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Doom Editing Digest Vol. 01 Nr. 334

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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 #334
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 3 July 1995 Volume 01 : Number 334

Tricks of Doom......
DEHACKED and the Archvile
Re: DEHACKED and the Archvile
<NONE>
<NONE>
Re: Tricks of Doom......
Re: Tricks of Doom......
Re: DEHACKED and the Archvile
Re: Tricks of Doom......
Re: Tricks of Doom......

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

From: ac660@detroit.freenet.org (David R. Pierson)
Date: Sun, 2 Jul 1995 00:14:16 -0400
Subject: Tricks of Doom......

I recently purchased teh book "Tricks of the Doom Programming Gurus" and it
is the flawed version of teh cd where all of teh nag screens are still
in it. Do any of you know what FTP site I can get the fix from?

Dave

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

From: Shawn L Hawkins <SLH3622@tntech.edu>
Date: Sun, 02 Jul 1995 04:45:37 -0500 (CDT)
Subject: DEHACKED and the Archvile

I wanted to make an Archvile that doesn't attack, but just resurrects
things. Mainly, I wanted to have occasional respawning critters without
using -respawn and guarantee that they'll KEEP showing up.

So I converted Thing #116 (Dead Lost Soul - what good is this thing?) into
an Archvile with no attack frame and made him invisible, invulnerable, and
intangible. Great! He wanders around resurrecting things. I can make
him partially invisible or invisible, via the appropriate bits in Dehacked.
However, I can't prevent him from opening doors. Not a big problem, just
an annoyance.

Now, a friend of mine suggested it'd look keen if it were made up of fog,
like a Willowisp. I think I can scrounge up a few spare frames (monster
death, bullet puffs, anything) to duplicate the
standing/moving/resurrecting Archvile frames; however, I don't see anywhere
(in dehacked) to set the frame number for the Archvile resurrection
sequence! Any ideas?

(So far, it looks pretty neat having this `staticy' ball follow you. I
used the plasma fog for his walking and the IFOG for resurrecting.)

Shawn

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

From: Greg Lewis <gregl@umich.edu>
Date: Sun, 2 Jul 1995 11:29:01 -0400 (EDT)
Subject: Re: DEHACKED and the Archvile

> Now, a friend of mine suggested it'd look keen if it were made up of fog,
> like a Willowisp. I think I can scrounge up a few spare frames (monster
> death, bullet puffs, anything) to duplicate the
> standing/moving/resurrecting Archvile frames; however, I don't see anywhere
> (in dehacked) to set the frame number for the Archvile resurrection
> sequence! Any ideas?

This sounds like a cool idea! Now, if I read your question correctly
you want to find the Archvile's Respawn frame, but he doesn't have
one... the reason for that is that Archviles can never come back to
life. Put two of them in a room, kill one, and the he will NOT be
brought back to life. You can change that if you want, simply by adding
in your own homemade respawn frame in there.
Now if you were wondering exactly which frame the Archvile resurrects
OTHER creatures, that's more difficult, and frankly I don't know. You
could probably find it with trial and error by eliminating frames from
the normal Archvile's walking sequence to see which ones are required for
a successful resurrection. Good luck!

Greg


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

From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Sat, 01 Jul 95 17:42:00 +0100
Subject: <NONE>

Do> 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.

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

No no no! That's exactly what I'm complaining about! When I split the linedef
the new vertex *_sometimes_* irreversibly snaps to some imaginary snap grid and
will not merge to any of the other "proper" verticess.


___ Blue Wave/QWK v2.12


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

From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Sat, 01 Jul 95 19:41:00 +0100
Subject: <NONE>

Do> 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.

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

No no no! That's exactly what I'm complaining about! When I split the linedef
the new vertex *_sometimes_* irreversibly snaps to some imaginary snap grid and
will not merge to any of the other "proper" verticess.


___ Blue Wave/QWK v2.12


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

From: Jim Kennedy <jimk@oeonline.oeonline.com>
Date: Sun, 2 Jul 1995 12:39:27 -400 (EDT)
Subject: Re: Tricks of Doom......

On Sun, 2 Jul 1995, David R. Pierson wrote:

> I recently purchased teh book "Tricks of the Doom Programming Gurus" and it
> is the flawed version of teh cd where all of teh nag screens are still
> in it. Do any of you know what FTP site I can get the fix from?

