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Doom Editing Digest Vol. 01 Nr. 559

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #559
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 27 January 1996 Volume 01 : Number 559

New, Hard as He**, doom level!!
Re: doom-editing-digest V1 #558
respwaning barrels
Re: Firing Frames (or rat
Mike's ammo depot- No dice
Fun with BFG, DeHackEd style
Weapons Code Pointer List
QMUS2MID v2.0

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

From: Jake Roberts <B161@admn.shs.nebo.edu>
Date: Wed, 27 Dec 1995 14:43:51 -0600
Subject: New, Hard as He**, doom level!!

ARE THERE ANY TRICKs IN DEU to making good doom levels?

Whats with Transperant Walls and stuff.

I also have had some problems with Things becoming untagged or something.

But, my level is almost finished and I challenge anyone to try (Its pretty
tough)
-- If you want to try it Email me at B161@admn.shs.nebo.edu or

robertsf@cougarnet.byu.edu

I would appreitiate any input.



Jake of JJ-Tech Inc.
B161@admn.shs.nebo.edu or robertsf@cougarnet.byu.edu
OOOOH AAAAH!!!



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

From: Greg Lewis <gregl@umich.edu>
Date: Thu, 25 Jan 1996 21:20:00 -0500 (EST)
Subject: Re: doom-editing-digest V1 #558

> The basic rule I've heard here also is that it can only respawn monsters
> with hitpoints less than itself. So when I made the respawn sphere that
> the archvile fires upon death (it follows you around and respawns stuf
> you've killed until you kill it), I gave it 999999999 hp which means it
> can respawn anything, even Cyberdemons. I don't think the hp limit is
> cumulative either (ie: if it respawns 99999999 imps with 100 hp each, it
> can keep on respawning).

Um, this is wrong. (I think.) The archvile can respawn ANYTHING which
has a Respawn Frame. The spiderdemon, cyberdemon, archvile, etc etc do
not have respawn frames, and thus can't be brought back to life (by
default). I know I have made Arch's resurrect each other, and I think I
did it for cyber's too, without touching the hit points at all. I just
gave them a Respawn Frame.

Greg

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

From: kopff@zeta.org.au (Kopff) (by way of kopff@zeta.org.au (Kopff))
Date: Fri, 26 Jan 1996 19:01:17 +1100
Subject: respwaning barrels

Hi,

Does anyone know how to make a barrel respawn using DeHackEd (by respawn, I
mean when you play on Nightmare skill)? I set bit #22 (counts for kill %)
of the barrel, but this did not seem to make it respawn. Should I change
the sprite and sub sprite numbers of - ?the imp maybe? - so that it looks
like a barrel. Give it no speed, and no attack frames, only a first normal
frame, and a first moving frame (and death frame of 808 [barrel explosion])?
Would this achieve a barrel that will respawn?

I tried to change the imp graphics just in the thing editing screen (F2),
but that doesn't seem to work either. The imps look like barrels, but you
can't kill them, and you can only shoot at them once. After that, your
shots just don't touch them.

Does anyone know any way to make the barrels respawn?

Any help would be appreciated. . . .

NOTE:
I am using DeHackEd v2.4, not v3.0 because any patch I make with v3.0 causes
my Doom II (v1.666) to lock up. Can anyone help with this either?

- --+-- --+-- --+-- --+--
Greg Kopff
kopff@zeta.org.au

"[insert your snappy one-liner here]"
- --+-- --+-- --+-- --+--


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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 26 Jan 1996 00:20:59 -0500 (EST)
Subject: Re: Firing Frames (or rat

>
> On another "Good DM stuff" note, I read the DN3D billboards a while
> back, and thought I'd mention it for hackers looking for a hack. They
> have a thing called a HOLODUKE, which is a still hologram of your self
> that you place after getting the "ammo" for it. They commented that
> despite being motionless, it "is *very* effective in dukematch" How
> you stop it, etc, they didnt say. shootable w/barrell explosion
> frames could be interesting.
>
> -Bill
>
This is a really cool idea! I fear I may start up the old fake marine
argument here, but here it goes.. why not make the marine MOVE? Even MORE
surprising. And make the far attack the Lost Soul attack (like running
looks in DM) and the close attack would be exploding! The movement could
be very slow, if at all. And so it doesn't kill you when you set it,
give it a delay before it wakes up (a 100 duration empty frame before the
wake-up code pointer). Could be a very good decoy, enough to distract
the enemy long enough to ambush him. A good idea may be to make the
decoy have one movement frame and zero speed (so it would look like they
are staning in one place looking around). Someone let me know if they try
this, I'll help if I can.

