Copy Link
Add to Bookmark
Report
Doom Editing Digest Vol. 01 Nr. 552
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #552
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 16 January 1996 Volume 01 : Number 552
Re: Firing Frames.
Insane Weapons patch is here (almost)!!!!
Re: Auto-determine WAD ty
Re: Auto-determine WAD ty
Re:
----------------------------------------------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 15 Jan 1996 01:28:36 -0500 (EST)
Subject: Re: Firing Frames.
Michael (and all others interested):
I have a bit of a difficulty understanding exactly what you are asking,
but since you quoted me (the "20+ new monsters), I felt obliged to
attempt an answer.
As far as I can tell, the main limit one has in creating projectiles is
that you are limited to the number of projectiles you can actually call into
existence using code pointers.
There are bullets, rockets, plasma shots, bfg shots, archvile strikes,
mancubus fireballs, revenant missiles, revenant smoke trails, baron of hell/
hell knight fireballs, imp fireballs, lost souls, arachnotron plasma shots,
caco demon fireballs, and demon spawn cubes. There are various kinds of
bullet attacks (single, shotgun, and super-shotgun), as well as two kinds of
player close-attacks (fists and chainsaw). There are various
miscellaneous monster attacks too (like imp claw, demon chomp, revenant
punch, archvile lift, cacodemon chomp, etc). With this array of attacks,
quite a plethora of "new" attacks/weapons are possible, simply by
modifying and combining the effects.
For example:
I made a health booster by changing the plasma shot into a gettable
health bonus.
I made a "jumpjet" by making the plasma shit a gettable soul sphere with +50
health and an archvile attack.
I made a Dark Forces-style thermal detonator by making the rocket be
affected by gravity and not blow up IMMEDIATELY upon death.
I made a deadly sheild by making the bfg shot have no speed and be shootable
(to block all projectiles). I also made it fire back at whatever hit it
so that if a monster shot at you and hit the shield, a tracking missile
would be fired at the monster that would actually follow it. In addition,
I made the shield deadly to the touch by anyone but the player by making
it's missile damage 200 (there's more to this as well, but I don't want
to get too off-track).
As for monster attacks, there are even MORE possibilities since there are
more onster attack code pointers than there are player ones. So you can
see how I could have made 20+ unique monsters (that was in Aliens Doom 3:
Aliens vs Predator, by the way- I made things like an egg-layer, and the
eggs would hatch facehuggers that attack you, and I made people who would
chest-burst and a baby alien would chase you around, I made enemy marines
that fired grenades, flames (that start fires), etc.) If anyone want
specifics, feel free to ask me. Just make sure you state exactly what
you are asking as clearly and specifically as possible, DeHacking can get
pretty complex!)
Michael, you kept referring to "firing frames" in your post. Do you mean
"code pointers"? I assume you know you can copy code pointers from one
frame to another (using DHE 3.0a). If you meant to ask whether it was
possible to create NEW firing frames/projectiles, my response would be:
"not as far as I know!" Unless someone can do some major Hacking and
make a utility to design and add your own code pointers!
My best suggestion is to experiment. I have had to play around a LOT,
using tremendous amounts of trial and error and crashing the game AND my
computer repeatedly to get the effects I mentioned above. Just figure
out what the code pointers do, figure out its side effects and
limitations, then experiment. Try ANYTHING. You can always ask for
help, but the best way to learn this stuff is to try it out for yourself
and get creative!
Good Luck!
Mike Gummelt
Back from exile.
On Sun, 14 Jan 1996, MICHAEL HOENIE wrote:
>
> Monster and Player code firing routines.
>
> There is chainsaw, pistol/chaingun (bullet), shotgun, rocket, plasma, BFG,
> plus imp, baron and caco fireballs. That gives me 10 different kinds of
> firing frames to use (including punching). And while you can do a whole
> assortment with these, I have not yet figured out how to create NEW firing
> routines.
>
> How does DOOM link the firing frame of an IMP fireball to the "Imp
> Fireball", or "Rocket In Air" from the rocket-firing frame?
