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Doom Editing Digest Vol. 01 Nr. 550

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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 #550
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 14 January 1996 Volume 01 : Number 550

Re: no bullet puffs
Re: no bullet puffs
rocket-eating walls
Re: DeHackEd help offer
Re: Ceiling Monsters.
Re: Deathmatch idea
Re: Auto-determine WAD ty
Re: Auto-determine WAD ty
Deathmatch idea

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

From: "Drake O'Brien" <a13231@mindlink.bc.ca>
Date: Fri, 12 Jan 96 18:06 PST
Subject: Re: no bullet puffs

Raphael Quinet explained:

>Well, now my belief is that you have to be shooting at a "lower" texture
>of a two-sided linedef which has a sky ceiling on both sides. I just did
>several tests with DEU and Doom II (the Solaris version) and this is the
>only way to get the "disapearing puffs" effect. Take for example the
>third level of Doom II, as John Wakelin described: if you replace the
>sky texture with something else, the puffs come back!

Yes, I just did some independent testing on a pile of pillars which confirms
this. As Raphael says, the F_SKY ceiling has to be on both sides. Eg., if
you make a sector with floor/ceiling of 0/128 with ceiling flat of F_SKY and
let it contain a pillar with floor/ceiling of 64/64 and give the pillar
ceiling the F_SKY flat there are no bullet puffs because F_SKY is on both
sides.

P.S., The upper/lower unpegged flags make no difference.


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

From: "Drake O'Brien" <a13231@mindlink.bc.ca>
Date: Fri, 12 Jan 96 19:05 PST
Subject: Re: no bullet puffs

A P.S. to my last post on this subject. It doesn't matter a damn what
direction the 1st-sidedefs are facing. So Raphael's sentence that "(to get
bullet puffs on a 2-sided linedef) you have to be shooting at a "lower"
texture of a two-sided linedef which has a sky ceiling on both sides" seems
to state sufficient as well as necessary conditions.

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

From: "Drake O'Brien" <a13231@mindlink.bc.ca>
Date: Fri, 12 Jan 96 20:27 PST
Subject: rocket-eating walls

The interesting thing about the no bullet puff walls is that they aren't
identical to rocket-eating walls. Whereas no bullet puff walls are
indifferent to direction the right sidedef faces, this isn't so for rocket
eaters. I found (sorry but it's a bit complicated):

1. If the right sidedefs face out then if the ceiling of the inner (pillar)
sector is F_SKY1 and if the pillar ceiling is different height (heigher or
lower) than surrounding sector the rocket'll be eaten.

2. If the right sidedefs face in then if the ceiling of the outer
containing sector is not F_SKY1 then no rocket'll be eaten by a pillar. If
the ceiling of the outer containing sector is F_SKY1 then whatever flat
applied to the ceiling of the pillar sector if that ceiling differs in
height from the containing sector rockets'll be eaten.

So 1 plus 2 seems to add up to say that if the ceiling of the sector the
LEFT sidedef faces is F_SKY1 and if that ceiling differs in height from the
ceiling the right sidedef faces than rockets'll be eaten by the
corresponding lower wallface, otherwise not.

These rocket eating walls aren't 100% - sometimes rockets'll explode on them.

There, can anyone beat that for doom trivia?


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

From: Matthew Miller <rmiller@infinet.com>
Date: Sat, 13 Jan 1996 02:01:48 -0500 (EST)
Subject: Re: DeHackEd help offer

On Mon, 18 Dec 1995, Joel Huenink wrote:
> ON 12/13/95 I wrote:
> >> I have created a 1.5 times the size mega cyberdemon with a rocket launcer on
> >> each arm. How do I make him fire two rockets at once or at least the second
> >> one a split second behind the first? He's big and he's bad so I want him to
> >> act accordingly!
> Mike Gummelt responded with:
> >easy, just add a frame in his attack that uses the same code pointer at the
> >rocket-firing frame. Just be sure to make the frame duration of the first
> >firing frame at least 10 to make a gap. This will make him fire two rockets-
> >one after the other.
> >If you want him to fire two at the same time, change the mancubus fireball
> >into a rocket, and use the mancubus fire code pointers. there are three,
> >each one fires 2 shots simultaneously (one fires left & center, one fires
> >two center , and the other fires center and right). Here you have the
> >potential to fire SIX rockets at once!
> I am using dehacked 3.0 and successfully got the mancubus fireball turned
> into a rocket but when I try to change the cyberdemon's fire code pointer to
> the mancubus fire code pointer (164960,165088 or 165216) Dehacked tells me
> its an invalid number and wont allow me to edit that field!

