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Doom Editing Digest Vol. 01 Nr. 535

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #535
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 29 December 1995 Volume 01 : Number 535

Re: question about pwad loading
Auto-determine WAD type.
Metallica Mus
Re: Ceiling Monsters.
Re: Ceiling Monsters.
Re: Proof of monster strafing
Re: Proof of monster strafing
D**M III TC info
Re: Ceiling Monsters.
Newbie Introduction
Re: Newbie Introduction
Re: Auto-determine WAD type.
Re: Newbie Introduction
Re: deh?
Re: Newbie Introduction
Who made this Aliens TC??????

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

From: "James S. Blachly" <stew@intellinet.com>
Date: Wed, 27 Dec 1995 23:53:59 -0600
Subject: Re: question about pwad loading

At 05:33 PM 12/23/95 EST, you wrote:
>Hello:
>
> I'm trying to make a separate wad for my levels and my
>music/sfx. I have a question: will having one player load only
>the levels wad and the other loading sound and levels crash the
>game? It seems unlikely because the sounds/sfx don't affect
>gameplay, but I just want to be sure before going ahead with my
>work.
>
Works fine. If one person has an sfx wad and the other doesn't it doesn't
matter. My friend used to always play with the starwars sounds when he
deathmatched me but I loaded no pwads. Works ok. (Waaayy back in DOOMI but
there is no reason that it should have changed..)

- -james.
James S. Blachly(R) is a registered trademark of God. Design is
(c)Copyright 1980 God. All rights reserved.


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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Tue, 26 Dec 1995 22:42:00 -0500
Subject: Auto-determine WAD type.

What methods are the editor authors out there using to determine if a
given WAD is a Hexen type or a Doom/Doom2/Heretic type? My original
idea was to check the size of the LINEDEFS resource and see if it was
divisible by 14 or 16. Then I found a WAD with a LINEDEFS resource of
size 8960, which is divisible by 14 AND 16! You can't use the THINGS
resource, because the sizes are 10 and 20. I don't want to have to
check for the presence of a BEHAVIOR resource, because it's possible to
make a Hexen level w/o a BEHAVIOR resource, no?

Any ideas here? My last resort is to ask the user in the rare cases
that I can't auto-determine.

matt tag

_ _ ---------------------------------------------------------------
|_|_| PC-OHIO PCBoard OIS pcohio.com HST 16.8: 216-381-3320
|_|_| The Best BBS in America Cleveland, OH V34+ 33.6: 216-691-3030
---------------------------------------------------------------

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

From: aconnor@zeta.org.au (Anthony Connor)
Date: Fri, 29 Dec 1995 00:18:41 +1100
Subject: Metallica Mus

Hi all,

I am currently finishing off a new Level for DOOM 2. "Fade to Black" Ode to
Metallica - AXE7.wad
It is a great level for the Single player, or for Co opp. And of course
Deathmatch. But it is missing something.......Music.
What I would like to ask, is if anybody could do "Fade to Black" by
Metallica for me in Mus format. I would like the music to capture the
atmosphere of my level. So it would have to be good :)

Please send any questions my way, at : aconnor@zeta.org.au
Or if you would just like to send me your rendition of this fine classic,
please do at my above E-mail address.

Full credit will be given to the musician, if a small Text file is
included giving me there infomation. I will also send you a copy of the
finished Wad. :-)

Thanks in adv.

cya
AXE



XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Check out my DOOM 2 Levels. : AXE1, AXE2, AXE2, AXE4, AXE5, AXE6.
And tell me what you think.
All at your local DOOM ftp site.
aconnor@zeta.org.au = Anthony Connor.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXOX






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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Wed, 27 Dec 95 12:17:00 -0700
Subject: Re: Ceiling Monsters.

- -->I just figured it out. After I brought up the idea I thought it would be
- -->good to make sure it works. Once I tried it the same happened to me.
- -->What I did was set travels over ledges to on, along with floating, no
- -->gravity and hangs from ceiling, and it worked!
- -->
- -->I got another wonderful idea. How about a spot that shots at you from a
- -->hole in the wall, like in hexen? It would only have to two frames big,
- -->one for normal, one for shooting.
- -->
- -->Also, is there a refrence on what everything does for dehacked? I
- -->haven't found one yet.

There is only ONE problem with a ceiling-mounted-monster... In that DOOM
won't let you "walk" underneath the monster, even if you are on floor
height 0 and ceiling height 500. The monster will use the area within the
sector from top to bottom.

In Rise of the Triad from Apogee, you can stand on another player or
monster's head...

This problem is also noted in sectors next to each other with different
heights. It is very odd to see a trooper fire at you from a ledge that is
100 above your sector... The trooper fires and hits a demon, the demon
turns around and chomps the wall thus killing the trooper. Very poorly
written and I'm suprised that in the patches that ID's given us (up to 1.9
in DOOM I) this hasn't been fixed (ie, if sector is etc... above monster
area, monster can't attack the other monster unless using far attack
parameters with firepower (ie. fireball, etc.))

