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Doom Editing Digest Vol. 01 Nr. 329

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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 #329
Reply-To: doom-editing
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doom-editing-digest Wednesday, 28 June 1995 Volume 01 : Number 329

Deathmatch dude that kills you?
REDSKULL.wad problem
Re: Questions
re: DOOM PACKETS ...
[none]
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
[none]
[none]
EXE Editing
Re: Re: your mail(teleport rockets)
Re: Questions
Re: Vertex align in Edmap
Re: Deathmatch dude that kills you?
[none]
[none]
[none]
[none]
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
[none]

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

From: AFree120@AOL.COM
Date: Tue, 27 Jun 1995 21:01:13 -0400
Subject: Deathmatch dude that kills you?

I have come across a level where a Deathmatch figure (I'm playing single
player!?)is standing by a while in a courtyard. If you shoot him you lose
heath! If you kill him YOU die! How is this done?

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

From: AFree120@AOL.COM
Date: Tue, 27 Jun 1995 21:12:48 -0400
Subject: REDSKULL.wad problem

I've been informed that I can't send files to fax, paper or internet
addressees. Give me a AOL account name or mail a disk to:

Allen Freeman
120 Walnut St.
Frankfort, KY 40601

I'll load it with cool stuff.

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

From: Jim Kennedy <jimk@oeonline.oeonline.com>
Date: Tue, 27 Jun 1995 22:51:54 -400 (EDT)
Subject: Re: Questions

On Wed, 21 Jun 1995, Steve Benner wrote:

> At 1:48 pm 18/6/95, Jens Hedegaard Hykkelbjerg wrote:
>
> >> 2. How many deathmatch starting spots maximum can be
> >> placed in a level? Is there a number limit
>
> >[sorry I don't know the answer to question number2]
>
> The answer is 10. Any extra don't seem to do any harm, but they are not used.

Is that in both Doom (1) and Doom 2?

....Jim


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

From: Jim Kennedy <jimk@oeonline.oeonline.com>
Date: Tue, 27 Jun 1995 22:46:37 -400 (EDT)
Subject: re: DOOM PACKETS ...

On Wed, 21 Jun 1995, Timothy A. Kington wrote:

> Reply to message from gcain01@ozarks.sgcl.lib.mo.us of Wed, 21 Jun
> >
> >Umm, the thing about where the players start in multi-player games IS IN
> >THE WAD FILE. The person that makes the wad just chooses where to place
> >them, although, during the game, the choice of starts IS random.
> >
> Actually, nothing is random. Don't DM players always start in the first
> four deathmatch starts the first time? All the Dm computers need to know
> is what number each player is, and they need to be continuously informed of
> controller input. (PLus chat messages)

DM players do start a level at designated places, but after that if they
die on that same level...which I believe is what he was talking about,
assuming the level designer created more DM starting positions, the game then
places the killed player in one of the DM starts. You can have many DM
starting positions scattered around the level.

In the DM I've played...using a level I created, I found that I was
put in only certain locations after being killed, there were some DM
start positions I had on the south of my map which I was never put
at. I don't know what the logic is for placement by the Doom engine.

....Jim

=========================================================================
Jim Kennedy | The College Board BBS
jimk@oeonline | (810) 478-9647, 24hrs, 14.4K
| FidoNet: 1:2410/146, Livonia, MI, USA
=========================================================================


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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 03:27:08 GMT 1995
Subject: [none]

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Subject: Deathmatch dude that kills you?
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I have come across a level where a Deathmatch figure (I'm playing single
player!?)is standing by a while in a courtyard. If you shoot him you lose
heath! If you kill him YOU die! How is this done?

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

From: Murray Chapman <muzzle@cs.uq.oz.au>
Date: Wed, 28 Jun 1995 14:02:22 +1000 (EST)
Subject: Re: Deathmatch dude that kills you?

On Tue, 27 Jun 1995 AFree120@AOL.COM wrote:

> I have come across a level where a Deathmatch figure (I'm playing single
> player!?)is standing by a while in a courtyard. If you shoot him you lose
> heath! If you kill him YOU die! How is this done?

Zombie doll....

Two "player 1 start" THINGS.