Mike Gummelt

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

From: LummoxJR@aol.com
Date: Fri, 26 Jan 1996 17:12:46 -0500
Subject: Mike's ammo depot- No dice

Sorry, Mike, but the patch you gave was no good- I tested it to be sure.
I said it before, and I'll say it again: you can't turn off bit 4. Not long
after the first such object is fired, the game will crash. Period.
So, I stand correct in my assertion (unless, of course, someone yet manages
to prove me wrong) that firing a gettable thing as a projectile is
impossible- except by using the lost soul method (changing the lost soul into
a particular gettable item, and letting it launch itself at you when
created). Even then, you have to be moving to get it. It does seem to me that
I managed to get it to work the other way (with the same limitations,
though), once, by just altering bits and such; but I don't remember how. I do
know that I left bit 4 alone- you just can't mess with it.
The only known ways to make an ammo depot, then, are either of the following:

1. Exchange your depot item with something like the trooper or sergeant,
which are known to drop things when they die.
2. Make your depot item use code pointer 711 to "drop" ammo when it dies; the
lost souls (thing #19) must be changed to match the ammo you're dropping.

Either way, you must somehow respawn the depot each time- unless you just
give it massive hit points. One way to do this is to give the depot a ton of
mass- like in Mike's patch- and change the ammo it drops into a zero-speed
respawner (give it code pointer 243 for its moving frames), which will
respawn the "dead" depot- just remember to change frames 266-268 to match the
ammo sprite exactly, so you can still pick it up, and make frame 268's next
frame go back to the ammo's moving frame.
Mike brought up another interesting rule to respawning monsters, too: the
respawner must have more hit points (max) than the thing it's respawning.
Makes sense, and also explains why some respawn patches never worked.

Lummox JR
patch guru and code pointer magician deluxe

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

From: LummoxJR@AOL.COM
Date: Fri, 26 Jan 1996 17:12:54 -0500
Subject: Fun with BFG, DeHackEd style

I've been experimenting with the infamous code pointer 119 (the BFG area hit
effect), and here's some stuff I've found out:

1. Monsters can indeed use this effect against the player. This brings to an
end the debate that raged a couple of months ago. In fact, one way to test
this is to make frame 101's (the imp fireball death sequence) next frame 119.
When the imp fireball hits, you'll feel it. Hard. The BFG is one nasty weapon
to get hit by.
2. The item using the code pointer must be in motion or recently in motion,
preferably at a high speed like 20 or so (though it will work somewhat even
when going slowly- it may measure relative motion between itself and the
target monsters).
3. A projectile using the code pointer will not hurt the creature (player or
monster) that fired it. Also, monsters that use this pointer directly are not
hurt by it.
4. The code pointer does not seem to work in weapons or player frames. I
tried it with the chainsaw, and tried putting it in in various player
moving/attack frames. Nothing. My guess is that the player doesn't move fast
enough, even when running, to satisfy the BFG effect.
5. It is best, I think, to precede the use of a frame with pointer 119 with
another frame. In other words, use a normal frame first, when the item is
first created (just to prevent any weird glitchy effects- Doom can be a bit
touchy about what code pointers you can use when an object first appears),
then move on to other frames using the code pointer.

That said, here's a patch I'm sure to put on my Web page, if I ever put up a
new version:

BFG Rockets

Frame 114 (rocket):
Next frame: xxx (number of a frame with a code pointer that is not being
used)
Frame xxx:
Sprite #: 22
Sub-sprite: 0
Bright sprite: On
Next frame: xxx
Duration: 10
Code pointer: 119

