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Doom Editing Digest Vol. 01 Nr. 554

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #554
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 18 January 1996 Volume 01 : Number 554

Re: Firing Frames (or rather, code pointers)
Insane Weapons Patch released!
Insane Weapons Patch Description
ADMIN note: new admin
Re: Firing Frames (or rather, code pointers)
DeHacked - help

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

From: LummoxJR@AOL.COM
Date: Wed, 17 Jan 1996 01:13:22 -0500
Subject: Re: Firing Frames (or rather, code pointers)

>There is chainsaw, pistol/chaingun (bullet), shotgun, rocket, plasma, BFG,
>plus imp, baron and caco fireballs. That gives me 10 different kinds of
>firing frames to use (including punching). And while you can do a whole
>assortment with these, I have not yet figured out how to create NEW firing
>routines.

There are more where those came from; the arachnotron, archvile, mancubus,
pain elemental, and a slough of other attacks are available, many even if you
don't have Doom II or a WAD with graphics that have Doom II names.
New routines are impossible. These are internal to the game. However, there
is a large assortment of routines, and many can be altered in especially
creative ways. For example, you could make the revenant missile's flame trail
match the imp fireballs, which, if it worked, would be especially nasty- more
so if you made an original Doom enemy shoot revenant missiles.

>How does DOOM link the firing frame of an IMP fireball to the "Imp
>Fireball", or "Rocket In Air" from the rocket-firing frame?

It's entirely internal. The code pointer basically sends the game a message,
and the message is interpreted in a preset way; so the imp attack does the
following, completely internally:

1. Check to see if target (usually the player) is very close (close attack)
or not (far attack).
2. If close, play scratching sound and inflict damage.
3. If far, create a new, temporary item using thing #32 (imp fireball),
headed in direction of target.

Code pointers refer to thing #'s and sound #'s rather than the items by name.
Thus, you can swap a rocket launcher and ammo clip (thing ID's and all),
causing troopers to drop rocket launchers when they die. }:)
Thing ID is used when the level starts, and is used by level editors. Thing #
is the internal number of the object, which is used by internal functions
such as code pointers. Note, though, that dropping weapons/ammo when a
monster dies is totally internal also; no code pointers seem to govern it.

In fact, that gives me an idea. Somebody try this:

1. Swap the trooper (thing #2) and short lamp (thing #82). The lamp, when it
"dies", will now put an ammo clip into the level- because it is thing #2. It
really does work this way, trust me.
2. Make the lamp (thing #2 now) a non-obstacle. Give it a death frame, with
the "death" code pointer (I don't remember the frame #, but it's easy to
find; for any monster, both types of death use this pointer), and the proper
sprites- the next frame after that should be the lamp's normal frame. Set the
lamp's hit points to 1, turn on the "affects kill %" bit (this, of course,
makes the kill ratio meaningless), and turn on "puffs vs. bleeds".
3. Create a new monster. Make it completely invisible, without sounds,
non-shootable, and a non-obstacle. No attack frames. It only needs one normal
and one moving frame, as it is not animated; give the moving frame the
archvile's moving code pointer (243). Give it a speed of 20 and set its
moving frame duration to 4. This sucker should be fast.
4. Change frames 266-268 (the archvile respawn effect) so that they have a
Doom I set of sprites- this makes the patch compatible with Doom I.
5. Alter the teleport flash so that it is invisible and silent. Set frame
130's duration to 1 and next frame to 0 to do this.
6. Make a level in which the lamp (same ID#, so level editors will still call
it a lamp) and new monster are in the same place. Find some way to keep them
boxed in, possibly by using the "teleport monster only- repeats" linedef
(#126).

Now, every time you shoot the lamp, an ammo clip will appear. You can take
the ammo clip. The second, invisible monster should stay right about on top
of the lamp, making it respawn quickly without your knowledge (hence the
invisible teleport flash). Now you can shoot the lamp again, and get another
ammo clip. This messes up the kill ratio, but should be good in DM. You could
even alter the ammo clip, or switch it with something like the blur sphere,
for a really interesting DM game.
Well, now I'm hooked. I think I'll make the patch.

