Copy Link
Add to Bookmark
Report

Doom Editing Digest Vol. 01 Nr. 543

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 #543
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 6 January 1996 Volume 01 : Number 543

Sound Interceptions
Re: Auto-determine WAD type.
Re: Hexen bugs
Floor textures and more
Re: Auto-determine WAD type.
Re: Floor textures and more
Re: Floor textures and more
Mancubus attack from player- NO GOOD!
Dead conversations about marines
Re: Yet ANOTHER dehacked question

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 03 Jan 1996 15:52:00 -0500
Subject: Sound Interceptions

this is a dummy reply

* RM 1.31 * Eval Day 1 * RoboMail -- The next generation QWK compatible reader!

_ _ ---------------------------------------------------------------
|_|_| PC-OHIO PCBoard OIS pcohio.com HST 16.8: 216-381-3320
|_|_| The Best BBS in America Cleveland, OH V34+ 33.6: 216-691-3030
---------------------------------------------------------------

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

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 05 Jan 96 12:35:07+0100
Subject: Re: Auto-determine WAD type.

Here is the method implemented in WinTex, to detect IWAD type:

if there is a lump called ENDOOM, this is DOOM
ExMy means DOOM1 or UDOOM (the same thing, basically)
MAPxx means DOOM2
if there is a lump called ENDTEXT, this is HERETIC
ExMy will confirm this is heretic, BTW.
otherwise, look for a lump called STARTUP or anything of the sort.

you can check for BEHAVIOR ressources, but my guess is that Strife
will also use behaviors of some sort.

There is no method to determine if a PWAD is for DOOM, HERETIC or HEXEN,
and actually this sucks, because a HEXEN PWAD read with DOOM settings
will look real weird ;-)


Hope this helps.

Olivier






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

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 05 Jan 96 12:41:20+0100
Subject: Re: Hexen bugs

>>1) Hexen cannot seem to accept any new flats whatsoever.
>The ONLY way you can insert flats into Hexen is if someone puts them into the
>HEXEN.WAD. (DEUSF for Hexen, please.)
Wrong. It's now totally useless. Use WinTex 4.1, it will generate the right WAD.

>Sucks, doesn't it? This goes _WAAAAAY_ back to Heretic 1.0.
Too many new flats are bound to cause trouble, as too many new sprites did with
Heretic 1.0





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

From: Chris Niggel <NIGGELC@cvumail.cvu.cssd.k12.vt.us>
Date: Fri, 05 Jan 1996 08:55:10 -0500
Subject: Floor textures and more

Hi! Although I'm new to the list, I'm not new to DOOM editing. You can see some of my and my brother's work at my WWW page: http://www.cvu.cssd.k12.vt.us/k2page/k2.htm
Right now, I am working on a WAD for my friend. I am trying to create a swimming pool that, when you enter it, the water appears to be up to your neck. I'm using an idea taken from "UAC_DEAD" (the invisible stairs) I'm close, but I don't quite have it. Any suggestions??
BTW. Would anyone be interested in a Power Rangers DOOM? I may be able to make it, depending on copyrights...
- --------------------------------------------------------------------------------
K2
NIGGELC@cvumail.cvu.cssd.k12.vt.us
- --------------------------------------------------------------------------------

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

From: Marc Rousseau/PicTel <Marc_Rousseau/PicTel%PICTEL@smtpnotes.pictel.com>
Date: 5 Jan 96 10:11:24 EDT
Subject: Re: Auto-determine WAD type.

In an earlier response, Olivier wrote:

>There is no method to determine if a PWAD is for DOOM, HERETIC or HEXEN,
>and actually this sucks, because a HEXEN PWAD read with DOOM settings
>will look real weird ;-)

This isn't guaranteed to work 100% of the time, but this is the logic used in
ZenNode to determine if the PWAD being worked on is a HEXEN PWAD or not:

Check to see if the size the THINGS lump is correct for HEXEN.
Then if you try to interpret the THINGS as a normal DOOM THINGS lump, see
if there are unusually high number of suspicious things:
- all Things have an X location greater than 0 ( quite possible in
DOOM/DOOM2 )
- more than 30% of the things have an X coordinate of 0 ( unlikely )
- more than 30% of the things are type 0 ( extremely unlikely )
- more than 30% of the things have illegal angles for DOOM ( could
probably check for much less than 30% here )
If more than two of these conditions are met declare the PWAD as HEXEN

So far this seems to be fairly reliable in detecting HEXEN PWADs.


