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Doom Editing Digest Vol. 01 Nr. 618
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #618
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 30 March 1996 Volume 01 : Number 618
BAYWATCH FAQ NOW AVAILABLE!!!
Re: BAYWATCH FAQ NOW AVAILABLE!!!
WAD cheat codes?
Re: Doom Editor
Re: WAD cheat codes?
Re: WAD cheat codes?
DeathMatch Starts
Really LOW Doors
Re: DeathMatch Starts
Re: BAYWATCH FAQ NOW AVAILABLE!!!
----------------------------------------------------------------------
From: "Erwen Tang" <etang@pen.k12.va.us>
Date: Thu, 28 Mar 1996 20:43:46 +0000
Subject: BAYWATCH FAQ NOW AVAILABLE!!!
I'm proud to announce that the Baywatch FAQ v0.9 is now
available! It includes:
- All the cheat codes so far
- How to save the boys on the raft, the whale, get past the
shark attack, and more
- How each move is scored
- How to get the girls to flirt with you
- Secrets
- Multiplayer help (i.e. USR Sportster 28.8k problem where
the connection is dropped when player attempts to move, figured
this out myself!)
- Interview with the guys at Alemap, Inc.
- upcoming patch information, registration update, and more! Go
get it!
http://www.alemap.com:80/baywatch.html
ftp.alemap.com/pub/incoming/baywatch/bayfaq.zip
ftp.draugefil.com/pub/incoming/msdos/games/bayfaq.zip
ftp.cristol.com/incoming/msdos/games/baywatch/bayfaq.zip
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: BonesBro@aol.com
Date: Thu, 28 Mar 1996 22:26:01 -0500
Subject: Re: BAYWATCH FAQ NOW AVAILABLE!!!
In a message dated 96-03-28 21:46:03 EST, you write:
> I'm proud to announce that the Baywatch FAQ v0.9 is now
>available! It includes:
wtf?
------------------------------
From: Yugo Nakai <ynakai@midway.uchicago.edu>
Date: Thu, 28 Mar 1996 23:15:52 -0600 (CST)
Subject: WAD cheat codes?
Is there any way for a WAD author to alter or eliminate cheat codes
without patching the EXE? In some WADs I've played, it seems that some or
all cheat codes are disabled (maybe they're just altered; I didn't guess
keystrokes). Is there, perhaps, some resource in the WAD that determines
the cheat codes? Or is it some limitation in the engine that misinterprets
or fails to recognize these codes when there are too many things in the WAD?
------------------------------
From: Raphael.Quinet@eed.ericsson.se
Date: Fri, 29 Mar 1996 08:01:40 +0100 (MET)
Subject: Re: Doom Editor
On Wed, 27 Mar 1996, philip <philip@thepoint.net> wrote:
> I'm making a util that needs to extract, and write entries to wad
> files. I've taken a look at the DEU source and it looks like
> giberish to me (I've decided to take up C instead of clunky ol'
> BASIC). The code doesn't have to be fast or anything, I'll just be
> reading or writing an entry at a time. [...]
Take a look at the source code for QEU 0.3. Although I am developing
QEU for Quake, it also contains routines for Doom/Doom2/Heretic/Hexen
WAD files. The file "f_wad.c" contains exactly what you are looking
for: routines for loading and saving entries in WAD files. This code
should be cleaner and easier to understand than the one in DEU. Take
a look at the example programs unwad.c and rewad.c if you want to
know how to use the WAD routines.
Note: alas, I won't have the time to help you more, because I am too
busy for the moment (with my regular job and with the Unofficial Quake
Specs). So if you have some problems with the code, take your time
and try to understand how it works. Besides, I'm sure that most
people would prefer that I spend my time releasing new programs and
source code rather than replying to my mail. :-)
- -Raphael
P.S.: QEU is available on ftp.cdrom.com, in /pub/idgames2/utils/, and
on ftp.stud.montefiore.ulg.ac.be, in /pub/quake/qeu/ or on
http://www.stud.montefiore.ulg.ac.be/ftp-mirror/quake/qeu/
------------------------------
From: Arthur Chang <alchang@wam.umd.edu>
Date: Fri, 29 Mar 1996 02:06:08 -0500 (EST)
Subject: Re: WAD cheat codes?
What they do is they have a second hacked exe, which they rename to
doom2.exe when you play...lemme guess, they have a front end too, right?
This changes it, if you want to disable cheats, and after you quit it
restores (through renaming) the original doom2.exe
|
\ | /
\ | /
__________________\_ | /
/' | ___ / _____/`\/_ _ _ _ _
| /' /| | |/' /'| |\____\/|\
\ | / /' /__| |_ /'/'| | | / | \
\ | / /' ___ |\\ '\ | | |/ | \
_ _ _ _\|/___/' /'\__| | |`\ `\| | | | \
/|\ /' /' | | | `\ `\| | |
/ | `\ /' /' `\_| | `\ | |
/ | `\/' `\\| `\\|
| ---alchang@wam.umd.edu--
-The Alpha Dog Alliance-
On Thu, 28 Mar 1996, Yugo Nakai wrote:
> Is there any way for a WAD author to alter or eliminate cheat codes
> without patching the EXE? In some WADs I've played, it seems that some or
> all cheat codes are disabled (maybe they're just altered; I didn't guess
> keystrokes). Is there, perhaps, some resource in the WAD that determines
> the cheat codes? Or is it some limitation in the engine that misinterprets
> or fails to recognize these codes when there are too many things in the WAD?
