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Doom Editing Digest Vol. 01 Nr. 564

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Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #564
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 3 February 1996 Volume 01 : Number 564

Re: DooM Guru Book Revision
Re: Respawn Barrels in DM!!!
DISproof of gettable projectile
Re: Doom ----> Quake
Re: Sounds - WAVs/AUs/VOCs/SNDs
Re: Doom wad references in DN3d
Re: doom-editing-digest V1 #561
Re: Sounds - WAVs/AUs/VOCs/SNDs
ADMINISTRIVIA
Re: Extracting graphics from other games....
Re: Doom ----> Quake
ADMINISTRIVIA
Re: Field of vision Quandry...
Respawning Barrels alternat method...
Changing reject map during the play...
Re: Doom ----> Quake
Re: Doom ----> Quake
Duke Nukem 3D decoys in Insane 3...
Re: Doom wad references in DN3d
Re: Doom wad references in DN3d

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

From: Erwen Tang <etang@pen.k12.va.us>
Date: Thu, 1 Feb 1996 18:49:09 -0500
Subject: Re: DooM Guru Book Revision

At 01:58 PM 1/29/96 +1100, you wrote:
>
> Anyone else get mail about this on this list?
>
> Its the second part to the SAMs book. Pls email individually

I got it from someone named Jane Rowe.

- ---
Erwen Tang - Class of 1997 TJHSST \|/ ____ \|/
Email: etang@pen.k12.va.us, @~/ ,. \~@
etang@capaccess.org /_( \__/ )_\
etang@lan.tjhsst.edu \__U_/
http://www.tjhsst.edu/~etang
- ---
Flame Shield operating 24hr. Flames will be deleted so don't bother.


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

From: LummoxJR@AOL.COM
Date: Thu, 1 Feb 1996 19:51:32 -0500
Subject: Re: Respawn Barrels in DM!!!

>Peter Brian Ramirez came up with a pretty good question a few days
>ago. He asked if it was possible to make barrels respawn in DM
>for the purpose of sending through teleporters, trapping friends,
>etc. I suggested it was and he and his friend tried it, to no avail.
>Anyway, about 10 minutes ago I decided to give it a try, and I got it
>working. All it was was the first bit ("can be picked up") has
>to be on. So once it's gone (even "killed"), it will come back.
>Of course, that brings up other problems, but I have a solution
>there too. I'm forwarding the letter I sent him with my solution.

I don't think you have to go that far. Turning on the "affects kill %" bit
should work just fine. I doubt the kill ratio has any meaning in DM anyway.

Lummox JR
bearer of alternatives

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

From: LummoxJR@AOL.COM
Date: Thu, 1 Feb 1996 19:51:06 -0500
Subject: DISproof of gettable projectile

Sorry, Mike, but I've downloaded and installed Doom 1.9 over the old 1.666.
And guess what.... Your patch doesn't work. If anything, the new version of
Doom locks up SOONER than the old one did.
All patches that turn off bit 4 have a tendency, if not a certainty, to lock
up. The specific effects may vary from system to system, but there is indeed
a reason that I'm always telling people not to mess with it. A lot of patches
would be possible if not for this bit.
I tried your patch in and out of DeHackEd. Locked up every time. By turning
bit 4 back on, however, it had no adverse effects- but I couldn't pick up the
projectiles that were sitting there, either.
I'm pretty sure I found another way to do it once, one that didn't lock up
the system, so I'll try to find it. My best clue is that it might have
something to do with bit 2. Work begins.

Lummox JR
I told you I was right

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

From: Joel Huenink <jh32322@ltec.net>
Date: Thu, 01 Feb 1996 13:05:52 -0600
Subject: Re: Doom ----> Quake

Adrian Cantrill wrote:
>
> Hello,
>
> This may have been asked before, and it may be to soon, but has anyone thought of
> converting all of the doom levels, and possibly the weapons to quake, when wuake
> is released i am thinking of having a go, anyone want to join me, if so reply,
> and when quake is released we will talk.
> A few problems I can predict would be that the doom graphics would look
like shit because quake is supposed to be about double the resolution,
Plus getting the quake monsters/weapons to act like doom stuff could be
difficult if not impossible. Also ID software might not like someone
distributing a complete Doom graphics,sound, textures wad of their
registered copyrighted material.