Murray

- -- Murray Chapman Zheenl Punczna --
- -- muzzle@cs.uq.oz.au zhmmyr@pf.hd.bm.nh --
- -- University of Queensland Havirefvgl bs Dhrrafynaq --
- -- Brisbane, Australia Oevfonar, Nhfgenyvn --


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

From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Wed, 28 Jun 1995 13:55:41 +1000 (EST)
Subject: Re: Deathmatch dude that kills you?

>
> I have come across a level where a Deathmatch figure (I'm playing single
> player!?)is standing by a while in a courtyard. If you shoot him you lose
> heath! If you kill him YOU die! How is this done?
>
Multiple player 1 starts. Very simple...you put two Player 1 Starts down;
you will 'control' one, the other just sits there, but is sort of you...
if you shoot him you are shooting yourself.

- --
Matthew Smith-Stubbs +-------------------------------+
Email: matthew@hitech.com.au | "What's wrong with my Mac ?" |
IRC Nick: Elwood_B | "One word: DOOM." |
Web page: Coming RSN (really...) +-------------------------------+

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

From: doom-editing@nvg.unit.no
Date: Tue Jun 27 23:23:41 GMT 1995
Subject: [none]

>From doom-editing Tue Jun 27 15:50:33 0400 1995 remote from nvg.unit.no
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Date: Tue, 27 Jun 1995 15:50:33 -0400 (EDT)
From: Greg Lewis <gregl@umich.edu>
X-Sender: gregl@zaxxon.rs.itd.umich.edu
To: doom-editing@nvg.unit.no
Subject: Re: your mail
In-Reply-To: <9506270735.AA07459@ei.jrc.it>
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> does anybody know whether it's possible to make rockets and fireballs
> teleport ? I tried hard because it would be a really cool effect, but
> so far I didn't succeed. They pass a teleport line without any effect
> even if I set the obstacle bit in the doomx.exe.

In Heretic, it's easy, because there is a nice little "Teleports" bit.
In Doom, it can't be done... The thing that Doom uses to figure out if
stuff teleports is the "Projectiles" bit (this is all guesswork, but I
think it's correct). If you leave that bit off, it will teleport... BUT,
it will also blow up as soon as the player launches it. If you leave it
on, it fires correctly but won't teleport. A nice catch-22.

Greg


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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 03:35:36 GMT 1995
Subject: [none]

>From doom-editing Tue Jun 27 21:12:48 0400 1995 remote from nvg.unit.no
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To: doom-editing@nvg.unit.no
Subject: REDSKULL.wad problem
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I've been informed that I can't send files to fax, paper or internet
addressees. Give me a AOL account name or mail a disk to:

Allen Freeman
120 Walnut St.
Frankfort, KY 40601

I'll load it with cool stuff.

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

From: Shawn L Hawkins <SLH3622@tntech.edu>
Date: Wed, 28 Jun 1995 01:18:24 -0500 (CDT)
Subject: EXE Editing

Is this subject appropriate for this list? If not, I'm sorry to take your
time. Is there one for this?

I'm looking for a way to `gory-up' the blood-splats. Using DEHACKED, I've
slowed 'em down a bit, and replaced the last frame with one of the pools of
blood and set the duration to -1 so it stays, but that rapidly leads to the
`Too Many Sprites' sprite-blinking error. How high can I set the duration
to make it look reasonable? Would snatching frames from something else
work, so I can eventually have the pool dry up into a puddle, then nothing?

Shawn

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

From: martin.rudolph@jrc.it (Martin Rudolph)
Date: Wed, 28 Jun 1995 09:15:11 +0200
Subject: Re: Re: your mail(teleport rockets)

>> does anybody know whether it's possible to make rockets and fireballs
>> teleport ? I tried hard because it would be a really cool effect, but
>> so far I didn't succeed. They pass a teleport line without any effect
>> even if I set the obstacle bit in the doomx.exe.
>
> In Heretic, it's easy, because there is a nice little "Teleports" bit.
>In Doom, it can't be done... The thing that Doom uses to figure out if
>stuff teleports is the "Projectiles" bit (this is all guesswork, but I
>think it's correct). If you leave that bit off, it will teleport... BUT,
>it will also blow up as soon as the player launches it. If you leave it
>on, it fires correctly but won't teleport. A nice catch-22.
>
>Greg
>
Yeah, I tried to unset the 'projectiles' bit as well, which just effected,
that the imps were throwing their (fire)balls like mad, but they couldn't
leave the imps and exploded immediately - well, bad luck ... I think I
have to scrap that Idea.
Anyway, thanks
Martin

|---> Martin P. W. Rudolph <---|"Life's a piece of shit, if you look at it"
|-----> rudolph@ei.jrc.it <----| ^ The Monty Python Troup
'lobotomy' !



