quake
Re: PLEASE READ / SORRY IF OFF_TOPIC
----------------------------------------------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 29 Jan 1996 15:19:22 GMT
Subject: Re: Re: Weapons Code Pointer List
In your message dated Saturday 27, January 1996 you wrote :
>Also, while trying out this I realized that you can now push the lamp
>around. This is a pretty cool effect, since you can jam doors open,
>block hallways, etc.
Forget ammo depots, that could be a new thing for levels.. Just think of it..
You might need them to jam doors open, and jam plats down etc.. Could breath
new life into single player mode.
------------------------------
From: graphiti@gcc.cc.md.us
Date: 29 Jan 1996 21:30:14 EDT
Subject: New, Hard as He**, doom level!!
DO>But, my level is almost finished and I challenge anyone to try (Its pretty
DO>tough)
DO> -- If you want to try it Email me at B161@admn.shs.nebo.edu or
DO>robertsf@cougarnet.byu.edu
DO>I would appreitiate any input.
I'd like to try it out. I've made some levels of my own and have tested
many levels for other people, so I may be able to help you in the input
area... send it my way.
--Graphiti
Graphiti@tcpbbs.com or
Graphiti@gcc.cc.md.us
------------------------------
From: arnottsd@latcs1.cs.latrobe.edu.au
Date: Mon, 29 Jan 1996 13:58:32 +1100 (AEDT)
Subject: DooM Guru Book Revision
Anyone else get mail about this on this list?
Its the second part to the SAMs book. Pls email individually
- -------------------------------** WIN95 **----------------------------------
Shane Arnott /
Bachelor of Computer Systems Engineering / ...Excuse me while I
Honours ("Optimization Techniques in VR Engines") / kiss the sky...
LaTrobe University, Bundoora, Victoria, Oztralia / - J.H.
- ------- DX4-100 -- 16MB -- 2xCDROM -- 1.5 GIG HDD -- Wingman Extreme -------
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 29 Jan 1996 01:38:12 -0500 (EST)
Subject: Proof of gettable projectile
Since no-one seems to have gotten my patch, here it is again.
Proof that ANY projectile can be a gettable object- no crashes.
Just save this as a text file, delete everything before:
"Patch File fot DeHackEd v3.0"
and change the ending to .deh so you can load it up in DeHackEd
as a patch file.
Greg (Lewis), where are you?! Back me up here!
Mike Gummelt
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
Thing 12 (Imp)
Hit points = 5000
Injury frame = 452
Pain chance = 256
Close attack frame = 0
Far attack frame = 0
Speed = 0
Mass = 999999999
Thing 32 (Imp Fireball)
Initial frame = 870
Alert sound = 0
Death frame = 870
Death sound = 0
Speed = 327680
Width = 1310720
Height = 1048576
Missile damage = 0
Bits = 66561
Frame 870
Duration = 1
Next frame = 870
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 29 Jan 1996 01:47:41 -0500 (EST)
Subject: Re: Revised rules for BFG code pointer
On Sun, 28 Jan 1996 LummoxJR@AOL.COM wrote:
> Okay, here are the rules for code pointer 119, the best I can figure them:
> 1. If a monster uses the code pointer directly, it will have the capability
> to attack all other monsters (even others of the same type), but not the
> player. When used directly, there must be some target (other than the
> attacker itself, which is why this doesn't work for player frames unless the
> player has already been injured) to attack; everything within the attacker's
> line of sight (if facing the target, which is always true for monsters) is
> fair game, except the player.
Right, that's what I'd figured out as well.
> 2. If the code pointer is used for a projectile (either in flight or during a
> death sequence), it will hurt everything in the attacker's line of sight
> (including the player), provided that the attacker is facing the same
> direction as that which the projectile is moving in.
Correct...
> 3. An attacker using a BFG projectile will not be hurt by the effect.
Uh... do you mean by other attackers using a BFG? Or do you mean they
won't be hurt by their OWN effect (if this is the case, it's pretty
obvious already). If it's the former, that's incorrect. Anything that
uses a BFG can still be hurt by BFG effects from other attackers.