Joel Huenink
jh32322@ltec.net

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

From: jelson@conline.com (Jim Elson)
Date: Thu, 01 Feb 1996 16:47:14 -0600
Subject: Re: Sounds - WAVs/AUs/VOCs/SNDs

At 03:00 PM 1/30/96 -0800, doom-editing@nvg.unit.no wrote:
> Hi. This is the list I told you guys I was going to send. Well, here it is:
>(by the way, I probably need more WAVs then these because some of the ones
> I have don't have 1 channel. I can't figure out which ones. If you know of
> any programs that detect how many channels there are in the WAVs, please
> send me a HTTP/FTP site to that program. Thanx):

Get DeHackEd: it lists all the sounds for each monster item.

It's on ftp.cdrom.com and its mirrors.

- --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: Steven Towle <stevet3@ix.netcom.com>
Date: Thu, 1 Feb 1996 14:30:45 -0800
Subject: Re: Doom wad references in DN3d

At 06:41 AM 2/1/96 -0600, you wrote:
>While scanning through the main duke3d.exe file of Duke3D (sw),
>I ran across many references to IWAD file stuff:
>colormap, numlumps, IWAD, etc. etc.
>I think I also saw some ascii mentioning doom wad file formats, etc.

Doom, (apprently) Duke3D, and even ROTT use the same basic file format of
the WAD. The PLAYPAL and NUMLUMPS, mabye just logical naming. Or mabye
Joe(?) is having some flashbacks.... <g>

>What is this stuff doing there? Could this be an attempt to run doom wads
>on another engine, or just a *very* odd coincidence in variable naming?

Probaly the latter, but that would be weird (and illegal?) if the former.

>Please limit this thread to relevent discussion about this subject!
>The last thing we want is a DN3D takeover on doom-editing

Ouch. See, I said Doom, its on topic.
Let's just end this thread unless I'm way off. D'oh!

- -Steve

| Steve Towle, D1M, D1SG |
| stevet3@ix.netcom.com (Dipstick on iFrag) |
| "This quote intentionally left blank." |


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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Thu, 1 Feb 1996 11:46:07 -0500 (EST)
Subject: Re: doom-editing-digest V1 #561

Greg,

> > 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.
>
> Hmmm. Perhaps put it in the player's Injury Frame routine somehow,
> similar to the Revenant auto-tracking thing? That could be very cool.
> Auto-BFG anything that hurts the player. I like it.

That's what I did for the Death Wish feature in Insane Weapons. When you're
killed, it stikes back at the last person who injured you (if they're still
alive). It fires a revenant missile, BFG hit, and Archvile strike.

> I take it you haven't read the BFG FAQ. It explains all of the >
mechanics of the BFG, and would probably save you a lot of trouble. The >
BFG area effect will hurt anything that is in the direction of the player
> that the projectile was fired in. So if the player fires it north, >
anything north of the player will get hit by the area effect when the >
ball hits a wall (the direction that the player faces is totally >
irrelevant when the projectile actually hits a wall).

Right, that's exactly what I was telling Lee. I wish I'd known about
that BFG FAQ before- that could have saved me some time and aggravation!

Mike

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Thu, 1 Feb 1996 11:42:01 -0500 (EST)
Subject: Re: Sounds - WAVs/AUs/VOCs/SNDs

Loco,
Here's what i know about the sounds you listed:

> DSCLAW - IMP'S CLAW
This sound is also played for the Baron close attack and
(I think) the Cacodemon close attack.

> DSBAREXP - BARREL EXPLODING
Right, this is the general explosion sound, for rockets and
barrels.
> DSTINK - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
When you recieve a message in DM or co-op, you hear this sound
(in Doom I).

> DSBFG - BFG GUN SHOOTING
There is a code pointer that plays this specific sound. See
my weapons code pointer list or sounds code pointer list.

> DSPISTOL - PISTOL SHOOTING
This sound is also played for the DSCHGUN sound. Any time you
tell Doom to play the DSCHGUN sound, it will always play DSPISTOL.
in essence, there IS no DSCHGUN sound.

> DSSHOTGN - SHOTGUN SHOOTING
> DSSGCOCK - SHOTGUN LOADING (I THINK)
Actually, this sound is played when you finish a level and are
moving on to the next one. It isn't played in the actual
gameplay (DSSHOTGN has the cocking sound included in it).

> DSSAWUP - I THINK THIS IS WHEN YOU FIRST SELECT THE CHAINSAW
Yes. No code pointer, just internal to weapon 8.

> DSSAWFUL - A CHAINSAW UP BUT NOT HITTING SOMETHING
Right, this is when you "fire" the chainsaw but don't hit a monster.

> DSSKLDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
Actually, never used! It sounds like the DSOOF sound, but unlike
DSCHGUN and DSPISTOL, it's not just a pointer to the other sound.
It's an actual sound you can change and use as a new sound.

> DSDBOPN - OPENING SHOTGUN (I THINK)
> DSDBCLS - CLOSING SHOTGUN (I THINK)
Right.
> DSPESIT - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
Sound that plays when the Pain Elemental first sees you.

> DSSKEPCH - SKELETON'S PUNCH (THE END OF IT)
> DSSKESWG - SKELETON'S PUNCH (THE START OF IT)
Right, the DSSKESWG is the swing and the DSSKPCH is the impact.
the DSSKEPCH is linked to the code pointer for the Revenant close
attack. That means this sound always plays when the Revenant
Makes contact. Note that they used 2 different sounds because
it is possible for the revenant to swing and miss.

> DSKNTDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
> DSPEDTH - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
The DSKNTDTH is for the Hell Knight's death. The DSPEDTH is for
the Pain Elemental's death.

>DSBOSPIT
PLyued when the Demon Spawner fires a Spawn Cube.
> DSBOSCUB - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
Played as the Spawn Cube spins through the air (code pointer).

>DSBOSPN - I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
Sound played when Big Brain (John Romero) is hurt.

> DSBOSDTH- I DON'T KNOW - CAN SOMEONE TELL ME WHAT THIS IS FOR?
Sound played when Big Brain is killed.

> DSMANATK -REVENANT'S FIRING
> DSMANDTH - REVENANT'S DEATH >
These are for the Mancubus, not the Revenant.

>DSSKEATK - FIREBALL (SKELETON'S)
The "Skeleton" you keep referring to is the Revenant.

Note that there are several sound code pointers- for the Spider Demon,
arachnotron and CyberDemon walking, as well as several attacks that
play a specific sound. I'll be releasing a list of these soon.

Also, WinTex will play every sound and lists what each sound is, so
maybe that will help you.

Mike Gummelt

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 2 Feb 96 10:33:13 GMT
Subject: ADMINISTRIVIA

Sorry if some of you are suffering hiccups in the service: there are
networking problems around nvg that are causing some mail delivery
difficulties. Arnt is working on damage limitation. Normal service expected
to resume soon.

The subscription list is also somewhat smaller today after a spate of
off-topic mailings. Keep this up folks and Arnt's job will get real simple!
;)

- -Steve




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

From: "Phil Brown" <P.D.Brown@admin.warwick.ac.uk>
Date: Fri, 2 Feb 1996 08:48:00 +0000 (GMT)
Subject: Re: Extracting graphics from other games....

:>screenshot commands. Is there a way to get a screenshot from anything
:>you're running in DOS?

PCXDump (free/shareware) and ScreenThief(no free) should work with
most games.
- --
Phil Brown miapdb@admin.warwick.ac.uk fil@db80.demon.co.uk
http://www.warwick.ac.uk/~miapd/home.htm
Senior PC Support, Management Information Services,
University of Warwick, UK

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

From: Mackey McCandlish <fsm3m@virginia.edu>
Date: Fri, 2 Feb 1996 00:23:39 -0500
Subject: Re: Doom ----> Quake

At 06:01 PM 2/1/96 +0000, you wrote:
>> and when quake is released we will talk.
>
> basing levels on id's copyrighted material (graphics/sounds/levels) is
>considered a copyright violation. likewise, you're not permitted to
>distribute a doom level converted to hexen e.g.
>

Makes you wonder why the hell there are map01 remakes in the dwango
wads, doesn't it?

-*Avatar*-


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

From: S.Benner@LANCASTER.AC.UK (Steve Benner)
Date: Fri, 2 Feb 96 10:33:13 GMT
Subject: ADMINISTRIVIA

Sorry if some of you are suffering hiccups in the service: there are
networking problems around nvg that are causing some mail delivery
difficulties. Arnt is working on damage limitation. Normal service expected
to resume soon.

The subscription list is also somewhat smaller today after a spate of
off-topic mailings. Keep this up folks and Arnt's job will get real simple!
;)

- -Steve



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

From: Joel Huenink <jh32322@ltec.net>
Date: Fri, 02 Feb 1996 11:13:30 -0600
Subject: Re: Field of vision Quandry...

John Minadeo wrote:
>
> Is your field of view locked at the same height? Irregardless of changing
> the players height you always see as if you are 56 units (or whatever the
> proper player height is) ... Is there anyway to change this? I suspect
> "NO" is the answer but I thought I'd check...
>
> Whilst I'm at it... Anyone know how to change the height of the weapon
> when firing? (ie. letting a rocket come from your head, that type of
> thing...)
>
> Any pointers in the right direction would be greatly appreciated, Thanks!
> You can change the height of the rocket by changing it's Y offset in wintex.

Joel Huenink
jh32322@ltec.net

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 2 Feb 1996 03:15:28 -0500 (EST)
Subject: Respawning Barrels alternat method...

Hello all,
I had recently posted a method of making barrels respawn
in DM. It may have looked confusing, but it's actually
not too hard.
The Lee (LummoxJR) had suggested a simpler solution:
just turn on the "affects kill%" bit.
I hadn't even thought of that,so I tried it, but it
didn't work. The I remembered only items respawn
in DM, so I figured he MEANT to say "affects ITEM %",
but that didn't work either. I even turned the "affects
kill %" back on, set the respawn frame to 806 (same as
initial), and turned on "respawning" in my DM, but still
no dice.
So, as far as I can tell, the only way to get this effect
is to do what I had suggested previously.

Mike Gummelt

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

From: Jouni Sipola <jts@rieska.oulu.fi>
Date: Fri, 2 Feb 1996 08:48:32 +0200
Subject: Changing reject map during the play...

Is it possible to change the reject map during the play? I'm trying to make
an effect which would be just like a FULL invisibility. So, the player gets
an item which provides a full invisibility and the monsters could not see
the player wandering around.

What is the definition of a programmer ?
================================================================
|| Jouni Sipola e-mail: ||
|| Jatulikivenkatu 14 A 3 jts@rieska.oulu.fi ||
|| 90240 Oulu ||
|| Finland www: ||
|| http://rieska.oulu.fi/~jts/ ||
================================================================
1. An organism that metabolizes coffee into code.
2. A red-eyed mumbling mammal capable of communicating
with inanimate objects.


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

From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Fri, 2 Feb 1996 17:24:14 +0000 (GMT)
Subject: Re: Doom ----> Quake

On Thu, 1 Feb 1996 jschuur@flash.globalnews.com wrote:
>On Tue, 30 Jan 1996, Adrian Cantrill wrote:
>>This may have been asked before, and it may be to soon, but has anyone
>>thought of converting all of the doom levels, and possibly the weapons to
>>quake, when quake is released i am thinking of having a go, anyone want
>>to join me, if so reply, and when quake is released we will talk.
> basing levels on id's copyrighted material (graphics/sounds/levels) is
> considered a copyright violation. likewise, you're not permitted to
> distribute a doom level converted to hexen e.g.

One could distribute a program which would extract the material from a
copy of Doom on the same machine and construct a Quake WAD from that,
requiring users to own both Doom and Quake...

- --
David 'Gotterdammerung' Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk.
Trinity College, Cambridge University. CUWoCS President. All Hail Discordia!
|___| "Sic gorgiamus allos subjectatos nunc." Confessed Mecrediphile. |___|
| | | Or, in Klingon: "belDaq maH nucharghbogh chaHvetlh DISop maH." | | |


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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Fri, 2 Feb 1996 12:53:29 +0100 (MET)
Subject: Re: Doom ----> Quake

>Joost wrote on conversion issues:
>> On Tue, 30 Jan 1996, Adrian Cantrill wrote:
>
>> This may have been asked before, and it may be to soon, but has anyone thought of
>> converting all of the doom levels, and possibly the weapons to quake, when quake
>> is released i am thinking of having a go, anyone want to join me, if so reply,
>> and when quake is released we will talk.

> basing levels on id's copyrighted material (graphics/sounds/levels) is
>considered a copyright violation. likewise, you're not permitted to
>distribute a doom level converted to hexen e.g.

Does not rule out automatic conversion and patches. Basically, the problem is
identical to the one solved by DMADDS, DeuSF, NWT: you need conversion tools
capable of batch processing. If you want to include manually made corrections
done following the semi-automatic conversion, you'd need a tool to apply
binary patches from binary compares. Nothing new. Btw., Id might make up their
mind to distribute a converted shareware WAD offered to them.


B.

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 2 Feb 1996 13:51:22 -0500 (EST)
Subject: Duke Nukem 3D decoys in Insane 3...

Greetings all!
INsane 3, my ultimate and final patch will be out within
a week depending on how quickly I can get the graphics for one
of the new monsters. In a couple days I'll post the text file
with info about it. Here are a few quick looks at what's in
store:

1. Duke Nukem 3D-style decoys. Note that to add this, I had to
make every marine the same color in DM (now red, with a
slightly different uniform).
2. Lightsaber acts as a flashlight!
3. Rocket is shoulder-mounted with swing-down helmet targeting system.
4. 2 new\modified end bosses!
5. Revised level 30 and 2 new levels (31 and 32).
6. Imps that decompose leaving their heart... which starts beating
after a while and grows bones, muscle, skin and finally
regenerates into a new Imp!
7. Grenade, shield, and Vulcan gun improvements!
8. Modifications to every monster!
9. From Joel Heunik, two headed chaingunners riding arachnotrons-
they both fire at you- kill the arachnotron and the chaingunner
hops off and keeps attacking! (if Joel approves).
10. Freindly marines! (Including a medic that heals you- using gettable
projectiles).

And More!

Mike Gummelt
PS- suggestions\requests welcome!

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Fri, 02 Feb 1996 08:30:00 -0500
Subject: Re: Doom wad references in DN3d

- -> Probaly the latter, but that would be weird (and illegal?) if the
- -> former.

I can't believe illegal. Then it would be illeagal for Clipper to use
the DBF format: it would be illegal for Excel to read/write the WK1
format, for Word to read/write Wordperfect's format, etc.

I also looked into the EXE last night, and found messages like "Block
Size does not touch next Block", "IWAD header not found", etc.

I have a ? in the Apogee forum on CServe: the Apogee guys have been
there quite frequently (collecting their kudos, I imagine). I'll see if
we get an answer, and of course share it.

BTW: I know Duke is off-topic generally, so if someone has a place for
me to move it, let me know. Don't want to ruffle any feathers. But I'm
pretty sure most everyone interested in this group will also be
interested in Duke editing.

Finished the shareware last night, BTW: unbelievable game. Should be
MORE than enough to hold us over until Quake...

matt tag

_ _ ---------------------------------------------------------------
|_|_| 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: Denis <d.moeller@rendsburg.netsurf.de>
Date: Fri, 2 Feb 1996 11:03:29 +0100
Subject: Re: Doom wad references in DN3d

Hi!

At 06:41 01.02.1996 -0600, you wrote:
>While scanning through the main duke3d.exe file of Duke3D (sw),
>I ran across many references to IWAD file stuff:
>colormap, numlumps, IWAD, etc. etc.
>I think I also saw some ascii mentioning doom wad file formats, etc.
One file coming with duke uses actually the format of a WAD. It even
has an IWAD identication at the beginning. But the main data-file is a
RTS-style file, which was used for ROTT too. It is quite similiar
to WADs. Except one thing: it has no resource-names, it has the
original name of the files (e.g.BLAFASEL.VOC) in its directory.
The identication is the name of the 3D-engine-creator: Ken Silverman.

>What is this stuff doing there? Could this be an attempt to run doom wads
>on another engine, or just a *very* odd coincidence in variable naming?
>:-)
I don't think you can use any WADs with it. It's just an easy file-format
and it would be dumb creating a completely new one, especially because
D3D is supposed to be edit-able in several ways.

Quite interesting is another fact: all specials in D3D are 'programmed'
through a large script-file. Pretty awesome. Well, this is going too far
for this list.

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[]------------ E-Mail: d.moeller@rendsburg.netsurf.de ------------[]
[] For Doom, Hexen, Quake-Links, Good WADs List & Memento Mori(!) []
[] check this out: http://www.geocities.com/Hollywood/2299/ []


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

End of doom-editing-digest V1 #564
**********************************

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