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Doom Editing Digest Vol. 01 Nr. 537

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #537
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 31 December 1995 Volume 01 : Number 537

Re: Packet reading progress
Re: Packet reading progress (was Newbie Intro)
Re: D**mIII TOTAL CONVERSION
Re: Packet reading progress (was Newbie Intro)
Re: Re: D**mIII TOTAL CONVERSION
Re: Dehacked and code pointers
packet info
UDS Errata page
ADMIN NOTE
Re: Re: D**mIII TOTAL CONVERSION
Re: D**mIII TOTAL CONVERSION
Re: Proof of monster stra
Re: Packet reading progress (was Newbie Intro)

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

From: johnsond@std.teradyne.com (Dean Johnson)
Date: Fri, 29 Dec 1995 18:23:14 -0800
Subject: Re: Packet reading progress

> From: "M[tm] 'Matt trademark' Walsh" <mtmr@walsh.dme.battelle.org>

> So far, I am certain I can now determine:
>
> - -when the node I'm monitoring shoots his weapon
> - -when he turns right, left, goes forward, goes backward, etc.
> - -when he switches weapons (and I can tell what weapon he selected
> and...
> - -WHEN HE DIES!!!!

This is very cool.

I've often thought it'd be cool to have a node on a deathmatch net that
wasn't running doom but ran a program that controlled one of the
players. You would have to simulate the internals and networking of
the Doom engine (completely non-trivial) but you could skip all of the
3d graphics. The result would be a player that was totally
programmable.

You could make him into a terminator-like thing that dodged perfectly,
never missed, always ran full speed, knew the location of all objects,
and more personally, knew where you were, what weapons you had, what
your stats were...

Anyway, it'd be easy for him to gather weapons and health while hunting
down the weakest player.

Of course, you could make it more random and limit anything you wanted
in order to to make it more fair for humans to compete against.

Probably waaay too much work, but keep us posted on your examination of
the packet contents.

FWIW, I'm not suggesting this for cheating on DMs though it could be
used for that. I'd use it as a new monster to gang up on in DMs.

- -Dean

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

From: Stoney001@AOL.COM
Date: Fri, 29 Dec 1995 22:56:21 -0500
Subject: Re: Packet reading progress (was Newbie Intro)

In a message dated 95-12-29 13:01:36 EST, Matt Walsh writes:

>-What about the 'end of level' deathmatch score summary screen
>-Does it make sense that the 4 stations can keep the player's status' on
>their
>own with only movement and shooting commands? I think there must be some
>kind
>of verification field.

Have you noticed that the running frag count displayed on each players status
bar, as well as DWANGO's running frag count are unaffected by a player
leaving the game, but that the tally screen shown when an exit is activated
doesn't reflect any frags made by or on the player(s) who have left the game
before the exit was activated?



>My mailer limits my sig to 4 lines. But ingeniously I bypassed this problem
by

love your sig



Stoney001@aol.com (Bill Stone)

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 30 Dec 1995 01:34:38 -0500 (EST)
Subject: Re: D**mIII TOTAL CONVERSION

Uh, what do you mean "once the maps shows up"?
Mike

On Sat, 30 Dec 1995, philip wrote:

> I've got another idea stolen from another game, a guy that is under water
> and then pops out and shots you (stolen from Hexen). I'm not sure if
> this would work. You'd probably need to use two different things to do
> it, but it would be cool.
>
> Another question about dehacked now:
> Is it posible to have an one frame monster that shots in one direction
> continuously once the map shows up? When I tried it, doom looked up.
>
> phil
>

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 30 Dec 1995 01:40:11 -0500 (EST)
Subject: Re: Packet reading progress (was Newbie Intro)

When a player is killed, he looks at the player/monster who killed
him, right? So there must be a value for this somewhere in the
package... or at least the value that tells you who (if anyone)
gets the frag credit (or debit in the case of self-destruction).

