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Doom Editing Digest Vol. 01 Nr. 560

eZine's profile picture
Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #560
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 28 January 1996 Volume 01 : Number 560

Re: Proof of monster strafing
Re: Proof of monster strafing
Hello?
Code pointers...
Re: DoomTC (was Hmm...deadly silence)
Re: Mike's ammo depot- No dice
Re: Fun with BFG, DeHackEd style

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 26 Jan 1996 20:32:51 -0500 (EST)
Subject: Re: Proof of monster strafing

Hello Gene...

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Fri, 26 Jan 1996 19:49:18 -0600 (CST)
Subject: Re: Proof of monster strafing

On Fri, 26 Jan 1996, Michael Gummelt wrote:

> Hello Gene...

Hello, Mike. You need something?

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

From: LoCo LikE a PoLLo! <loco@aurora.nscee.edu>
Date: Sat, 27 Jan 1996 14:47:13 -0800
Subject: Hello?

Hi. I haven't been getting messages from this mail list for a long
time. I'm just seeing if I'm still on it. Please skip this message.
Thanks and bye.

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

From: LoCo LikE a PoLLo! <loco@aurora.nscee.edu>
Date: Fri, 26 Jan 1996 19:59:15 -0800
Subject: Code pointers...

Hi. Could anybody give me a short/big list of all the code pointers?
Thanks to whoever that does. Later.

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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Fri, 26 Jan 1996 08:00:37 GMT
Subject: Re: DoomTC (was Hmm...deadly silence)

In your message dated Thursday 25, January 1996 you wrote :
>The way the palette was done was just to modify everything to
>the Heretic palette, but some colors didn't convert well, and there was one
>shade of light gray/green that mapped to a really bright red color...yuck!
>Anyway, if you're still interested, I could send you a little more info about
>what we were doing, what we had done, and what was left. But do it through
>private e-mail, please.
>

Didn't you try extracting the PLAYPAL and COLORMAP, and putting them in your
wad? (So I know nowt about Heretic, but it might work)

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 26 Jan 1996 23:19:50 -0500 (EST)
Subject: Re: Mike's ammo depot- No dice

Lee,
I don't know why the patch didn't work for you, but it did for
me, and I wasn't imagining things. I tested it and it was fine.
Besides, if you'd played Aliens Doom 3 or Insane Weapons, you'd see
that I've had gettable projectiles from the very start. That's
how I made the medic in AD3 and the health booster in Insane Weapons.
I suggest you try those out. Regardless, though, the patch works
fine unless you played with it. It's for Doom ][ and if you're
using it for Doom I, that could be a problem. Does it not work
at ALL for you, or does it work for a little while then crash?

Keep testing, Lee.

Mike Gummelt

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 26 Jan 1996 23:50:50 -0500 (EST)
Subject: Re: Fun with BFG, DeHackEd style

Lee,
Interesting findings, here's what I know about the topic...

On Fri, 26 Jan 1996 LummoxJR@AOL.COM wrote:

> I've been experimenting with the infamous code pointer 119 (the BFG area hit
> effect), and here's some stuff I've found out:
>
> 1. Monsters can indeed use this effect against the player. This brings to an
> end the debate that raged a couple of months ago. In fact, one way to test
> this is to make frame 101's (the imp fireball death sequence) next frame 119.
> When the imp fireball hits, you'll feel it. Hard. The BFG is one nasty weapon
> to get hit by.
Yeah, that works. When I had said the player can't be hit by the BFG
Line-of-sight effect, I was referring to a situation in which the monster
uses the code directly. Interestingly enough, if a monster DOES do that,
the control wil jump to frame 119. So if a trooper uses frame 119's code
pointer as his attack, he'll vaporize like a BFG- gone! And the BFG effect
will not hit you.

> 2. The item using the code pointer must be in motion or recently in motion,
> preferably at a high speed like 20 or so (though it will work somewhat even
> when going slowly- it may measure relative motion between itself and the
> target monsters).
Maybe this is why the monsters can't use it directly against the player
(but they CAN use it against each other).

> 3. A projectile using the code pointer will not hurt the creature (player or
> monster) that fired it. Also, monsters that use this pointer directly are not
> hurt by it.
In Insane Weapons variation 2, the crucifixes of annihilation WILL hit and
damage each other (they use the BFG effect in a constant loop). Maybe this
is because they have no ID# (-1). Usually things will not be hurt by
projectiles shot by other things of the same Id#.

> 4. The code pointer does not seem to work in weapons or player frames. I
> tried it with the chainsaw, and tried putting it in in various player
> moving/attack frames. Nothing. My guess is that the player doesn't move fast
> enough, even when running, to satisfy the BFG effect.
Well, not quite. In Insane Weapons, there is the Death Wish Strike which
hits whatever's around with (among other things) a BFG effect (not a
projectile, the frame 119 code pointer is actually in the player's death
sequence).

> When a rocket is created, it goes first to a normal frame like 114, then
> moves on to frame xxx, which repeats the BFG effect. Older so-called BFG
Interesting idea...

> Rockets will kill monsters along the way to their destination, and then
> explode as usual. Often, a monster you're shooting at will die before the
> rocket even hits it. However, there is a danger to this technique: the
> cyberdemon will kill you before its rockets reach you; the BFG effect will
If you make the projectile slow enough (like say, zero), you'll get the
Crucifix of Annihilation effect from Insane Weapons. A constant BFG loop.
But you'll also notice that you'll only hit things in the direction that
you first fired the projectile in. So if you fired it north then looked
south at an imp, he wouldn't be effected. Another interesting thing is
that you don't HAVE to be looking in the direction of the blast to kill
something. As long as there is a line of sight POSSIBLE between you and
the target (regardless of what direction you look in after you fire), AND
the target is in the direction you were when you fired, he'll fry. So,
for example, say you fire a slow BFG shot in a room. Then you do a 180 and
head in the other direction. If a player (or monster) sneaks up behind
you in the room, they will still be hit by the BFG effect, even though
you are not LOOKING at them. Very odd.

Mike Gummelt
PS- More code pointers coming- what ones do people want most? Monster
attack code pointers? Sound play code pointers? Movement\death code
pointers? Or what? Requests granted.

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

End of doom-editing-digest V1 #560
**********************************

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