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1994-08-31
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Path: oz.cdrom.com!agate!spool.mu.edu!torn!news.ccs.queensu.ca!gateway
From: GILLS@qucdn.queensu.ca (Shriker)
Newsgroups: alt.games.doom
Subject: Re: Dose DOOM II monsters.. where to get it.
Date: 1 Sep 1994 05:11:31 -0400
Organization: Queen's University, Kingston
Lines: 32
Sender: daemon@post.queensu.ca
Message-ID: <199409010911.FAA13605@post.QueensU.CA>
NNTP-Posting-Host: knot.queensu.ca
I made the original post about the capability to now pop the DOOM II critters'
attributes into regular DOOM 1.6bt monsters, but didn't mention where to find
the files... It has been mentioned in many earlier posts, but I guess some
of you don't have as much free time to read a.g.doom as I do ;).
There are two methods to get this effect. The first was created by the author
of Stones, Courtyard (can't remember actual name) and the fantastic RETURN01
episode. It also includes a test level to take on the new baddies (which I'm
thinking might make a good DeathMatch level too <G>).
Unfortunately I don't have quick access to track down the actual file names,
but they're located at ftp.uml.edu in the pub/incoming/id directory (I
think..) and I believe are called SPRITES2.ZIP and another file that might be
noted in the sprites2.txt file...
The other patch uses a 1.99 beta of Dehacked to alter the attributes, and I
have determined the actual file names for this as it's located @ alt.binaries.
doom . The file names are DHE199E.ZIP and DOOM_HOE.ZIP and are also located
at ftp.uml.edu in the pub/incoming/id group. This is a pretty quick way of
checking the DOOM II monsters out by simply loading the regular DOOM levels.
REMEMBER: You'll need the 1.6bt to use this hack as it contains the same
DOOM.EXE as DOOM II. It can be found at a few places including (I think <G>..)
ftp usis.com /pub/incoming/doom.
Hope this helps,
-Shriker
p.s. the above sites and directories are subject to error due to my reliance
on a memory that is headed on a collision course with Alzheimer's ! ;)