> So, this has nothing to do with motion as I previously thought- direction is
> the key.
Exactly!
Mike Gummelt
Just double-checking!
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 29 Jan 1996 01:41:19 -0500 (EST)
Subject: Re: Weapons Code Pointer List
> > _____________________________________________________________________
> > FRAME CODE POINTER DESCRIPTION
> > 1 187200 Return player's sector to normal lighting.*(1)
> > 17 187216 Brighten player's sector until other lighting
> > 31 187232 Brighten player's sector (brighter than frame
> > 17's brighten effect) until other lighting
> > command given.*(1)
> Actually, these code pointers affect every sector, not just the
> player's one.
Okay, I'll have to check this out (couldn't tell in one player if
it does, but I assume it doesn't in DM- if I fire a rocket in
a room seperated from another player- his room doesn't light up.)
It seems more like the effect lightens all the sectors that player
can see in HIS view only).
>
> On another note, I figured that an easy way to create this ammo
> depot idea was to use the Pain Elemential's code pointer for the lamp's
> pain frame, and copy the ammo clip onto the Lost Soul. I didn't work.
> Any ideas what I'm doing wrong?
I just re-posted the patch for gettable projectiles.
>
> Also, while trying out this I realized that you can now push the lamp
> around. This is a pretty cool effect, since you can jam doors open,
> block hallways, etc. This will also look pretty dumb since you can push
> your the ammo depots wherever you want (that might be good for DM,
> though, since you can hide it from the other players.)
I kind of like this- hide the ammo depot! I made a patch for "pushable"
barrels once that was kinda cool. Too bad there's no Doom with the Heretic
or Hexen engine!
Mike Gummelt
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Sun, 28 Jan 1996 21:05:14 -0500 (EST)
Subject: Re: doom-editing-digest V1 #561
> From: LummoxJR@AOL.COM
> Date: Sun, 28 Jan 1996 00:31:39 -0500
> Subject: Revised rules for BFG code pointer
>
> Okay, here are the rules for code pointer 119, the best I can figure them:
>
> 1. If a monster uses the code pointer directly, it will have the capability
> to attack all other monsters (even others of the same type), but not the
> player. When used directly, there must be some target (other than the
> attacker itself, which is why this doesn't work for player frames unless the
> player has already been injured) to attack; everything within the attacker's
> line of sight (if facing the target, which is always true for monsters) is
> fair game, except the player.
Hmmm. Perhaps put it in the player's Injury Frame routine somehow,
similar to the Revenant auto-tracking thing? That could be very cool.
Auto-BFG anything that hurts the player. I like it.
> 2. If the code pointer is used for a projectile (either in flight or during a
> death sequence), it will hurt everything in the attacker's line of sight
> (including the player), provided that the attacker is facing the same
> direction as that which the projectile is moving in.
>
> So, this has nothing to do with motion as I previously thought- direction is
> the key. There is more experimenting to do, so I'll get to it.
I take it you haven't read the BFG FAQ. It explains all of the
mechanics of the BFG, and would probably save you a lot of trouble. The
BFG area effect will hurt anything that is in the direction of the player
that the projectile was fired in. So if the player fires it north,
anything north of the player will get hit by the area effect when the
ball hits a wall (the direction that the player faces is totally
irrelevant when the projectile actually hits a wall).
Greg
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 29 Jan 1996 02:24:19 -0500 (EST)
Subject: Respawn Barrels in DM!!!
Hi all!
Peter Brian Ramirez came up with a pretty good question a few days
ago. He asked if it was possible to make barrels respawn in DM
for the purpose of sending through teleporters, trapping friends,
etc. I suggested it was and he and his friend tried it, to no avail.
Anyway, about 10 minutes ago I decided to give it a try, and I got it
working. All it was was the first bit ("can be picked up") has
to be on. So once it's gone (even "killed"), it will come back.
Of course, that brings up other problems, but I have a solution
there too. I'm forwarding the letter I sent him with my solution.
Peter,
Okay, it works.
The key is, you just have to turn on the "can be picked up"
(gettable) bit (#1).