Mike Gummelt

On Fri, 29 Dec 1995, M[tm] 'Matt trademark' Walsh wrote:

> Well last night I succeeded in finally being able to read deathmatch packets.
> It was really late when it finally worked so I only got to analyze the data for
> a short time.
>
> Because of the way I hacked this, I am only seeing one person's node right now.
> So I can do stuff to/from this guy and see what happens.
>
> So far, I am certain I can now determine:
>
> -when the node I'm monitoring shoots his weapon
> -when he turns right, left, goes forward, goes backward, etc.
> -when he switches weapons (and I can tell what weapon he selected
> and...
> -WHEN HE DIES!!!!
>
> Now the last one is kind of weird...the shooting and moving is really easy to
> pick up; there is a field that is '0' if nothing happens and goes to some other
> predictable value when he moves/shoots, etc.
>
> But then there's this other really weird field that's 2 bytes long - and it
> shows up again 3-4 fields down the packet. The number changes when the guy
> moves (or is moved by getting shot). I thought it might be absolute
> coordinates/rotation, but the value doesn't seem to ever go back to the same
> value even if I bring my buy back to the same spot twice. BUT I do know that
> when the player dies, it invariably goes to zero.
>
> Only problem is, I don't know WHO killed him!
>
> Still hoping someone might know more. I'm thinking this mystery field might be
> a stream of values that represents some sort of message; so I can't see what's
> going on without capturing a sequence of values.
>
> I now understand that each player's Doom software is simply using the network
> data to simulate a monster. This would mean that they don't have to send the #
> of frags in a packet, or other info such as 'I've been shot'. But then again...
>
> -What about the 'end of level' deathmatch score summary screen
> -Does it make sense that the 4 stations can keep the player's status' on their
> own with only movement and shooting commands? I think there must be some kind
> of verification field.
>
> ===== M(tm) mtm@walsh.dme.battelle.org ====
> "Standing on a hill in the mountains of dreams, telling myself its not as hard,
> hard, hard, as it seems."
> My mailer limits my sig to 4 lines. But ingeniously I bypassed this problem by
>
>

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 30 Dec 1995 01:47:50 -0500 (EST)
Subject: Re: Re: D**mIII TOTAL CONVERSION

The problem with a monster that is "underwater" is that it can be shot
even if it is underwater, and the blood would appear at whatever height
you set for it. So if you set the hieght to 1, it would be hard to hit,
i could only be hit by bullets and explosions (projectiles would pass
over it)- all this would look nice while underwater, but when it sprang
up, the blood splats would still appear on the ground, and projectiles
would seems to pass through it. If you set the hieght to high, you could
shot it with anything while "underwater" and the blood splats would appear
in the air above it. Unfortunately, you can't change the hieght bit of
any thing from it's set value using code pointers.

Speaking of code pointers, check out LummoxJR's DeHackEd Grab Bag Page,
it had a code pointer listing that's very helpful.

Mike Gummelt

On Fri, 29 Dec 1995, Jim Wraith wrote:

> In your message dated Saturday 30, December 1995 you wrote :
> >I've got another idea stolen from another game, a guy that is under water
> >and then pops out and shots you (stolen from Hexen). I'm not sure if
> >this would work. You'd probably need to use two different things to do
> >it, but it would be cool.
>
> You wouldn't probably... Try this:
>
> 1) Make the walking frames like the sliding underwater motion.
>
> 2) Make the shooting frame to start in the water, coming out and then going back
> in, and finally...
>
> 3) The dying frames as flying out of the water..
>
> >Another question about dehacked now:
> >Is it posible to have an one frame monster that shots in one direction
> >continuously once the map shows up? When I tried it, doom looked up.
>
> Fuck knows.. I'm not much of a dehacked person (could somebody send me a list of
> code-pointers (so I could get started!?) )
>
> Seeya, Jim.
>
>
>

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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Sat, 30 Dec 1995 18:35:13 +1000 (GMT+1000)
Subject: Re: Dehacked and code pointers

I tried making the chaingun fire dbl shotty by altering the code pointer
for the firing frames of the chaingun to the fireframe code ptr of the
dbl barrel.... but it didnt work..

what did i do wrong ???

Ps.. i've made imps chuck lost souls.. its easy with code pointers.
ALL HAIL DEHACKED 3.0 :)

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


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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Sat, 30 Dec 1995 13:42:53 +0100 (MET)
Subject: packet info

In reply to:
>From: "M[tm] 'Matt trademark' Walsh"
>Subject: Packet reading progress (was Newbie Intro)

The C header file describing the DOOM packet structure (as of 1.2)
has been released by Id Software in 1993. It has been posted
several times, and is part e.g. of the file at UDS Errata/Addendum
page at

http://www.nero.uni-bonn.de/~bernd/uds.html

I'd guess the only change is "choosing the new shotgun".