>
>
------------------------------
From: Raphael.Quinet@eed.ericsson.se
Date: Fri, 29 Mar 1996 08:20:34 +0100 (MET)
Subject: Re: WAD cheat codes?
On Thu, 28 Mar 1996, Yugo Nakai <ynakai@midway.uchicago.edu> wrote:
> Is there any way for a WAD author to alter or eliminate cheat codes
> without patching the EXE? [...]
It is not possible to disable or alter the cheat codes in a WAD file,
because they are hard-coded in the EXE. However, you can prevent
players from using the "god mode". One way to do that is to replace
the picture of the "god mode face" (with golden eyes) by some invalid
graphic. As a result, the game will crash as soon as the player tries
to become invincible. Note very nice, but efficient.
A nicer (but not foolproof) way to prevent people from using god mode
is to scatter very thin sectors of type "20% damage and move to next
level if < 10%" all around your level, especially in places where the
player has to run. This sector type resets the invincibility mode
before damaging the player. If these sectors are placed in areas
where the player has to run (e.g. jumping over a gap, running to get a
lift or go through a door before it closes, under a crusher, ...),
then the god mode will be de-activated and the player will probably
not notice it immediately. Note that you should not put these sectors
in places where the player can stand for a long time, because then he
would be moved to the next level as soon as his health is below 10%.
Lastly, there are some ways to have fun with the weapons and other
items, if you know that the player is not supposed to get some of them
in your level. If your level contains no BFG, you can replace the
picture of the BFG by a big picture which covers the whole screen (and
maybe displays a message "you cheater!"). If it contains no radiation
suit (but there are some lava or acid pools), you can edit the
colormap so that the "green effect" will map all colors to black
instead.
- -Raphael
------------------------------
From: Paul Noble <editor@elbon.demon.co.uk>
Date: Fri, 29 Mar 1996 17:57:17 +0000
Subject: DeathMatch Starts
I've been building some deathmatch levels and in my latest venture I
have a empty area which - after a couple of switches - turns into a
deathmatch area with platforms and stuff. But the switches are only open
to one deathmatch start (the last). What I want to know is in a
multiplayer deathmatch do the players start - for the first time - in
the last placed DM starts? Or is it totally random?
- -- Paul Noble editor@elbon.demon.co.uk --
------------------------------
From: Paul Smith <pcsmith@kadets.d20.co.edu>
Date: Fri, 29 Mar 1996 13:14:33 -0700 (MST)
Subject: Really LOW Doors
I have this secret door connected to a room with a floor at -1096 and
cieling at -1012. When I place the door ceiling at -1096 something
really wierd happens... the "effective" ceiling of the original room
goes to -1096 also - although it's drawn as if it was still at -1012.
Something else... if I idclip (that's how I know the cieling thought it
was at -1096) and open the door it opens DOWN! I think it opens down to
- -1180 but I'm not sure. I've cheked to see if some linedefs were linked
to the wrong sectors or something but no luck there. Just wondering if
there was some way to fix this (I've temporarily junked the door).
Thank you, thank you very much.
------------------------------
From: Mackey McCandlish <fsm3m@virginia.edu>
Date: Fri, 29 Mar 1996 16:15:39 -0500
Subject: Re: DeathMatch Starts
At 05:57 PM 3/29/96 +0000, you wrote:
>I've been building some deathmatch levels and in my latest venture I
>have a empty area which - after a couple of switches - turns into a
>deathmatch area with platforms and stuff. But the switches are only open
>to one deathmatch start (the last). What I want to know is in a
>multiplayer deathmatch do the players start - for the first time - in
>the last placed DM starts? Or is it totally random?
>
The last dmatch start to be placed I believe.. try that.
-*Avatar*-
------------------------------
From: "Erwen Tang" <etang@pen.k12.va.us>
Date: Fri, 29 Mar 1996 17:22:48 +0000
Subject: Re: BAYWATCH FAQ NOW AVAILABLE!!!
> In a message dated 96-03-28 21:46:03 EST, you write:
>
> > I'm proud to announce that the Baywatch FAQ v0.9 is now
> >available! It includes:
>
> wtf?
It has come to my attention that this was posted to the wrong mailing
list and I'm sorry for that. This message was meant for the GAMES-L
list and is a April Fool's joke that we GAMES-L folks play on the
newbies. This year's fake game is Baywatch. We got them good last
year with the infamous OJ3D game.
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.
------------------------------
End of doom-editing-digest V1 #618
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