>
> A gentleman mentioned here back in December that he was able to create up to
> 20+ monsters. Do any of those monsters have far attack frames throwing
> objects?
>
> As I was considering this, I thought about the TREE in HEXEN, where the
> leaves fall off, float to the ground and dissapear. This COULD be possible
> in DOOM if done right. If you set the leaves up to be firing frames, they
> would float towards the player - dissapearing on floor or wall, etc. A lot
> of work would be needed to bring a realistic approach to it, but it might be
> possible. One noted problem might be the leaves would always fall towards a
> player or if they hit a monster, a monster might attack the tree back.
>
> ALSO: I was toying around with NWT and WINTEX with HEXEN and found that NWT
> will read the HEXEN.WAD file. I was able to grab textures (even monsters)
> out of HEXEN and import them into DOOM 1.9. Although WINTEX is VERY slow and
> lacks some high end features, I highly recommend it for this sort of work.
>
> -+-
> * michael.hoenie@sharecity.com << Michael S. Hoenie >>
>
>
------------------------------
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 15 Jan 1996 01:57:41 -0500 (EST)
Subject: Insane Weapons patch is here (almost)!!!!
Okay, okay, I know I've been promising this since December and may of you
probably doubt it's existance, but you must understand what I've been
going through! First of all, i've been on vacation, and though I took my
computer with me, I found that I could not transfer my 300k patch/wad to
my school account (which I use for all my e-mail) by zmodem (or any modem
protocall for that matter, a Unix-PC problem I think) or by e-mail or ftp
via AOL. So the only way I can get it on my school account is by DISK!
(gasp!) But the school labs were closed all vacation, so I simply
couldn't do it (not that I didn't try, and drove my friends crazy!!!)
But now I am back at school and the patch is even BETTER now than before!
So, as soon as the labs open up, I will get my patch over there and post
it at ftp.cdrom.com and on this mailing list if that is alright with the
administration. I will also post it to alt.binaries.doom if at all
possible (I don't think it will be since my school doesn't get the alt.*
groups). I will also place it in my ftp site here at school and put the
site, login and password on this mailing list so you guys can get it first!
There will be two versions included in the one .zip file, both will have
modified monsters and weapons, but there will two differences:
Weapons six and seven will be different in the two patches.
In one patch, weapon 6 will be the health booster (also makes you jump)
and weapon 7 will be GodVision (place 4 crosses in the shape of a cross
and everything you see is struck down by lighning and flames).
In the other patch, I have included the rocket launcher (with a funky
smoke trail)- this weapon is absent in the other patch- and the 7th
weapon is a strike-back energy shield. It blocks any incoming attack
(bullets, atc) and fires a tracking missile (really tracks) at whatever
hit it. You just set one down and leave it there until it takes too much
damage and explodes. It is also comprised of a deadly grid of lasers
that instantly kills most things that touch it (except you, of course).
Very nice for deathmatch- set one and wait behind it. Let the other
player see you, fire and hit the shield (hard to see from a distance) and
watch him/her get nailed by a tracking missile!
I made tow different patches because I couldn't decide which weapons I
liked best enough to eliminate the other two. I like the idea of
boosting you health, and jumping 9or even "flying" to a limited degree)
can be quite useful! And the death vision is truly cool (especially
since it can be stolen from you in Dmatch or co-op). But DeathVision
makes regular Doom a little too easy, even in nighmare mode! And of
course, everyone loves the rocket launcher! But the shield is a very
nice defensice/offensive weapon without being totally all-powerful (and
it can even be dangerous to you if you shoot it yourself by accident or
step in front of it when it's about to fire!) So I'll release both
(along with the other new weapons) and let you guys judge for yourself.
I also want to mention some other changes since my last mention of the
patch:
The soldiers are dead, so now they can walk through walls like ghosts.
The shotgun seargeants are zombies, so they can get up after being killed
once or twice (and they don't leave shotguns when they die anymore).
The Mancubus fires revenant tracking missiles now.