B.

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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Sat, 30 Dec 1995 14:11:47 +0100 (MET)
Subject: UDS Errata page

The UDS Errata/Addendum page at

http://www.nero.uni-bonn.de/~bernd/uds.html

will not be updated anymore. In fact, there haven't
been many updates so far, so I'd guess there's no
real need.

In any case, the page will still be around for
months to come. If you haven't ever looked at it,
you might want to do so - five weeks of hard work
might always save you from five minutes reading.


B.





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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Sat, 30 Dec 1995 14:04:18 +0100 (MET)
Subject: ADMIN NOTE

D**mIII total conversion: please remember that this is, as
far as all non-technical aspects are concerned, off topic.
The TNT project used another mailing list for this purpose.
I'd recommend contact them and ask how they organized
things.

Private messages: D**mIII or not, are off topic.

Unsubscriptions: we still unsubscribe w/o warning.

Steve and me have been busy the last two weeks, thus traffic
got a bit out of control. Trust me this will change next
week.

However, for the same reason (lack of time) I won't be able
to take care of doom-editing any longer (read: from
January, 10th on). This means we (read: Steve) could use a
volunteer who is willing to spend some (read: an unreasonable :)
amount of time on taking care of bounces, delivery failures,
off topics. If you want to know details, please contact
us at owner-doom-editing@nvg.unit.no.

Btw., this has happened before. In fact, Steve and me answered
a posting like this quite some time ago...


See you on the other side.

B.





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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 30 Dec 1995 12:35:30 GMT
Subject: Re: Re: D**mIII TOTAL CONVERSION

In your message dated Saturday 30, December 1995 you wrote :

>Find the dehacked grab bag by Lee Gaiteri. It has a whole bunch of neat-o
>dehacked stuff (including pointers).
>
>phil
>

Yeah, I printed them last night, but I was wondering if there were any *not* on
the code pointer page?

Jim

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

From: philip <philip@thepoint.net>
Date: Sun, 31 Dec 1995 16:11:37 -0800
Subject: Re: D**mIII TOTAL CONVERSION

Michael Gummelt wrote:
>
> Uh, what do you mean "once the maps shows up"?
> Mike
>
> On Sat, 30 Dec 1995, philip wrote:
>
> > I've got another idea stolen from another game, a guy that is under water
> > and then pops out and shots you (stolen from Hexen). I'm not sure if
> > this would work. You'd probably need to use two different things to do
> > it, but it would be cool.
> >
> > Another question about dehacked now:
> > Is it posible to have an one frame monster that shots in one direction
> > continuously once the map shows up? When I tried it, doom looked up.
> >
> > phil
> >What I mean is once the map loads. So instead of just standing there
waiting to see the player it just start firing in the direction that it
starts at (i.e. North) and doesn't stop firing until you exit the level.

phil

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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Fri, 29 Dec 95 11:16:00 -0700
Subject: Re: Proof of monster stra

- -->I think it would be OK to take out the attack of the fake marines.
- -->Or is that against the original idea. I thought the idea was to spice
- -->up death match. Or I think it maybe was to make a DM practice. Hmmmm.

One consideration on the attack frames of the "fake marines" patch... You
could change the attack pattern for some of the monsters to be that of the
"lost souls" so the marine would run at the player quickly, then the next
frame of attack would be either shotgun, rocket, pistol or chaingun. This
would cause an effect of running straight for the player and firing at the
same time and could be confusing as to what is what until you really get a
good look at how they are behaving... Plus increase the hit points to 100
instead of 20 (or whatever the troopers are...) so they can't be as easily
killed off.

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


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

From: ngrasmus@students.wisc.edu
Date: Sat, 30 Dec 1995 15:38:20 -0600
Subject: Re: Packet reading progress (was Newbie Intro)

>When a player is killed, he looks at the player/monster who killed
>him, right? So there must be a value for this somewhere in the
>package... or at least the value that tells you who (if anyone)
>gets the frag credit (or debit in the case of self-destruction).
>
>Mike Gummelt

I believe that this is due to the fact that there are only one set of sprites
assigned to the death frames (the ones where the player appears to be looking at
you).

I have heard that there is a 3d death patch that contains frames for the other
seven views on ftp.cdrom.com, but have not had a chance to try it yet.

- -Nick

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

End of doom-editing-digest V1 #537
**********************************

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