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

From: Jim Kennedy <jimk@oeonline.oeonline.com>
Date: Wed, 28 Jun 1995 10:19:44 +0200
Subject: Re: Questions

On Wed, 21 Jun 1995, Steve Benner wrote:

> At 1:48 pm 18/6/95, Jens Hedegaard Hykkelbjerg wrote:
>
> >> 2. How many deathmatch starting spots maximum can be
> >> placed in a level? Is there a number limit
>
> >[sorry I don't know the answer to question number2]
>
> The answer is 10. Any extra don't seem to do any harm, but they are not used.

Is that in both Doom (1) and Doom 2?

....Jim



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

From: Alden Bates <abates@central.co.nz>
Date: Wed, 28 Jun 1995 21:25:11 +1200 (NZST)
Subject: Re: Vertex align in Edmap

On Mon, 26 Jun 1995, JOAO TAVORA wrote:

> I've noticed that, in my copy of Edmap, the vertices sometimes don't merge
> properly. This is especially true when I split a Lidedef and try to merge the
> new Vertex with one from a new sector.

You don't need to fiddle around with the snap at all. Just move one
vertex so it snaps to the snap grid, then move the other one. They'll
match up really easily if you do that.

Alden Bates.

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

From: Alden Bates <abates@central.co.nz>
Date: Wed, 28 Jun 1995 22:18:52 +1200 (NZST)
Subject: Re: Deathmatch dude that kills you?

On Wed, 28 Jun 1995, Matthew Smith-Stubbs wrote:

> Multiple player 1 starts. Very simple...you put two Player 1 Starts down;
> you will 'control' one, the other just sits there, but is sort of you...
> if you shoot him you are shooting yourself.

Stick in two, and shoot them alternately for a bit of fun... :-)

Anyone else got some other fun bugs like this and the standing on all the
start spots? :-)

Alden Bates.

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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 09:36:35 GMT 1995
Subject: [none]

>From doom-editing Wed Jun 28 01:18:24 0500 1995 remote from nvg.unit.no
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Date: Wed, 28 Jun 1995 01:18:24 -0500 (CDT)
From: Shawn L Hawkins <SLH3622@tntech.edu>
Subject: EXE Editing
To: doom-editing@nvg.unit.no
Message-id: <01HS7ZFHCI4WHYSKQS@tntech.edu>
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Is this subject appropriate for this list? If not, I'm sorry to take your
time. Is there one for this?

I'm looking for a way to `gory-up' the blood-splats. Using DEHACKED, I've
slowed 'em down a bit, and replaced the last frame with one of the pools of
blood and set the duration to -1 so it stays, but that rapidly leads to the
`Too Many Sprites' sprite-blinking error. How high can I set the duration
to make it look reasonable? Would snatching frames from something else
work, so I can eventually have the pool dry up into a puddle, then nothing?

Shawn

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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 12:22:02 GMT 1995
Subject: [none]

>From doom-editing Wed Jun 28 10:19:44 +0200 1995 remote from nvg.unit.no
Received: (from bin@localhost) by sabre-wulf.nvg.unit.no (8.6.12/8.6.9) id KAA05397 for doom-editing-outgoing; Wed, 28 Jun 1995 10:19:44 +0200
Date: Wed, 28 Jun 1995 10:19:44 +0200
From: Jim Kennedy <jimk@oeonline.oeonline.com>
Subject: Re: Questions
To: doom-editing@nvg.unit.no
In-Reply-To: <v02120d00ac0d0e7c88ef@[148.88.12.82]>
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On Wed, 21 Jun 1995, Steve Benner wrote:

> At 1:48 pm 18/6/95, Jens Hedegaard Hykkelbjerg wrote:
>
> >> 2. How many deathmatch starting spots maximum can be
> >> placed in a level? Is there a number limit
>
> >[sorry I don't know the answer to question number2]
>
> The answer is 10. Any extra don't seem to do any harm, but they are not used.