The problem is, whenever you try to pickup something with
a sprite-name not know to Doom as a gettable item, it crashes.
Basically Doom says "hey, you just picked up a barrel, what the
hell are you supposed to do with that?!"
So then, the obvious thing to do is make the barrel use sprites
of a gettable object. use wintex to extract, rename and re-insert
the barrel graphics. Then change the appropriate sprite numbers
in the barrel frames in DeHackEd. That will work. But what sprite
do you use? Well, you don't want to be picking up barrels, so
pick a gettable Item you would only get once, like the chainsaw.
Once you have the chainsaw, you won't pick up another one, and you'll
pass right over any that you find (no error). But you'll pick up the
first barrel you touch and it will give you a chaingun. A nice way
to hide this is, when making your level, put a chainsaw on the player's
start so he has it as soon as the level starts, no matter what! Then
he will NEVER pick up a barrel, and your secret will be safe!
alternately, if you're using Doom I, jut use the MEGA sprite. Doom I's
engine won't let you pick up a megasphere, but it won't give an error.
Some other interesting things here:
1. Keep the barrel an obstacle! If you're standing in the wrong
spot when one comes back you'll be stuck in it! The only way to get
out is to blow your way out! (Or have a friend do it for you!) Also,
if you turn off the obstacle, it won't go through teleporters.
2. Make the mass very low so you can send one reeling down the
hall as it explodes, or through a teleporter!
3. Make the explosion delay a bit longer to give it time to travel
a bit before exploding (including through teleporters, over cliffs,
etc).
Have Fun!
Mike Gummelt
Another DeHackEd challenge solved!
Any more? This is kind of fun! Ask me anything!
------------------------------
From: Adrian Cantrill <adrian@cantrill.demon.co.uk>
Date: Mon, 29 Jan 1996 22:52:49 GMT
Subject: PLEASE READ / SORRY IF OFF_TOPIC
Hello All,
sorry for posting this but i really need to know in a hurry, i have seen on
various newsgroups, i.e rec.games.computer.doom.misc, people talking about frame
rate on doom i.e 80fps, what i would like to know is how do you find out, i know
the -devparm param, but all this does it put dots at the bottom of the screen.
Cya,
Thanks In Advance for the reply, and please reply privately so as not to cause
more hassle to the group. Once again dorry for off topic posting
- --
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Adrian Cantrill Adrian@cantrill.demon.co.uk
Doncaster I-Phone : Ady-UK
England IRC : Ady_UK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------
From: wdwhitak@grissom.jpl.nasa.gov (William D. Whitaker)
Date: Mon, 29 Jan 96 10:09:20 PST
Subject: Re: Firing Frames (or rat
Mike Gummelt writes:
> >
> > On another "Good DM stuff" note, I read the DN3D billboards a while
> > back, and thought I'd mention it for hackers looking for a hack. They
> > have a thing called a HOLODUKE, which is a still hologram of your self
> > that you place after getting the "ammo" for it. They commented that
> > despite being motionless, it "is *very* effective in dukematch" How
> > you stop it, etc, they didnt say. shootable w/barrell explosion
> > frames could be interesting.
> >
> > -Bill
> >
> This is a really cool idea! I fear I may start up the old fake marine
> argument here, but here it goes.. why not make the marine MOVE? Even MORE
Thats what everyone said to the guy at 3DR, but he swore it didnt *have*
to move, to effect was the same: thats what made it seem do'able in DOOM,
you dont have to duplicate realistic player movement in a monster <tough>;
just how to plant it, remove it, create a "weapon" for it with "ammo", or
if it even costs a weapon to implement.
It makes sense too, if you think about it: you dont want it to move, that
way you cant tell if its a real dude or a decoy. The 3DR dude implied that
the main tactic was to plant one in a room, and stand still near it, so they
see two guys. The 3DR guy (Joe Steiger?) said they tried the moving and
the still decoy... and the still one worked better in gameplay!