The revenant runs up to you and gives you a nice uppercut sending you up
into the air.
The cacodemon now fires a spread of faster cacodemon fireballs.
The imp fires fireballs that are really on fire.
The Cyberdemon fires tracking missiles.
The Hell Knight throws grenades (just like yours) that screw up your
vision if you get hit directly by one of them.
The Spectres now become visible when they attack, get injured, or die,
but they are completely invisible when moving about.
There are a few other miscellanous changes, but I don't want to give ALL
the surprises away.
For those of you who didn't get the last message on this, here's a
run-down of the other new weapons (common to both patches):
1. Lightsaber (replaces chainsaw)
1. 2-punch/kick combo (replaces single punch)
2. Double-pistols (replaces single-pistol)
3. Double barrel shotgun (same as Doom II, but you have gotten much
faster at loading it from all that practice!)
3. Mega-Shotgun (Fires 6 Shells at once, can take down a caco at close
range with one shot!)
4. Vulcan Gun (much faster than chaingun, but eats up ammo faster too!)
5. Time-delay grenades (like Dark Forces thermal detonator, except you
have a lot less control over the distance of the throw- great for enemies
hiding over a cliff or in a hole or around a corner!)
Well, enough for now, time to deliver- Expect the patch to be released
tomaoor if the labs are open (Martin Luther King Jr's B-Day), Tuesday of not!
Mike Gummelt
PS sorry for all the typos, my mail program only has a line-editor!
------------------------------
From: "John B. Williston" <us018032@interramp.com>
Date: Mon, 15 Jan 1996 10:06:40 -0500
Subject: Re: Auto-determine WAD ty
> It's also conceivable that someone would make a DOOM II PWAD that
>contains a texture named BEHAVIOR that immediately follows the REJECT part
>of the level data.
Heck, it's conceivable that one might desire to use a single PWAD for each
lump required by a map. FWIW, I already went around this vicious little
"how do I figure out the game for which this file was developed" loop before
releasing a Hexen-capable version of WadAuthor. WadAuthor looks for the
presence of a BEHAVIOR lump -- if it's there, I call it a Hexen wad. Sure,
I'm preventing people from scattering map lumps across dozens of PWADs, but
I guess it seems like anything else seems like over thinking the problem to me.
John
___ ___
\ \ ____ / / Williston Consulting
\ \ / \ / / 70541.1335@compuserve.com
\ \/ \/ / _____________
\ /\ / / _________/
\ / \ / / /
\_/ \_/ / /
/ /_________
/_____________/
------------------------------
From: "John B. Williston" <us018032@interramp.com>
Date: Mon, 15 Jan 1996 10:06:43 -0500
Subject: Re: Auto-determine WAD ty
>When a user opens a Hexen WAD, what DoomCAD (and now dCAD, the rewrite)
>does is put the behavior lump in a BEHAnnnn.o file. When you go to save
>your level, you can either leave this script in place, or supply another
>filename, which dCAD will insert as the Behavior Lump. Is this basically
>how all the other editors are doing it?
WadAuthor maintains the script code and pcode data internally during the
editing of a level. WadAuthor stores the code in a SCRIPTS resource
immediately following the behavior resource when a map is saved. If the
user has compiled their script code, the pcode will then replace the
exsisting BEHAVIOR lump when the map is saved. I basically didn't want my
users to need to muck around with external files, although the capability to
export and/or import external files does exist.
___ ___
\ \ ____ / / Williston Consulting
\ \ / \ / / 70541.1335@compuserve.com
\ \/ \/ / _____________
\ /\ / / _________/
\ / \ / / /
\_/ \_/ / /
/ /_________
/_____________/
------------------------------
From: R LEAKE <95011420@mmu.ac.uk>
Date: Mon, 15 Jan 1996 16:04:49 GMT
Subject: Re:
Hi, know where I could get a DoomII graphics editor. (a DII version
of dmgraph perhaps.)
Thanks...
------------------------------
End of doom-editing-digest V1 #552
**********************************