It would seem to me that to make a better "turret-mounted-monster" would
to create a "roving droid" like the Daliks (sp?) off Doctor-Who. By using
five frames in a row that all fire, you can make the monster fire the same
weapon (ie. imp fireball) to make it look like a "laser".

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Fri, 29 Dec 1995 03:25:26 +1000 (GMT+1000)
Subject: Re: Ceiling Monsters.

in regard to the no-walk-under bit of the monster, set the NOCLIPPING
flag to full on, and you effectively walk through it.

Christopher Voutsis
Email: s337239@student.uq.edu.au


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

From: mbenard@nanaimo.ark.com (Mike)
Date: Thu, 28 Dec 1995 10:27:23 -0800
Subject: Re: Proof of monster strafing

>
>
> Should we REALLY have a whole bunch of marines running about? When the
> real marines are killing the fake ones, they'll eventually run out.
> We've heard how difficult it can be to stay alive when all of these fake
> marines are after you, so we probably couldn't use -respawn then unless
> we spread them over a large level. If the level wasn't particularly
> large, we might just have a handful of fake marines, so we could turn on
> -respawn to get the effect that the fakes are coming back to life. Of
> course, their bodies don't stay when they respawn like real marine bodies
> do, but that's a small price to pay for added realism. This way, we
> wouldn't have tons and tons of marines around - although we might lack
> the diverse 'types' of marines that could be used.
>

I think it would be OK to take out the attack of the fake marines.
Or is that against the original idea. I thought the idea was to spice
up death match. Or I think it maybe was to make a DM practice. Hmmmm.

> > PS- Thanks for the plug in your last rebuttal- I hope i wan't too
> > rude in my last remark on this topic.
>
> Sure thing, Mike.
>
I thought the plug sounded sarcastic.

brian

**************************************************************************
Michael Benard * Home of Nanaimo's
mbenard@nanaimo.ark.com * Digital Ark - Internet Provider
CONTINET Internet Services Inc * Nanaimo, British Columbia CA
Tel 604.753.0909 * WWW-HTML Programming
Fax 604.753.0901 * http://www.ark.com/nanaimo/
**************************************************************************


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

From: mbenard@nanaimo.ark.com (Mike)
Date: Thu, 28 Dec 1995 10:27:16 -0800
Subject: Re: Proof of monster strafing

>Should we REALLY have a whole bunch of marines running about? When the
>real marines are killing the fake ones, they'll eventually run out.

If you're playing modem, on a mdeium to small level 2 of each color, gray
and green, works pretty well.

>We've heard how difficult it can be to stay alive when all of these fake
>marines are after you, so we probably couldn't use -respawn then unless
>we spread them over a large level. If the level wasn't particularly
>large, we might just have a handful of fake marines, so we could turn on
>-respawn to get the effect that the fakes are coming back to life. Of
>course, their bodies don't stay when they respawn like real marine bodies
>do, but that's a small price to pay for added realism. This way, we
>wouldn't have tons and tons of marines around - although we might lack
>the diverse 'types' of marines that could be used.

The main thing is getting the right number of fake marines, and don't
give them ALL plasma guns or rocket launchers. One fake marine with a
shotgun can be more accurate than a real player with chaingun.

Respawn does work, but maybe that idea about a non-violent invisible
archvile would work better. You could have more diversity because the
fakes wouldn't come back as quickly and that would allow more fakes on
the level.


- --
Lois Danks - Port Angeles, WA - Radical Women

**************************************************************************
Michael Benard * Home of Nanaimo's
mbenard@nanaimo.ark.com * Digital Ark - Internet Provider
CONTINET Internet Services Inc * Nanaimo, British Columbia CA
Tel 604.753.0909 * WWW-HTML Programming
Fax 604.753.0901 * http://www.ark.com/nanaimo/
**************************************************************************


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

From: Joel Huenink <jh32322@ltec.net>
Date: Thu, 28 Dec 1995 12:39:10 -0600
Subject: D**M III TC info

I have finished writing info on what is finished/in the works right now on my Doom 3 total
conversion. If anyone has any ideas or would like to contribute in any way, E-mail me directly
and I will send it to you so you can get the feel of what I am working on here. It also posts
what areas I need immediate attention on.

Thanks to all and keep fragging me with new ideas

Joel Huenink
local doom guru
jh32322@ltec.net

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Thu, 28 Dec 1995 16:08:49 -0500 (EST)
Subject: Re: Ceiling Monsters.

Actually, if the monster isn't moving this is fine, but otherwise,
turn off the "object" bit and the you will be able to walk under the
monster. I don't think hte "no clipping" works for objects, just
walls (although I cuold be wrong).