Lummox JR
still the idea man

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 17 Jan 1996 02:17:57 -0500 (EST)
Subject: Insane Weapons Patch released!

It's here!
It's for Doom 2, version 1.9 (other versions of Doom 2 owners should
upgrade to 1.9 by getting the patch from Id or ftp.cdrom.com).
I was told not to upload the patch to this newsgroup (I understand,
of course, it's 500k... 500k to who know how many people on this list?
OUCH!). So!
So, it's at ftp.cdrom.com and my own ftp site. My friends here in
doom-editing will be the only ones allowed to get in since this is the only
place I'm putting the password. I will change the password in 3 weeks
(About Valentine's Day), so get it while it's hot!
FTP site:
pegasus.montclair.edu
Login:
cuervo
Password:
perf111

If by some chance you find yourself in the root directory, it's in the
directory:
/home/students/cuervo

Got it? Good! I'm also sending the insane.txt file to this group that
has all the info on the patch!

Mike Gummelt

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 17 Jan 1996 02:18:55 -0500 (EST)
Subject: Insane Weapons Patch Description

This message is in MIME format. The first part should be readable text,
while the remaining parts are likely unreadable without MIME-aware tools.
Send mail to mime@docserver.cac.washington.edu for more info.

- ---559023410-1804928587-821863135=:29613
Content-Type: TEXT/PLAIN; charset=US-ASCII

Here attached is the text file for The new Insane Weapons Patch!
Mike Gummelt
- ---559023410-1804928587-821863135=:29613
Content-Type: TEXT/PLAIN; charset=US-ASCII; name="insane.txt"
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- ---559023410-1804928587-821863135=:29613--

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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Wed, 17 Jan 1996 13:51:04 +0100 (MET)
Subject: ADMIN note: new admin

This will probably be my last ADMIN mail .. enjoy :-).

A week ago Steve Heaslip, who kindly answered my public
request, finally took over my share of doom-editing
maintenance. I'd like to thank him for his quick
response, and I expect the list to be run even more
smoothly now. Welcome, Steve! Beware - here be
bounces ;-).

Till we get around to change the "info" and "reminder"
files, please remember to use

"owner-doom-editing@nvg.unit.no"

for questions to Steve Benner and Steve Heaslip. Thanks.


Meet you at the exit,


B.



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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 17 Jan 1996 09:10:33 -0500 (EST)
Subject: Re: Firing Frames (or rather, code pointers)

Lee,
Hi, I was reading your message about the ammo depot and I
thought of a nice way to make it easier to get the same effect
without using a respawning monster or special linedefs.

1. Make the lamp's pain chaince 256.
2. Make the lamp's injury frames fire a projectile you're not
using (like the arachnotron fireball since you're using Doom I).
3. copy the ammo clip to the projectile you want to have the
lamp shoot.
4. Make the death frame of the new projectile the same as
the initial frame, and you may want to turn on the projectile
bit. Make sure the speed is 0.

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.

Mike Gummelt

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

From: R LEAKE <95011420@mmu.ac.uk>
Date: Wed, 17 Jan 1996 15:10:12 GMT
Subject: DeHacked - help

I have only just got DeHacked and I'm stuck already. I want to make
some monsters of my own but do not know how to give them different
weapons (I want to make a couple of humans with different types of
weapons ie one with a rapid firing uzzi and the other throwing
grenades - grenades with gravity on).

Can anyone help...?

P.S. I tried to make a flame thrower (I know, it's been done,
several hundered times) using the plasma gun and the fire sprites,
but the fire always climbs into the air at 45 degrees and looks realy
stupid...what can I do? Also, I would like this weapon to be able to
set fire to enemies - is there any way to do this?

Many thanks to anyone who can help.




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

End of doom-editing-digest V1 #554
**********************************

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