A fix for what, the Doom game, an editor? If you want patches for Doom,
FTP: idsoftware.com or its mirror sites. cdrom.com would probably also
have them. If not for Doom, doesn't the book have any reference info.
on where to contact them (eg. FTP, E-mail)?

Who is the book intended for, level designers, graphic & sound creators
for Doom or for "programmers" (ie. code)? Where did you buy it?

......Jim

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


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

From: weems@vvm.com (Harold Weems)
Date: Sun, 02 Jul 1995 12:58:09 -0500
Subject: Re: Tricks of Doom......

>
>
>I recently purchased teh book "Tricks of the Doom Programming Gurus" and it
>is the flawed version of teh cd where all of teh nag screens are still
>in it. Do any of you know what FTP site I can get the fix from?
>
>Dave
>
>
I got the same version and many of the demo (tutorial wads are missing) and
other stuff I suspect cuz there is no where near 1000 wad levels on my cd
that are advertised with the product. I wrote an email to sams publishing
(I think to the right people there) but haven't heard anything back, I too
would like to know any info on getting the fixed version of the cdrom.

Harold Weems


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

From: Shawn L Hawkins <SLH3622@tntech.edu>
Date: Sun, 02 Jul 1995 16:49:35 -0500 (CDT)
Subject: Re: DEHACKED and the Archvile

> Now if you were wondering exactly which frame the Archvile resurrects
> OTHER creatures, that's more difficult, and frankly I don't know. You
> could probably find it with trial and error by eliminating frames from
> the normal Archvile's walking sequence to see which ones are required for
> a successful resurrection. Good luck!

That's what I wanted, alright. I found which three frames are actually
`it', but I can't find anything that calls them. Even if I can isolate
which frame in the walking sequence spawns off the resurrection sequence, I
wouldn't know how to change it! I have noticed that it's kind of like a
`close attack' on a dead thing. The archie has to be standing right next
to el corpso.

Also, there are a couple frames that cause errors in dehacked! In the
original DOOM2.EXE (v1.9), a few of the Archvile frames cause `Frame not
found in WAD' in dehacked.

Shawn

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

From: jgros@micron.net (Jim Grossl)
Date: Sun, 2 Jul 95 16:08 MDT
Subject: Re: Tricks of Doom......

>On Sun, 2 Jul 1995, David R. Pierson wrote:
>
>> I recently purchased teh book "Tricks of the Doom Programming Gurus" and it
>> is the flawed version of teh cd where all of teh nag screens are still
>> in it. Do any of you know what FTP site I can get the fix from?
>
>A fix for what, the Doom game, an editor? If you want patches for Doom,
>FTP: idsoftware.com or its mirror sites. cdrom.com would probably also
>have them. If not for Doom, doesn't the book have any reference info.
>on where to contact them (eg. FTP, E-mail)?
>
>Who is the book intended for, level designers, graphic & sound creators
>for Doom or for "programmers" (ie. code)? Where did you buy it?
>
>......Jim
>
>=========================================================================
>Jim Kennedy | The College Board BBS
>jimk@oeonline | (810) 478-9647, 24hrs, 14.4K
> | FidoNet: 1:2410/146, Livonia, MI, USA
>=========================================================================
>
>
>
This was discused on one of the newsgroups awhile ago, it seems that the
editors
were advertised as being pre-registered but they still had the nag screens.
I don't think there was much to be done about it except complain, at least
that was the
general consensus of the posters at that time.

BTW the book is about level editing, sound editing etc, not coding.



****************************************************************
Jim Grossl jgros@micron.net /
- ----------------------------------------------------------------
"Experience is the best tool, at least that's what she said." /
"Welcome to my town, now please leave!" /
****************************************************************


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

From: MGrocki@AOL.COM
Date: Sun, 2 Jul 1995 17:47:10 -0400
Subject: Re: Tricks of Doom......

There's basically nothing in "Tricks of the DOOM Programming Gurus"
about actual game code, but only about making your own WADs. It supplies a
lot of information and is very enjoyable to read. I'm still waiting for a
book to give out the DOOM engine. :)

Mark Grocki

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

End of doom-editing-digest V1 #334
**********************************

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