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Doom Editing Digest Vol. 01 Nr. 561

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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 #561
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 29 January 1996 Volume 01 : Number 561

Re: DoomTC
Re: Hello?
Re: DEUSF & NWT.
Re: Code pointers...
Re: Firing Frames (or rat
Revised rules for BFG code pointer
Re: Weapons Code Pointer List
Re: GRAPHICS EDITING

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

From: BonesBro@AOL.COM
Date: Sun, 28 Jan 1996 09:18:55 -0500
Subject: Re: DoomTC

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).

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 27 Jan 1996 22:29:12 -0500 (EST)
Subject: Re: Hello?

Loco,
to see if you're on it, send a message to:
majordomo@nvg.unit.no
with the following in the message text:
which

That will return a list of all the mailing lists you're subscribed to.

Mike

On Sat, 27 Jan 1996, LoCo LikE a PoLLo! wrote:

> 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: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Fri, 26 Jan 96 12:33:00 -0700
Subject: Re: DEUSF & NWT.

- -->
- --> If you want to stay with command line usage, you can use WARM to
- -->do the above with one line, e.g.
- -->warm -m=sounds.wad,walls.wad,weapons.wad e1m1.wad newwad.wad

I've been using NWT's join feature, it works just fine. Thanks!

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


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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Sat, 27 Jan 1996 22:27:44 -0500 (EST)
Subject: Re: Code pointers...

Loco,
Look for the code pointer list on LummoxJR's DeHackEd grab bag-
that's what I used when I started out and it's invaluable! It's
a little old, but it's still the best. That is, until I get
off my lazy ass and release my code pointer list!

Mike

On Fri, 26 Jan 1996, LoCo LikE a PoLLo! wrote:

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

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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Fri, 26 Jan 96 12:32:00 -0700
Subject: Re: Firing Frames (or rat

- -->1. Using gettable things as projectiles does not work. Not only that, but
- -->you have to deal with bit 4, which, when turned off for a projectile or
- -->similar object, invariably causes a lock-up. Even if it is turned on, it
- -->doesn't work at all.

Hmmm. Will have to look into this.

- -->2. Arachnotron projectiles do nothing of the kind. Only revenant missiles
- -->track you, and then only by means of a special code pointer and target
- -->information.

You are very right, it is the Revenant. Figured this out shortly AFTER
posting the note.

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


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

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.
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.
3. An attacker using a BFG projectile will not be hurt by the effect.

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.

Lummox JR
writing new rules

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

From: "jco@io.org" <jco@io.org>
Date: Sat, 27 Jan 1996 22:52:27 -0500 (EST)
Subject: Re: Weapons Code Pointer List

On Fri, 26 Jan 1996, Michael Gummelt wrote:

> _____________________________________________________________________
> 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.

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?

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.)

John Orazem <jco@io.org>


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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Fri, 26 Jan 96 12:30:00 -0700
Subject: Re: GRAPHICS EDITING

- -->>I have modeled a 45 cal pistol to use in doom2 using corel dream and
- -->>editing it through picture publisher6 and wintex41. The colors look fine
- -->>until I copy and paste the image into wintex and then I get strange
- -->>results. I have tried converting the image to 256 pallette color before
- -->>copying and it still changes color once I paste it into a wintex .bmp
- -->>and return to doom2. Does anyone know how to fix this?
- -->
- -->Use a more down to earth graphics editor. Get the Doom palatte from
- -->somewhere, and load it. The thing is, you basically have to work in 256
- -->colors. (all high-end gfx programs use 24-bit color) You can use BMP, PCX,
- -->or GIF in Wintex. (?) I used Paint Shop Pro 3.12 for the font (oops..) and
- -->it worked _almost_ fine. We all know that black is in the Doom palette
- -->though. ;)
- -->
- -->-Steve
- -->
- -->| Steve Towle, D1M, D1SG |
- -->| stevet3@ix.netcom.com (Dipstick on iFrag) |
- -->| "This quote intentionally left blank." |

To comment on this, Steve, I use Picture Publisher LE with WINTEX under
the .BMP format and haven't had a single problem. Using PPLE, you can
create a "NEW" palette using existing colors from any image you are using.
I add to it once in a while under DOOM textures and thus have all 256
colors using THAT palette.

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


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

End of doom-editing-digest V1 #561
**********************************

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