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Doom Editing Digest Vol. 01 Nr. 565

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 #565
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 3 February 1996 Volume 01 : Number 565

Re: DISproof of gettable projectile
Re: PLEASE READ
Re: Field of vision Quandry...

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 2 Feb 1996 00:28:45 -0500 (EST)
Subject: Re: DISproof of gettable projectile

Lee,
I don't know what you're doing wrong. All I can say is that you really
must have screwed up the patch somehow. I can tell you over and over again
that it works, but it won't do any good. I'm sure if you ask any of the
people
who've played my patches if they work, they'll say yes. Because they DO.
And every one has gettable projectiles in them. I'll put the patch at the
end of this file AGAIN. People on this list: please try it out. Write ME
if it doesn't work, write Lee if it does. Don't post to the list about this,
though. Alternately, if you have Insane or AD3 and they work, tell Lee.

Here's the patch....
It makes the imp stationary. When you shoot him, he throws a ammo clip a
short distance and you can pick them up. That's all, very simple. If it
works,
let us know!

To use this in dehacked, detach everything after this, load it into dehacked,
and run doom!


Mike
You're still wrong, Lee.

PS Greg, have you ried this?


__________________________________________________________________________-

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
__________________________________________________________________________

On Thu, 1 Feb 1996 LummoxJR@AOL.COM wrote:

> 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: Greg Lewis <gregl@umich.edu>
Date: Thu, 1 Feb 1996 23:33:51 -0500 (EST)
Subject: Re: PLEASE READ

> > sorry for posting this but i really need to know in a hurry, i have seen on
> > various newsgroups, i.e rec.games.computer.doom.misc, people talking about frame
> > rate on doom i.e 80fps, what i would like to know is how do you find out, i know
> > the -devparm param, but all this does it put dots at the bottom of the screen.
>
> Here is a quote from section 3G of the RGCD FAQ:
> | `doom[2] -devparm' will also display fps dots (fps = 70 / <dots+1>).
>
> Well, I think I'd better post my reply to the mailing list too, because some
> people who have read your two messages asking the same question could also
> be looking for the answer.

Bah, now you force me to post to everyone too. I believe the command
he was looking for was not -devparm (as you suggest from the FAQ), since
he mentions that in his own post, but more likely the -timedemo parameter
(which allows fps higher than 35, such as the 80 in his example). Usage:

doom[2] -timedemo [ demo1 | demo2 | demo3 ]

Greg

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 2 Feb 1996 19:39:37 -0500 (EST)
Subject: Re: Field of vision Quandry...

> John Minadeo wrote:
> >
> > 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...)
> >
> You can change the height of the rocket by changing it's Y offset in wintex.
>
> Joel Huenink
> jh32322@ltec.net
>
This is true, but the actual rocket will be lower than it appears. So
when you shoot it, it may look like it will go over a low barrier (a
platform, for instance), but it will hit, then the explosion will
suddenly appear at the correct height (below the rocket image height).

Mike Gummelt

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

End of doom-editing-digest V1 #565
**********************************

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