Mike Gummelt

On Fri, 29 Dec 1995, Pandion-Knight wrote:

> in regard to the no-walk-under bit of the monster, set the NOCLIPPING
> flag to full on, and you effectively walk through it.
>
> Christopher Voutsis
> Email: s337239@student.uq.edu.au
>
>

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

From: "M[tm] 'Matt trademark' Walsh" <mtmr@walsh.dme.battelle.org>
Date: Thu, 28 Dec 1995 16:18:23 -0500 (EST)
Subject: Newbie Introduction

Greetings Doom group from new reader "MTM"!

My interest in Doom 'hacking' lies in network reverse engineering. I'm trying
to write software that will let me intercept Deathmatch data packets so that I
can have one dedicated PC to act as a scoreboard. So far I've been trying to
configure my network card for promiscuous mode, so it can read all packets, but
turns out the ODI driver I use won't let me engage this mode.

Next thing I'm going to try is to change the Doom ipx driver to send all the
packets to the broadcast address; my 'LAN' only has Doom traffic so I really
don't care about other network adapters getting these packets.

If that doesn't work I'm going to stick in a 'send a broadcast packet' to a new
socket number dedicated to my scoreboard machine inside the current Doom code.

A few specific requests I hope someone might help me with:

1) Anyone figure out the fields in the 'data' packet yet?
2) Anyone ever try doing what I'm doing before?
3) What is a 'Drone?' How do I activate it and what does it do?

Hopefully I'm not outside of the discussion boundries for this group - the intro
message said no talk about network connectivity; I'm talking more about how Doom
works than how to connect a network.

===== M(tm) mtm@walsh.dme.battelle.org ====
"Standing on a hill in the mountains of dreams, telling myself its not as hard,
hard, hard, as it seems."
My mailer limits my sig to 4 lines. But ingeniously I bypassed this problem by


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

From: John Wakelin <johnw@datametrics.com>
Date: Thu, 28 Dec 95 17:20:43 -0500
Subject: Re: Newbie Introduction

> From: "M[tm] 'Matt trademark' Walsh" <mtmr@walsh.dme.battelle.org>

> Greetings Doom group from new reader "MTM"!

> My interest in Doom 'hacking' lies in network reverse engineering. I'm trying
> to write software that will let me intercept Deathmatch data packets so that I
> can have one dedicated PC to act as a scoreboard.

[Some snippage occured}

> A few specific requests I hope someone might help me with:

> 1) Anyone figure out the fields in the 'data' packet yet?

Yes, you should be able to find the source for ipxsetup.exe on
ftp.cdrom.com

> 2) Anyone ever try doing what I'm doing before?

Yes, the thread has reared its head one or two times in the past. :)

> 3) What is a 'Drone?' How do I activate it and what does it do?

No idea, but I suspect that it is a left over from a still-born idea
that id had intended to put in the game.

- ---

Ok here's your major problem...

WARNING::There is speculation in the following paragraph...

All that doom uses the the network for is to syncronize initially and
then exchange key and mouse clicks in an orderly game tick fashion.
I order for you to build a score board for DOOM, you will have to
emulate DOOM on that scoring PC. This is because all that each copy
of DOOM is doing is is playing a single-player game with three other
drones who's movements are determined by those key and mouse clicks
as they come in off the net. If you look at the spec.s for an .lmp
file I belive that you will be looking at something very similar to
what would be passed to the net by DOOM during a multi-player game.

There is one other possible way, that I know of to get this info: If
you have ever played over a DWANGO server, you may have noticed that
the score of a game in progress is displayed to others in the lobby.
Romero obviously put a hook of some sort into V1.9 of DOOM or into
the DWANGO client itself to snag the score out of a running game.
If you could track that mechinism down and find where it is storing
the score whilst it is running, you could write a tsr to hook it and
send the info down to your 'score board' once every second or so.
Yes, this could take years...I wouldn't want to attempt it...but
maybe this will provide you a place to start.

> Hopefully I'm not outside of the discussion boundries for this group - the intro
> message said no talk about network connectivity; I'm talking more about how Doom
> works than how to connect a network.

No, I think this lies within the scope of this list. It would
definitely be a pretty cool hack. I might even pay for it if someone
were to intigrate it with the Game Connection software that my bbs
uses.

> ===== M(tm) mtm@walsh.dme.battelle.org ====
> "Standing on a hill in the mountains of dreams, telling myself its not as hard,
> hard, hard, as it seems."
> My mailer limits my sig to 4 lines. But ingeniously I bypassed this problem by

Heh...

-= John Wakelin =-
-= .sig copyright violator =-
-= TeamTNT - Member =-

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

From: "James S. Blachly" <stew@intellinet.com>
Date: Thu, 28 Dec 1995 17:43:55 -0600
Subject: Re: Auto-determine WAD type.

>resource, because the sizes are 10 and 20. I don't want to have to
>check for the presence of a BEHAVIOR resource, because it's possible to
>make a Hexen level w/o a BEHAVIOR resource, no?
>
Hexen will crash wo/ a BEHAVIOR, at least in the beta version. Haven't
tried it on registered, but I would imagine it would be the same.
- -james.
James S. Blachly(R) is a registered trademark of God. Design is
(c)Copyright 1980 God. All rights reserved.

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

From: "James S. Blachly" <stew@intellinet.com>
Date: Thu, 28 Dec 1995 17:54:14 -0600
Subject: Re: Newbie Introduction

>> My interest in Doom 'hacking' lies in network reverse engineering. I'm
trying
>> to write software that will let me intercept Deathmatch data packets so
that I
>> can have one dedicated PC to act as a scoreboard.
>
>[Some snippage occured}
>
>There is one other possible way, that I know of to get this info: If
>you have ever played over a DWANGO server, you may have noticed that
>the score of a game in progress is displayed to others in the lobby.
>Romero obviously put a hook of some sort into V1.9 of DOOM or into
>the DWANGO client itself to snag the score out of a running game.
>If you could track that mechinism down and find where it is storing
>the score whilst it is running, you could write a tsr to hook it and
>send the info down to your 'score board' once every second or so.
>Yes, this could take years...I wouldn't want to attempt it...but
>maybe this will provide you a place to start.
>
As well as being able to send messages to games in progress. That means
that somehow they pass some info to the modem ipx-emulator. The scoreboard
would just have to read info (That makes it sound too easy...)
I know it could be done, but man, I'm glad I'm not doing it! :)

- -james.
James S. Blachly(R) is a registered trademark of God. Design is
(c)Copyright 1980 God. All rights reserved.


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

From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Thu, 28 Dec 1995 18:35:17 -0600
Subject: Re: deh?

>
>--> How do you combine two diff .deh files using dehacked?
>
>Use Dehacked 3.0 and reset the initial values. Then load the first .DEH
>(it will prompt for initial values). After that, load the 2nd .DEH file
>WITHOUT resetting the values. It won't "combine" them, persay, but it'll
>bring in the results, one .DEH overwriting the other. If the two .DEH
>files don't use any of the same areas, you have a successful combination.
>
>IE... I have TROOPER.DEH, IMP.DEH, etc, etc... as different monsters and
>things that I've created. Rather than have one LARGE .DEH file, I have
>several and then compile them all together for a final launching.
>
>-+-
> * michael.hoenie@sharecity.com << Michael S. Hoenie >>
>
>
> Thanks!
Nathan Lind

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

From: John Wakelin <johnw@datametrics.com>
Date: Thu, 28 Dec 95 19:40:30 -0500
Subject: Re: Newbie Introduction

> From: "James S. Blachly" <stew@intellinet.com>
>

> >[Some snippage occured}
> >
> >There is one other possible way, that I know of to get this info: If
> >you have ever played over a DWANGO server, you may have noticed that
> >the score of a game in progress is displayed to others in the lobby.
> >Romero obviously put a hook of some sort into V1.9 of DOOM or into
> >the DWANGO client itself to snag the score out of a running game.
> >If you could track that mechinism down and find where it is storing
> >the score whilst it is running, you could write a tsr to hook it and
> >send the info down to your 'score board' once every second or so.
> >Yes, this could take years...I wouldn't want to attempt it...but
> >maybe this will provide you a place to start.
> >
> As well as being able to send messages to games in progress. That means
> that somehow they pass some info to the modem ipx-emulator. The scoreboard
> would just have to read info (That makes it sound too easy...)
> I know it could be done, but man, I'm glad I'm not doing it! :)

You know, the reason I shied away from this in the past is that the
problem was always, to try to have a spectator node of some sort and
that required something that would be an awful lot like DOOM itself.
This (a score board) isn't even close to as difficult...I mean you
know where DOOM puts the score on the screen right? If one were to
write the aforementioned tsr that did nothing but a screen capture
of that area of the screen where the score is drawn...and shipped
that down to the scoreboard every once in a while... Hmmm, you
wouldn't be able to do it every second but, every 5 seconds or so you
could...

You know what this job requires...? Someone who knows a lot more
about programming than I do... :)

But, it seems to be possible, at least.

Have a great day,

johnw


-= John Wakelin =-
-= .sig copyright violator =-
-= TeamTNT - Member =-

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

From: raistlin@horizon.hit.net (Raistlin Majere)
Date: Thu, 28 Dec 1995 19:24:15 -0600
Subject: Who made this Aliens TC??????

Now who was it that made the Aliens TC that everyone is talking
about? Can someone tell me where to get it? What is the file name?

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

End of doom-editing-digest V1 #535
**********************************

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