When a rocket is created, it goes first to a normal frame like 114, then
moves on to frame xxx, which repeats the BFG effect. Older so-called BFG
rocket patches were nothing more than making frame 117 the death frame for a
rocket, or giving frame 127 the code pointer from 119. I like this better.
Note, of course, that a good variation of this patch would be to give frame
xxx the code pointer from frame 127 (explosion effects all along the way),
which would also be quite devastating.
Rockets will kill monsters along the way to their destination, and then
explode as usual. Often, a monster you're shooting at will die before the
rocket even hits it. However, there is a danger to this technique: the
cyberdemon will kill you before its rockets reach you; the BFG effect will
kill you easily after about three or four times through the frame loop- more
if you're at 200% health. The only solution, of course, is to kill the
cyberdemon the same way, if possible, by getting off a shot first. Adds kind
of a duel-like dimension to the game, doesn't it?
The effect can be expanded to other things, but rockets are my favorite.
Plasma bullets work too, but are a tad more complicated (you need two extra
frames instead of one to get the animation right) and don't do enough damage
at close range (at close range the BFG effect never even gets used) unless
modified. Or, you could always alter the plasma bullet to be just like the
rocket, and then modify it like the patch above.

Lummox JR
and you thought it was over!

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 26 Jan 1996 04:53:16 -0500 (EST)
Subject: Weapons Code Pointer List

Here's something I'd been promising for a while, and since I
just finished the Insane Weapons Patch, I figured now was as
good a time as any to release it. This is the first in a
series of code pointer lists as well as sprite/sound/thing
special behaviour lists I hope to release.

Enjoy!

Mike Gummelt
***********************************************************
DOOM Code Pointers
Weapons Listing
version 1.0
For DeHackEd 3.0a by Greg Lewis

List compiled by Michael Gummelt
gummelt@pegasus.montclair.edu

INTENT:
The following is a list of the weapons code pointers for Doom.
I decided to do weapons because it is the list that seems to
confuse people the most. Other code pointer lists will be
released as I work on them (projectiles, movement, etc).
Also, these are some of the code pointers not available on
Lee Gatieri's list (See the DeHackEd Grab Bag- that list has
been invaluable to me!)

I also intend to release lists of the sounds, sprites, things
and ID#'s and their special properties and quirks.

FORMAT:
The first column is the frame from which you'd need to copy the
code pointer for the specific action. The secod column is
the 6-digit value of the code pointer, the one that will
actually appear in the code pointer column in DHE. Note that
these 6-digit values are for Doom I and ][ version 1.9 ONLY.
Ultimate Doom (and previous versions of the other Dooms, I'd
wager) will have different values here. I have included them
simply because they make it easier to see what a particular
frame is doing by looking at the code pointer column.
Note that you CANNOT use the weapons code pointers in any
sequence (monster attack, injury, death, etc) other than
the weapons sequences. Likewise, you cannot use non-weapon
code pointers inside the weapons sequences. There may be some
exceptions to this. The "play sound #" code pointers in the
weapons sequences MAY work outside, I have not tested this.
Be careful what I tell you is possible and isn't, the more
you experiment, the more you'll learn. All the DHE docs used
to say you couldn't make an exploding gettable ammo box, and
I did anyway. So even if I say you can't do it, try it anyway!

When a code pointer listed plays a sound, the sound number will
be given and in parentheses the sound name will be given. If the
phrase "-no sound" appears at the end of a description, that means
no sound is played even though a projectile is being fired by that
code pointer. Sounds for projectiles are set on screen F2 in the
sounds area. The sound specified as the "alert" sound is the sound
played by a projectile when it is fired.

When a code pointer listed spawns a thing (eg: projectile), the
Thing number will be given and in parentheses the Thing name will
be given.

Some code pointers will have a special note. These are
designated by an asterix (*) folloed by a number in parentheses.
Refer to the similarly numbered entry in the NOTES section for
explanation.
_____________________________________________________________________
FRAME CODE POINTER DESCRIPTION
1 187200 Return player's sector to normal lighting.*(1)
2 185072 Bob weapon graphic and wait for fire or
select command.
3 185488 Unselect weapon- move graphic down screen
until the sequence repeats a frame.*(2)
4 185552 Select weapon- Move graphic up screen until
the sequence repeats a frame.*(2)
6 185680 Player punch, play sound # 83 (punch).
9 185328 Wait for reload. Player cannot fire weapon
again until this code pointer is reached in
the firing sequence.
14 186512 Fire pistol and play sound # 1 (pistol).
17 187216 Brighten player's sector until other lighting
command given.*(1)
22 186640 Fire shotgun and play sound # 2 (shotgn).
31 187232 Brighten player's sector (brighter than frame
17's brighten effect) until other lighting
command given.*(1)
36 186800 Fire Super Shotgun and play sound # 4 (dshtgn).
38 185440 UNKNOWN- Appears between the Super Shotgun's
firing frame and the frames to play the
reload sounds. No observable difference
when omitted from the sequence.
39 166528 Play sound # 5 (dbopn).*(3)
41 166544 Play sound # 7 (dbload).*(3)
43 166560 Play sound # 6 (dbcls).*(3)
52 186922 Fire Chaingun and play sound # 86 (chgun).*(4)
60 185616 Simultaneuously play shooting frames starting
here.*(5)
61 186112 Spawn Thing # 35 (Rocket (in air))- no sound.
71 185856 Use chainsaw and play sound # 12 (sawful).
77 186208 Spawn Thing # 36 (Plasma Bullet)- no sound.
84 187424 Play sound # 9 (bfg).
86 186160 Spawn Thing # 37 (BFG Shot)- no sound.
_____________________________________________________________________