You're supposed to enter the *frame number* whose code pointer you want
to copy, not the code pointer itself.
It took me a while to figure this out.

Matthew Miller -- rmiller@infinet.com

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

From: Matthew Miller <rmiller@infinet.com>
Date: Sat, 13 Jan 1996 03:05:29 -0500 (EST)
Subject: Re: Ceiling Monsters.

On Wed, 27 Dec 1995, MICHAEL HOENIE wrote:

> -->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!
> 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.

Then turn off the creature's `obstacle' bit. Of course now you can waltz
right *through* it, but if the ceiling is high enough the poor player'll
never notice.

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

That's a different game with a different engine, of course...now, Hexen...

> 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".

Excellent idea. Look around in the usual places (ftp.cdrom.com, etc.)
for David Lobser's patch to replace imp graphics with Dalek graphics.
Once you've got that working, you're on your way.

Matthew Miller -- rmiller@infinet.com

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

From: Damien.Wellman@Narrows.Kendra.Com (Damien Wellman)
Date: 12 Jan 96 20:04:35 -0800
Subject: Re: Deathmatch idea

:: From: Justin Baugh To: Damien Wellman Subj: Re: Deathmatch idea ::
>Hence, anyone who was brave enough could go to this central area and work
>out from the lights where the other players were.
>
>What I'd like to know is, has anyone tried this before? The sector work on
>the "map" would be very fiddly so it may not be too nodes-friendly (I hope
>you know what I mean, I'm not a techie).

JB> I don't know..the actual SCALING down and moving can be done with DCK,
JB> but as for the nodes, i agree...also there would probably be a
JB> visplane overflow problem.

However, not even a "full" map of the level would really be needed - perhaps
just a _very rough_ map that outlines just the main rooms and corridors (no
side corridors, small rooms, etc) would work. Hmm... maybe *I* should try
this...
- ---
# TLX v4.00 # Try to die strangely so your outline will look cool.

- --- Blue Wave/DOS v2.21 [NR]

- --
|Fidonet: Damien Wellman 1:262/31
|Internet: Damien.Wellman@narrows.kendra.com
|
| Kendra Communications - FTS <=> Internet Gateway
| When Fido's all ya got, make the best of it.....
| Via-COPLINK 1:343/304 (206)397-6021 Everett WA

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Fri, 12 Jan 1996 18:36:00 -0500
Subject: Re: Auto-determine WAD ty

DO> This might not work, since the way I work, I make the scripts WAD separate
DO>from my level WAD, which I find more convenient. Then I join them together
DO>when I want to test my level. It would be a pain to have to edit my final
DO>WAD, since it would require a lot of work to rebuild the thing everytime I
DO>want to try it. I don't use DOOMCad, but I'm sure there are people who work
DO>the same way who do.

When a user opens a Hexen WAD, what DoomCAD (and now dCAD, the rewrite)
does is put the behavior lump in a BEHAnnnn.o file. When you go to save
your level, you can either leave this script in place, or supply another
filename, which dCAD will insert as the Behavior Lump. Is this basically
how all the other editors are doing it?

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: Steven Towle <stevet3@ix.netcom.com>
Date: Sat, 13 Jan 1996 10:54:47 -0800
Subject: Re: Auto-determine WAD ty

At some date at some time in some time zone on some planet, you wrote:
> special special 1
> sector tag special 2
> right side index special 3

Two things:
1 - We are comeing up with some wacko cases here. BEHAVIOR after REJECT? Who
would do that?

2 - You just answered your question right here. If the linedef info contains
info like special 2 = 64, then it MUST be Hexen. I would LOVE to see a level
in Doom, Doom2, or Heretic that has a special 2 = x (or special 3 = x, etc.)
where x is a numerical value. Every action (and all things) have this. Instead
of checking to see the total # of bytes, look at byte #11. Theretically, would
it mean a lamp post, or avabile in single player mode? Or look for TIDs on lines
and things. There's my .02$

- -Steve


Steve Towle
stevet3@ix.netcom.com (Dipstick on iFrag)
Machine tested, flame retardant, power where you need it.


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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Tue, 09 Jan 96 08:07:00 -0700
Subject: Deathmatch idea

- -->The trick is that in the centre of this level, in a very exposed place,
- -->would be a scaled down map of the entire level; we're talking sectors only a
- -->few doom-units in size here. Note: this is not a new floor texture (dunno
- -->whether you can do that anyway) but a representation of the level by using
- -->very small sectors.

I would suggest you TRY it yourself. You learn best by trying it.

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


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

End of doom-editing-digest V1 #550
**********************************

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