Marc

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

From: jelson@conline.com (Jim Elson)
Date: Fri, 05 Jan 1996 10:56:46 -0600
Subject: Re: Floor textures and more

At 08:55 AM 1/5/96 -0500, NIGGELC@cvumail.cvu.cssd.k12.vt.us wrote:

> Right now, I am working on a WAD for my friend. I am trying to create
a swimming pool that, when you enter it, the water appears to be up to your
neck. I'm using an idea taken from "UAC_DEAD" (the invisible stairs) I'm
close, but I don't quite have it. Any suggestions??


Piece of cake. Go to the Special Effects page:

http://www.daimi.aau.dk/~hykkelbj/doom/special/


There you will find text about this special effect, instructions, and a
demo wad showing this and other effects.

- --H2HMud
============================================================================
H2HMud NorthAmerican DeathMatch Tourney
Promo/Marketing Coordinator for "The New Technology: Evilution"
- ----------------------------------------------------------------------------
jelson@conline.com; WEB page ==> http://www.conline.com/~jelson/index.html


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

From: Walt Armour <walt@blarg.net>
Date: Fri, 05 Jan 1996 09:13:56 -0800
Subject: Re: Floor textures and more

> BTW. Would anyone be interested in a Power Rangers DOOM? I may be able to make it, depending on copyrights...

Only if we were able to kill the power rangers....

- --
/***************************************************************\
| Walt Armour ---- http://www.blarg.net/~walt |
| walt@blarg.net ---- walt@indsys.com |
| Finger walt@blarg.net for PGP public key |
\***************************************************************/
- -----BEGIN GEEK CODE BLOCK-----
Version: 3.1

GAT d- s:+>: a? C++++$ UH$>++++ P+>++++ L E-->++ W++ N++
o-- K? w+++$>+++++ O---- M-- V+++ PS+ PE+ Y+ PGP+ t++>$
5+++>++++$ X++>$ R>+ tv+ b+>+++ DI++>++++ D++>++++ G
e>+++++ h--- r+++ y+++>++++

- ------END GEEK CODE BLOCK------

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

From: LummoxJR@AOL.COM
Date: Fri, 5 Jan 1996 16:38:46 -0500
Subject: Mancubus attack from player- NO GOOD!

Sorry, everyone, but I have bad news.
Just as expected, in order for the player to be using a monster's firing code
pointer, there must first be a target- which requires that you first be
injured by whoever you're going to shoot. Otherwise, the projectiles try to
hit you, and therefore do nothing.
It was a novel idea, doing this in firing frames instead of injury frames,
but a useless one.

Lummox JR
wishing the pointers would mix

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

From: LummoxJR@AOL.COM
Date: Fri, 5 Jan 1996 16:39:06 -0500
Subject: Dead conversations about marines

> Couldn't you give the marines differant weapons? One dude running
>around with a rocket launcher another with a plasma gun etc...

Yes, indeed you could. Which would explain why we've been talking about it
for the bulk of December. If you just got the first letter about it now, then
you've picked an incredibly bad time to pick up the discussion- it's dead and
buried.

My one comment on the whole thing: Yes, I do think it's intriguing to use
fake marines in a DeathMatch, but they really won't look very good, even if
you put in ways for them to charge and (sort of) strafe. The only thing left
to be said is: anyone for an enemy with a chainsaw?

Lummox JR
not open on holidays

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

From: LummoxJR@AOL.COM
Date: Fri, 5 Jan 1996 16:39:22 -0500
Subject: Re: Yet ANOTHER dehacked question

>I have tried (briefly) to fiddle with a code pointers to mix rocket
>attack and archvile so rocket hits can chuck monster/players in the air.
>
>Is there a way to do this ??

No.
If you were to make a frame that used the "chucking" code pointer for the
rocket's death, it would immediately attack a player, not whatever it hit.

>Also, i am interested in some health gun i heard about, that chucks ppl
>in the air.. (aka archvile again). If this is correct is it possible to
>make a jetpack (sacrifice a weapon..) that does short bursts of jumping
>power ??

Again, no.
In DeathMatch, the thing probably wouldn't necessarily have an effect on just
you, but on any player around.
And in single player, you've still got the problem of injury- this attack is
quite powerful, and the hit points it delivers are internal to the game, so
they can't be changed.

Creatvie thoughts, but impossible.

Lummox JR
more bad news

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

End of doom-editing-digest V1 #543
**********************************

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT