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Doom Editing Digest Vol. 01 Nr. 558

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #558
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 26 January 1996 Volume 01 : Number 558

Re: Firing Frames (or rat
Re: DEUSF & NWT.
Re: GRAPHICS EDITING
Re: Firing Frames (or rather, code pointers)
Graphics editing
Re: DEUSF & NWT.
Re: Insane Weapons Patch not available
Ammo Depot
DoomTC (was Hmm...deadly silence)

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

From: wdwhitak@grissom.jpl.nasa.gov (William D. Whitaker)
Date: Wed, 24 Jan 96 16:31:20 PST
Subject: Re: Firing Frames (or rat

Michael S. Hoenie:
> What if you made a stationary monster that shot ammo out to you? If you use
> the arachnotron fireball, wouldn't it follow you? Interesting effect to
> enter a room and have it shooting (only in line-of-site) boxes of rockets or
> health potions & what not. Good DM stuff.
>
> -->I haven't tried this,but it should work nicely. You should be
> -->able to shoot the lamp and get ammo clips Oh yeah, be sure to
> -->turn on "shootable" and "puffs vs bleeds" for the lamp and give
> -->it 999999999 hp.

Why crank up the hit points? just run with -respawn (and no other
monsters) that way you can add the tatic of temporally disabling it
for others.

On another "Good DM stuff" note, I read the DN3D billboards a while
back, and thought I'd mention it for hackers looking for a hack. They
have a thing called a HOLODUKE, which is a still hologram of your self
that you place after getting the "ammo" for it. They commented that
despite being motionless, it "is *very* effective in dukematch" How
you stop it, etc, they didnt say. shootable w/barrell explosion
frames could be interesting.

-Bill

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

From: jelson@conline.com (Jim Elson)
Date: Wed, 24 Jan 1996 22:03:53 -0600
Subject: Re: DEUSF & NWT.

At 02:23 PM 1/21/96 -0700, doom-editing@nvg.unit.no wrote:
>
>I have been working with merging several .WAD files containing a multitude
>of different things. And after about five or six hours of headaches, I've
>come to a somewhat rational conclusion.
>
>I can't get DEUSF to 'join' or 'merge' .WAD files without messing them up in
>some fasion. Under SOUNDS.WAD, I have my new sounds, WEAPONS.WAD,
>MONSTERS.WAD, FLOORS.WAD - you get the drift...

Strange. What version of deusf are you using?

Have you tired using WinTex 4.1 to do this?

- --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: jelson@conline.com (Jim Elson)
Date: Wed, 24 Jan 1996 18:20:49 -0600
Subject: Re: GRAPHICS EDITING

At 02:47 PM 1/23/96 -0600, Joel Huenink wrote:
>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?

Simplest way, get PaintShopPro, get the doom pallete in JASC format (used
to be included with deutex).

Load the pic, click on "Load Pallette", choose "doompal.pal", and Voila!

Don't be surprised if the colors come out weird. The Doom pallette is
rather limited and thus make for some artistic obstacles.


- --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: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 24 Jan 1996 20:37:44 -0500 (EST)
Subject: Re: Firing Frames (or rather, code pointers)

Lee, this is about the lamp thing, let me clear up a couple things...

On Tue, 23 Jan 1996 LummoxJR@aol.com wrote:

>
> 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.
You can make a gettable thing a projectile, that's how I made the health
gun and the medic in Aliens vs Predator. You don't need to turn off "can't
be hit", and you CAN turn off "projectiles". It can be done, just check out
Insane, the one with the health booster. It fires projectiles that are soul
spheres.
>
> >-->I haven't tried this,but it should work nicely. You should be
> >-->able to shoot the lamp and get ammo clips Oh yeah, be sure to
> >-->turn on "shootable" and "puffs vs bleeds" for the lamp and give
> >-->it 999999999 hp.
> >
> Also, I have discovered the following about respawning monsters using the
> archvile movement code pointer (243):
>
> 3. A monster cannot respawn itself, but it can respawn another of its own
> kind. I've never played Doom II, so I can't say if the archvile is an
> exception; if it is, it's entirely internal to the game.
The basic rule I've heard here also is that it can only respawn monsters
with hitpoints less than itself. So when I made the respawn sphere that
the archvile fires upon death (it follows you around and respawns stuf
you've killed until you kill it), I gave it 999999999 hp which means it
can respawn anything, even Cyberdemons. I don't think the hp limit is
cumulative either (ie: if it respawns 99999999 imps with 100 hp each, it
can keep on respawning).

By the way, your respawning dropped item sounds cool, I'll try it out!

Mike Gummelt

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

From: Joel Huenink <jh32322@ltec.net>
Date: Wed, 24 Jan 1996 23:58:53 -0600
Subject: Graphics editing

Hello again.
OK I understand that doom2 uses 256 color graphics and has it's own
special color pallette. Picture Publisher 6 and most other paint
programs have and will support other pallettes. (.pal files).My problem
is that it wont accurately detect and make a correct pallet from a doom
graphic. Can anyone who has successfully imported new graphics send me
the doom.pal file?

Thanks in advance,
Joel Huenink
jh32322@ltec.net

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

From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Thu, 25 Jan 1996 08:08:26 -0600 (CST)
Subject: Re: DEUSF & NWT.

On Sun, 21 Jan 1996, MICHAEL HOENIE wrote:

> Is this a fluke in DEUSF or should I be using a different command?
>
> My MERGE.BAT file looks like this:
>
> rem - first copy my 1st level - everything else gets added...
> copy e1m1.wad NEWWAD.wad /y
> rem - now join everything else in...
> deusf -join NEWWAD.wad sounds.wad
> deusf -join NEWWAD.wad walls.wad
> deusf -join NEWWAD.wad weapons.wad

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

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

From: BonesBro@AOL.COM
Date: Thu, 25 Jan 1996 17:45:55 -0500
Subject: Re: Insane Weapons Patch not available

In a message dated 96-01-20 20:51:54 EST, you write:

[deletia]

>...depths of the typical AOL user...

I completely agree with you, but it bugs me to see every AOL user dumped on
in this way. A stereotype of that sort is the exact same as any other
stereotype -- just think, you probably fit in under SOME stereotype yourself.

Although, in this case, the stereotype actually represents the majority of
their population...

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Thu, 25 Jan 1996 15:48:40 -0500 (EST)
Subject: Ammo Depot

Hi, Alexander PRack asked me how to make the ammodepot thing that Lee had
come up with, and then I had come up with an alternate way to do it.
Alex had some trouble understanding my way, so I made a quick patch that
makes the IMP not move or attack, but it fires ammo clips a fott or two
when shot at. This is just a demonstration of what can be done, you'd
want to use some nice graphics and toy with it a little. Also, using the
Imp fireball means the imp with scratch you if you're too close when you
fire. This patch is just an example so you can do it with whatever
projectile and thing you want. For Doom 1 people, you can use the
arachnotron fireball instead since it's not being used. By the way, this
patch was made for Doom 2, but it will work with any other Doom.

Mike Gummelt

Ammo Depot Patch (example):

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 12 (Imp)
Hit points = 5000
Injury frame = 452
Pain chance = 256
Close attack frame = 0
Far attack frame = 0
Speed = 0
Mass = 999999999

Thing 32 (Imp Fireball)
Initial frame = 870
Alert sound = 0
Death frame = 870
Death sound = 0
Speed = 327680
Width = 1310720
Height = 1048576
Missile damage = 0
Bits = 66561

Frame 870
Duration = 1
Next frame = 870


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

From: BonesBro@AOL.COM
Date: Thu, 25 Jan 1996 18:07:37 -0500
Subject: DoomTC (was Hmm...deadly silence)

In a message dated 96-01-24 20:05:44 EST, you write:

>So, has anyone ever attempted this? I did once, and its a huge project
>which I quickly abandoned. Change the palette, and you have to reorganize
>all of the sprites. Change the .exe sprite names, convert the levels, etc.
>But, has someone out there done it already and is keeping a private copy for

>fear of copyright infringement? If not, who wants to do it?

Yes, a friend and I worked on what we called "DoomTC" for quite some time. We
were ~60% done with it when the Heretic 1.2 patch came out, and we
upgraded...(OOPS!)

Well, there still has been no HHE that does Heretic 1.2 (to my knowledge),
and we'd probably have to retool everything anyway. The .exe patch was the
largest part of it remaining, and it was almost complete. All monsters were
in, and at least looked fairly good, and most items were done, as well as
inanimate objects. Sounds were started, and weapons were mostly complete (I
think). However, some problems remained. I was having consistant problems
with the weapons (I couldn't make a weapon use another ammo type, and
couldn't modify # ammo used per shot). Some weapons were nearly impossible to
do (remember this was before code pointers). Namely, shotgun, chaingun, and
Dbl. Shotgun. The way the palette was done was just to modify everything to
the Heretic palette, but some colors didn't convert well, and there was one
shade of light gray/green that mapped to a really bright red color...yuck!
Anyway, if you're still interested, I could send you a little more info about
what we were doing, what we had done, and what was left. But do it through
private e-mail, please.

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

End of doom-editing-digest V1 #558
**********************************

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