> surprising. And make the far attack the Lost Soul attack (like running
> looks in DM) and the close attack would be exploding! The movement could
> be very slow, if at all. And so it doesn't kill you when you set it,
> give it a delay before it wakes up (a 100 duration empty frame before the
> wake-up code pointer). Could be a very good decoy, enough to distract
-Bill
------------------------------
From: LoCo LikE a PoLLo! <loco@aurora.nscee.edu>
Date: Tue, 30 Jan 1996 13:19:27 -0800
Subject: Sound WAVs/AUs/SNDs/VOCs...
Hi. I'm creating a sound WAV file called "The Sound WAV TC". Pretty
basic name. I got some cool WAVs for this WAD. If anybody has a cool
WAV/AU/SND/VOC, please reply to me and send it in an attachment. If your
service doesn't support attachments, then UUENCODE it. Thanks if you do.
I'll try putting up a list of all the sounds I need later (as soon as I
log off). Thanks for the help. Later.
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 29 Jan 1996 15:17:45 GMT
Subject: Re: Re: DoomTC
In your message dated Sunday 28, January 1996 you wrote :
>The problem with that is that screws up all the Heretic graphics -- and we
>hadn't done the text or status bars yet. Also, some Heretic graphics were
>used for various effects (the rain was made into fire from the powered up
>BFG, which was going to be remapped from #5 powered to #7...therin lies the
>problem of ammo count).
Hmm.. That's a tough one... I don't know what you can do apart from retouching
everything in a paint prog.
------------------------------
From: Adrian Cantrill <adrian@cantrill.demon.co.uk>
Date: Mon, 29 Jan 1996 22:52:49 GMT
Subject: PLEASE READ / SORRY IF OFF_TOPIC
Hello All,
sorry for posting this but i really need to know in a hurry, i have seen on
various newsgroups, i.e rec.games.computer.doom.misc, people talking about frame
rate on doom i.e 80fps, what i would like to know is how do you find out, i know
the -devparm param, but all this does it put dots at the bottom of the screen.
Cya,
Thanks In Advance for the reply, and please reply privately so as not to cause
more hassle to the group. Once again dorry for off topic posting
- --
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Adrian Cantrill Adrian@cantrill.demon.co.uk
Doncaster I-Phone : Ady-UK
England IRC : Ady_UK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------
From: LoCo LikE a PoLLo! <loco@aurora.nscee.edu>
Date: Tue, 30 Jan 1996 15:00:09 -0800
Subject: Sounds - WAVs/AUs/VOCs/SNDs
Hi. This is the list I told you guys I was going to send. Well, here it is:
(by the way, I probably need more WAVs then these because some of the ones
I have don't have 1 channel. I can't figure out which ones. If you know of
any programs that detect how many channels there are in the WAVs, please
send me a HTTP/FTP site to that program. Thanx):
- - If I'm wrong on one of these, please inform me. Thanks.
DSCLAW - IMP'S CLAW
DSBAREXP - BARREL EXPLODING
DSPUNCH - PUNCHING SOMEONE
DSTINK - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSBDOPN - SMALL DOOR OPENING
DSBDCLS - SMALL DOOR CLOSING
DSGETPOW - GETTING A SOUL/MEGA/INVISIBLE/ININSIBLE SPHERE
DSPLASMA - PLASMA GUN SHOOTING
DSBFG - BFG GUN SHOOTING
DSPISTOL - PISTOL SHOOTING
DSSHOTGN - SHOTGUN SHOOTING
DSSGCOCK - SHOTGUN LOADING (I THINK)
DSSAWUP - I THINK THIS IS WHEN YOU FIRST SELECT THE CHAINSAW
DSSAWIDL - A CHAINSAW IN IT'S NORMAL POSITION
DSSAWFUL - A CHAINSAW UP BUT NOT HITTING SOMETHING
DSRLAUNC - ROCKET LAUNCHER RELEASING A ROCKET
DSDORCLS - A BIG DOOR CLOSING
DSSWTCHX - TURNING OFF A SWITCH
DSPOPAIN - PAIN FROM THE MONSTERS
DSBGSIT1 - IMP WHEN HE FIRST SEES YOU
DSSKLATK - LOST SOUL ATTACKING YOU
DSCACDTH - CACODEMON'S DEATH
DSSKLDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSMETAL - SPIDERDEMON WALKING
DSDSHTGN - SUPER-SHOTGUN SHOOTING
DSDBOPN - OPENING SHOTGUN (I THINK)
DSDBCLS - CLOSING SHOTGUN (I THINK)
DSDBLOAD - SHOTGUN LOAD
