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Doom Editing Digest Vol. 01 Nr. 542

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #542
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 5 January 1996 Volume 01 : Number 542

Re: Give Monsters No Clipping W/O dehacked!
Re: Give Monsters No Clipping W/O dehacked!
Re: doom-editing-digest V1 #541
Re: Packet reading/consistency
ADMIN: please RTFM
Hexen Parameters?

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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Thu, 4 Jan 1996 11:22:47 +1000 (GMT+1000)
Subject: Re: Give Monsters No Clipping W/O dehacked!

On 3 Jan 1996, Bashir Eustache wrote:

> I wuz looking over some wads I had downloaded from my favorite BBS, when I
> found one called IMPGOD.wad. The level started out with a bunch of imps on a
> platform and an archville all facing away from me. I began to walk towards
> them when the I triggered a crusher that killed all the imps on the
> platform(not the archville, though...It wuz on the platform). When the
> platform came up, as usual, I found a bloody mess where the Imps had been. I
> picked up some weapons that were around me and began blowing the Archville
> back to the hellhole he belonged to. The Archivlle, as archvilles tend to
> do, started reviving the Imps in the area. Only now, they could not be
> destroyed! All the weapons I used on these now godly imps would only fly
> through them. They could walk through walls and beat the ever living crap
> out of me if they so pleased. This is and interesting bug in doom2 1.7!
> Apparently Imps(I'm not sure about other creatures) that have been crushed
> and revived by an Archville have no clipping. The only way to destroy them
> is to wait for them to get close to a wall and shoot a rocket at the wall(the
> explosion will kill them if they're in range. You can do the same with a
> barrel.
> Bashir
>

Its a bug i have noticed myself.. it also occurs if you kill a monster
(of any kind) and they fall under a crushing ceiling or door... i beleve
it is because the monster-corpse respawns to an object that is NOT
no-clipping but when they get crushed they become a bloody puddle (Grin)
which is no-clipping.... they do. hmm im not sure that makes sense.

Anyways i've noticed the same things to.. there's no way to kill the scum
unless they walk near a wall...

Perhaps this problem could be cured by making the bloody puddle obstacle
?? That would be really inconvenient however..

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


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

From: Fairfax Shield McCandlish <fsm3m@fermi.clas.virginia.edu>
Date: Wed, 3 Jan 1996 21:50:25 -0500 (EST)
Subject: Re: Give Monsters No Clipping W/O dehacked!

This works on all monsters, and they can still be hurt
by a rocket's explosion.

-*Avatar*-

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

From: Peter Webb <pwebb@audio.apana.org.au>
Date: Thu, 4 Jan 1996 17:34:46 +1100 (EST)
Subject: Re: doom-editing-digest V1 #541

Hi,

Just wondering if anyone has the mailing list address for the Doom 2,
Heretic, Hexen etc mailing lists?

Peter Webb
pwebb@audio.apana.org.au


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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Thu, 4 Jan 1996 10:50:59 +0100 (MET)
Subject: Re: Packet reading/consistency

>Reply to me directly unless you can shed light on the mysterious
>'consistency' field in the packet, or to correct errors.

Okay, even if wasting some bandwidth..

here's the source Id released on the packet format a long time
ago. That, to my best knowledge, is all info ever released.
Unfortunately, this won't shed much light on the calculation
of the consistency entry, but it might save you some further
hacking.

You should look into the UDS section on the structure of the LMP
files, too - replay uses the same "provide record as keyboard
input"
approach.

Btw, anybody remember the TSR that allowd for special mouse
movements (e.g. 180 jump turn on mouse click)?


B.


Excerpt from the UDS Errata at http://www.nero.uni-bonn.de,
quote:

"I got this info about the Netgame packet structure from Jake Page.
It has been posted by Antony Suter <antony@werple.apana.org.au>
on a.g.d. in 1994, who got it from Id.

Remember, Objective C.

/* Note that type unsigned is a 4 byte quantity */


typedef struct
{
char forwardmove; // *2048 for move
char sidemove; // *2048 for move
short angleturn; // <<16 for angle delta
short consistancy; // checks for net game
byte chatchar;
byte buttons;
} ticcmd_t;

#define BT_ATTACK 1
#define BT_USE 2
#define BT_CHANGE 4 // if true,
// the next 3 bits hold weapon num
#define BT_WEAPONMASK (8+16+32)
#define BT_WEAPONSHIFT 3

#define BT_SPECIAL 128 // game events, not really buttons
#define BTS_SAVEMASK (4+8+16)
#define BTS_SAVESHIFT 2
#define BT_SPECIALMASK 3
#define BTS_PAUSE 1 // pause the game
#define BTS_SAVEGAME 2 // save the game at each console
// savegame slot numbers occupy the second byte of buttons

typedef struct
{
unsigned checksum; // high bit is retransmit request
byte retransmitfrom; // only valid if NCMD_RETRANSMIT
byte starttic;
byte player, numtics;
ticcmd_t cmds[BACKUPTICS];
} doomdata_t;

int NetbufferSize (void)
{
return (int)&( ((doomdata_t *)0)->cmds[netbuffer->numtics] );

}

unsigned NetbufferChecksum (void)
{
unsigned c;
int i,l;

c = 0x1234567;

#ifdef NeXT
return 0; // byte order problems
#endif"


end quote ----------------------------------------------------------------



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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Thu, 4 Jan 1996 11:02:50 +0100 (MET)
Subject: ADMIN: please RTFM

>Give Monsters No Clipping W/O dehacked!
> describes archvile resurrection of dead things
>that have been crushed to "pool of blood".

Just bitching, probably the last time.

This is another example of something that has been for quite
some time, formerly discussed as "ghosts", and others.

If you're discovering something that *looks* new, please
make sure (e.g. by discussing in rec.games.doom.*, looking
in the UDS, FAQ's etc.) that it's not well known already.

And if you want say "Old news, pal", please use private
e-mail. Thanks.

B.



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

From: scully@ix.netcom.com (Magdalena O. Penaranda )
Date: Thu, 4 Jan 1996 15:16:03 -0800
Subject: Hexen Parameters?

Does someone know what all the Hexen Parameters are? Thanks in
advance!

Nick



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

End of doom-editing-digest V1 #542
**********************************

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