NOTES:

1. The brighten code pointers (frames 1, 17 and 31) seem to make the
player's immediate surroundings (that sector?) brighter. It seems to
have less or no effect in bright rooms, so it may not be relative
to the surroundings. That is, these code pointers do not BOOST the
light in a sector, they change the light in that sector to a certain
level is it is not already brighter than that level. Frame 31's
code pointer brightens more than frame 17's. Either brighten command
will stay in effect until any of the other two commands are given.
These are used to create the flash seen when firing a weapon. I used
these to make the lightsaber in INSANE 3 light up the sector as long
as you had it as your weapon. As soon as you put it away, the sector
would return to normal lighting. Useful as a "flashlight" effect.

2. These are weird code pointers. The graphic will not move entirely
up the screen until the last frame in the select sequence is played.
If the last frame in the select sequence does NOT contain one of these
code pointers, the graphic will remain partially low on the screen.
It seems the game knows how many frames are in the select (and deselect)
loop, then divides the distance from the bottom of the screen to the
top into that number of frames (the ones WITH the code pointer- blank
or other ones in the sequence are ignored). Very odd. Note that on
the F4 screen, Greg Lewis misnamed the deselect and select sequences.
They should be reversed.

3. These three frames play the three sounds that comprise the
re-loading sound of the Super Shotgun. Note that 3 sounds and
three code pointers for that sound effect it very wasteful. You could
easily use a sound editor to add those three small sounds onto the
end of the Super Shotgun firing sound (# 4 dshtgn). This would free
up three sound spots for you to put new sounds in, as well as three
frames that can use code pointers. It may also prove useful to have
three code pointers that play specific sounds.

4. Note that there really IS no sound number 86. When told to play
sound 86, the game will play sound # 1 (pistol). So even if you place
a sound in the .wad called "chgun", whenever you tell the game to
play that sound, it will ALWAYS play sound # 1 (pistol).

5. Note that the shooting frames usually have the muzzle-fire
graphics as well as the code pointers that temporarily light up the
sector (see frames 1, 17 and 31). These will play on their own except
in the case of the Rocket Launcher and BFG in which sequences this
code pointer appears.
_____________________________________________________________________

That's it for now, I hope this helps people out there as much as Lee's
list helped me. I encourage you to get that list from his web site
(LummoxJR's DeHackEd Grab Bag) and use it in conjunction with this
list. If you'd like to see some of these weapon code pointers in
action to see what they can do, check out my Insane Weapons Patch
(shameless plug!). If you can't find it on ftp.cdrom.com, e-mail
me and I'll send it to you. I'll also be releasing a 3rd Insane
Weapons variation that will really be awesome!

Feel free to contact me if you have any questions, comments or
suggestions about this list, or DeHackEd in general.

Mike Gummelt
gummelt@pegasus.montclair.edu

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

From: bacquet@rubis.iie.cnam.fr
Date: Fri, 26 Jan 1996 21:10:06 MET
Subject: QMUS2MID v2.0

Hi all,

QMUS2MID v2.0 is now available on cdrom.com.
Features :
- light-speed MUS->MID conversion
- compression of the MIDI files (up to 25%)
- wildcards accepted
- GCC => no memory limit

The file name is qmus2mi2.zip.
And this time I've included go32...

Enjoy !

SeB

PS : QMID2MUS is coming, fixing a bug of MIDI2MUS.


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

End of doom-editing-digest V1 #559
**********************************

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