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Doom Editing Digest Vol. 01 Nr. 553

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #553
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 17 January 1996 Volume 01 : Number 553

Re: Noisy Monsters.

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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Mon, 15 Jan 96 07:49:00 -0700
Subject: Re: Noisy Monsters.

This may have been discussed at an earlier time, however, my participation
in this feed has been since the 1st of December '95.

There are two code pointers that I am aware of, one that "spawns" a
monster, and one that makes a monster "move". By using two free areas in
the pointer list and using these two pointers (one for initial frame, and
then one for first moving frame), you can cause anything to come alive.

Simple. But my point was this. In Heretic, you have certain objects you
can place in your level to add sound effects. In DOOM 1.9, I turned the
"Eye In Symbol" (and miscellaneous others) into "Sound Monsters" only by
making their speed 0, totally invisible, not shootable, movement frame
that loops on it'self, and a startup frame that loops. The initial sound
and action sound became "Thunder". The duration between the sounds is set
through the movement pointer.

This way, you could place maniacal laughter in some hallway, or lightening
and thunder in another. I used several of these to make water, slop,
bubbles, hooting owls & more. You can't see them, can't attack them, and
they don't attack you or move - but add dimension to your levels.

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


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End of doom-editing-digest V1 #553
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