DSVIPAIN - VILE PAIN
DSMNPAIN - REVENANT PAIN
DSPESIT - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSSKEPCH - SKELETON'S PUNCH (THE END OF IT)
DSVILATK - VILE'S ATTACK
DSSKESWG - SKELETON'S PUNCH (THE START OF IT)
DSKNTDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSPEDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSSKEDTH - SKELETON'S DEATH
DSBSPWLK - SPIDER DEMON'S KIDS WALKING
DSVILACT - VILE WALKING AROUND
DSFLAME - FLAME
DSFLAMST - FLAME STOPPING
DSBOSPIT - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSBOSCUB - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSBOSPN - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSBOSDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
DSMANATK - REVENANT'S FIRING
DSMANDTH - REVENANT'S DEATH
DSKEENPN - COMMANDER KEEN'S FIRST TIME HE SEES YOU
DSKEENDT - COMMANDER KEEN'S DEATH
DSSKEATK - FIREBALL (SKELETON'S)
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Tue, 30 Jan 1996 11:41:29 -0500
Subject: WEEKLY REMINDER : Beginner's Questions
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------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 31 Jan 1996 16:55:00 -0500
Subject: respwaning barrels
OK, Duke Nukem is now out. Anyone figure out the level specs yet?
matt tag
BTW: it kicks onholy ass...
_ _ ---------------------------------------------------------------
|_|_| 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: Adrian Cantrill <adrian@cantrill.demon.co.uk>
Date: Tue, 30 Jan 1996 21:02:18 GMT
Subject: Doom ----> Quake
Hello,
This may have been asked before, and it may be to soon, but has anyone thought of
converting all of the doom levels, and possibly the weapons to quake, when wuake
is released i am thinking of having a go, anyone want to join me, if so reply,
and when quake is released we will talk.
Cya,
- --
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Adrian Cantrill Adrian@cantrill.demon.co.uk
Doncaster I-Phone : Ady-UK
England IRC : Ady_UK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------
From: Raphael.Quinet@eed.ericsson.se
Date: Thu, 1 Feb 1996 15:07:31 +0100 (MET)
Subject: Re: PLEASE READ / SORRY IF OFF_TOPIC
adrian@cantrill.demon.co.uk asked twice:
> sorry for posting this but i really need to know in a hurry, i have seen on
> various newsgroups, i.e rec.games.computer.doom.misc, people talking about frame
> rate on doom i.e 80fps, what i would like to know is how do you find out, i know
> the -devparm param, but all this does it put dots at the bottom of the screen.
>
If you read this in rec.games.computer.doom.misc, why didn't you also
read the RGCD FAQ, which is posted weekly in that newsgroup? This is
probably the best source of general information about Doom. It is always
up-to-date and provides pointers to lots of other useful documents. And
of course, it contains the answer to your question and hmmm... how should
I say this? Errr... you wouldn't have wasted some bandwidth if you had
taken the time to read it. Ahem...
Here is a quote from section 3G of the RGCD FAQ:
| 3G. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen?
| Start them with `doom -devparm', `doom2 -devparm', `heretic -ravpic' or
| `hexen -ravpic'; press F1 to create numbered .PCX files in the games'
| directory.
| `doom[2] -devparm' will also display fps dots (fps = 70 / <dots+1>).
> Thanks In Advance for the reply, and please reply privately so as not to cause
> more hassle to the group. Once again dorry for off topic posting
Well, I think I'd better post my reply to the mailing list too, because some
people who have read your two messages asking the same question could also
be looking for the answer.
I recommend that you take a look at the following documents if you have
other questions: http://www.cdrom.com/pub/idgames/docs/rgcd-pips/
- -Raphael
------------------------------
End of doom-editing-digest V1 #562
**********************************