Is that in both Doom (1) and Doom 2?

....Jim



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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 13:05:40 GMT 1995
Subject: [none]

>From doom-editing Wed Jun 28 21:25:11 +1200 1995 remote from nvg.unit.no
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Date: Wed, 28 Jun 1995 21:25:11 +1200 (NZST)
From: Alden Bates <abates@central.co.nz>
To: doom-editing@nvg.unit.no
Subject: Re: Vertex align in Edmap
In-Reply-To: <8AC0441.00BA007ABC.uuout@skyship.alce.pt>
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On Mon, 26 Jun 1995, JOAO TAVORA wrote:

> I've noticed that, in my copy of Edmap, the vertices sometimes don't merge
> properly. This is especially true when I split a Lidedef and try to merge the
> new Vertex with one from a new sector.

You don't need to fiddle around with the snap at all. Just move one
vertex so it snaps to the snap grid, then move the other one. They'll
match up really easily if you do that.

Alden Bates.

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

From: doom-editing@nvg.unit.no
Date: Wed Jun 28 16:06:17 GMT 1995
Subject: [none]

>From doom-editing Wed Jun 28 22:18:52 +1200 1995 remote from nvg.unit.no
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Date: Wed, 28 Jun 1995 22:18:52 +1200 (NZST)
From: Alden Bates <abates@central.co.nz>
To: doom-editing@nvg.unit.no
Subject: Re: Deathmatch dude that kills you?
In-Reply-To: <9506280355.AA03609@trojan.hitech.com.au>
Message-ID: <Pine.SUN.3.91.950628221723.13106A-100000@central.co.nz>
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On Wed, 28 Jun 1995, Matthew Smith-Stubbs wrote:

> Multiple player 1 starts. Very simple...you put two Player 1 Starts down;
> you will 'control' one, the other just sits there, but is sort of you...
> if you shoot him you are shooting yourself.

Stick in two, and shoot them alternately for a bit of fun... :-)

Anyone else got some other fun bugs like this and the standing on all the
start spots? :-)

Alden Bates.

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

From: Kirk Yokomizo <kirk@cdrom.com>
Date: Wed, 28 Jun 1995 11:16:02 -0700 (PDT)
Subject: Re: Deathmatch dude that kills you?

On Wed, 28 Jun 1995, Alden Bates wrote:

>
>
> On Wed, 28 Jun 1995, Matthew Smith-Stubbs wrote:
>
> > Multiple player 1 starts. Very simple...you put two Player 1 Starts down;
> > you will 'control' one, the other just sits there, but is sort of you...
> > if you shoot him you are shooting yourself.
>
> Stick in two, and shoot them alternately for a bit of fun... :-)
>
> Anyone else got some other fun bugs like this and the standing on all the
> start spots? :-)
>

in one deathmatch session we had, with a rather strange level, you always
come back at this one spot. anyway, so when you die, you have a live
person stand on the spot and upon your return, you are still a dead body,
but can move around on the map....this is not a reak accident for this
level, you can do it all the time.

- -kirk


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

From: jester@nbnet.nb.ca (Brian Cowan)
Date: Wed, 28 Jun 1995 16:13:24 -0300
Subject: Re: Deathmatch dude that kills you?

>I have come across a level where a Deathmatch figure (I'm playing single
>player!?)is standing by a while in a courtyard. If you shoot him you lose
>heath! If you kill him YOU die! How is this done?
>
>

Its a screwup in the WAD. I remember editing SPAR2.WAD, and I came
across this guy in a corner. I took out the chainsaw and killed him, and I
was on the ground in that guys puddle!


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

From: John.Orazem@horizon.tor250.org (John Orazem)
Date: 28 Jun 95 14:39:00 -0500
Subject: [none]

- -> I have come across a level where a Deathmatch figure (I'm playing
- -> single player!?)is standing by a while in a courtyard. If you shoot
- -> him you lose heath! If you kill him YOU die! How is this done?

The author of that .wad put in two player one starts. That guy
you see is your twin, so if you kill him, you'll die also. This
can be used for so cool effects, but it's usally a bug in the
level.
- --
| Fidonet : John Orazem 1:250/348
| Internet: John.Orazem@horizon.tor250.org

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

End of doom-editing-digest V1 #329
**********************************

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