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Doom Editing Digest Vol. 01 Nr. 001

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Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #1
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 12 October 1994 Volume 01 : Number 001


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

From: Gregory Alan Lewis <gregl@umich.edu>
Date: Mon, 10 Oct 1994 22:50:23 -0400 (EDT)
Subject: Coop DM exits

I'm curious about a question that's been bugging me. How important (to
those of you who play DM) are co-op deathmatch exits? Is it a hindrance
("OK, don't shoot me THIS time and we can exit!") or an improvement
("That @&%# Dayglo hit the exit again!")? I personally don't find much
to 'em, but if a lot of people like them I will leave it in. Or, if a
lot of people don't like 'em, I'll disarm it. Any comments?

Tree
Author, TREE3.WAD
Author, DeHackEd


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

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Mon, 10 Oct 1994 21:19:37 -0600 (MDT)
Subject: Re: Coop DM exits

On Mon, 10 Oct 1994, Gregory Alan Lewis wrote:

> I'm curious about a question that's been bugging me. How important (to
> those of you who play DM) are co-op deathmatch exits? Is it a hindrance
> ("OK, don't shoot me THIS time and we can exit!") or an improvement
> ("That @&%# Dayglo hit the exit again!")? I personally don't find much
> to 'em, but if a lot of people like them I will leave it in. Or, if a
> lot of people don't like 'em, I'll disarm it. Any comments?
>
Personally, I hate them.. All I do in my wads is I CLEARLY mark the exit.
If some asshole wants to prematurely end a Death Match session, then so
be it.. (I just won't play him any more..) Typicaly I will just add a
room off of somewhere with the old EXIT sign overhead.. If someone exits
the game, it's not by accident. I played a WAD once where the Exit was
unmarked) My friend and I hit that thing a few times.. Annoying! It was
out in the open.. Well, That answers your question!
- --------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca
I Wargame, therefore I am..o
- --------------------------------------------------------------------------------


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

From: Herve.Benvel@inria.fr
Date: Tue, 11 Oct 94 10:41:46 GMT
Subject: Re: GUS Instrument Mapping in DOOM II

Christian Antkow said:
|>
|> Does anyone know how I can map different insruments for the GUS in my
|> PWAD??? Also on that note, does anyone know that the instrument map is?

OK. All you need is a DMXGUS resource, which includes a copy of the DMXGUS.INI
file. This file is pretty much the same as your ultrasnd patch caching file
(errr can be found in \ultrasnd\midi I think).

You can of course use the one provided with Doom and adapt it to your taste.
What it does is indicate what patch will correspond to a given MIDI instrument.
There are 4 columns, each correspnoding to a given GUS memory setting (256, 512,
768, 1024.) Depending on the available RAM, more or less patches can be loaded.

Or has it changed with Doom2? Didn't check yet...

|> Also, what are the list of D_(MUSIC) associated with each level?
|> I've discerned that D_RUNNIN is the music for MAP01 and probably
|> others? Any help would be appreciated as I'm presently composing music for
|> my new DOOM II wad and would like to music to be a faithful reproduction
|> and not have DOOM II munge it...

Cordialement/cordially,
- --hervé Benvel
www M. Benvel Hervé, Herve.Benvel@inria.fr
(o o)
oOO--(_)--OOo-- Tel [*]: 39635304, Fax [*]: 39635330
I am still a [*] Tel/Fax prefixes: Foreign: 33 1, Province : 16 1
comp. sci. sdt. Bureau 1309a, Bat. 13, INRIA Rocquencourt, BP 105,
- --------Oooo.-- 78153 Le Chesnay Cedex, France
.oooO ( )
( ) ) / For futher details: finger benvel@astree.inria.fr
( (_/
_) ** PC+GUS+Doom: best match, ever! **


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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Tue, 11 Oct 94 07:38:21 CDT
Subject: Re: Coop DM exits

Co-operative exits are a real annoyance, just like having no
exit at all is a real annoyance. We typically know how long we can play
so when the time is about up one of us hits the exit. A clearly marked
exit is sufficient in all cases. Now, the exit could be at the top of
a mile high lift or behind 20 doors to make it a little inconvenient as
long as only one person is needed to reach the exit.

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."

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

From: Olivier Montanuy <montanuy@lannion.cnet.fr>
Date: Tue, 11 Oct 1994 13:34:10 +0100
Subject: pb de son. (je suis un ane)

Je crois que j'ai merdouille avec le son de mon Alien-TC.
tu peux verifier si ca se passe bien come l'alien-tc originel?

pb: j'ai du couper des parties de son, because DMAUD triche sur
la longueur des entry dedies au son... alors apres DeuTex s'y retrouve
plus.
J'aimerais avoir confirmation. je vais tenter de reloader le son originel
de alien-tc la ou tu sais...

Olivier


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

From: Herve.Benvel@inria.fr
Date: Tue, 11 Oct 94 14:01:42 GMT
Subject: Re: pb de son. (je suis un ane)

ok je te fais ca ce soir...
Mais pbm c'est que je n'ai pas l'alien d'origine... :)))

Cordialement/cordially,
- --hervé Benvel
www M. Benvel Hervé, Herve.Benvel@inria.fr
(o o)
oOO--(_)--OOo-- Tel [*]: 39635304, Fax [*]: 39635330
I am still a [*] Tel/Fax prefixes: Foreign: 33 1, Province : 16 1
comp. sci. sdt. Bureau 1309a, Bat. 13, INRIA Rocquencourt, BP 105,
- --------Oooo.-- 78153 Le Chesnay Cedex, France
.oooO ( )
( ) ) / For futher details: finger benvel@astree.inria.fr
( (_/
_) ** PC+GUS+Doom: best match, ever! **


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

From: Herve.Benvel@inria.fr
Date: Tue, 11 Oct 94 14:19:52 GMT
Subject: Re: wooops!

Ouch! Painful to admit, I cannot use this mailer...

Sorry for posting directly to the list. That was clearly not
what I had in mind when posting last message...


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

From: Chainsaw Jim <jimu@point.cs.uwm.edu>
Date: Tue, 11 Oct 1994 18:11:58 -0500 (CDT)
Subject: Re: Coop DM exits

> I'm curious about a question that's been bugging me. How important (to
> those of you who play DM) are co-op deathmatch exits? Is it a hindrance
> ("OK, don't shoot me THIS time and we can exit!") or an improvement
> ("That @&%# Dayglo hit the exit again!")? I personally don't find much
> to 'em, but if a lot of people like them I will leave it in. Or, if a
> lot of people don't like 'em, I'll disarm it. Any comments?

Hate them with a passion...
...almost as much as I hate maps sans exit...
...which I detest almost as much as I hate unmarked exits.

Jim Urbas
Co-Author, Deathmatch Wad Ranking (finger jdicke@carroll1.cc.edu for the list)

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

From: rrward@netcom.com (Richard Ward)
Date: Tue, 11 Oct 1994 19:25:53 -0700 (PDT)
Subject: Node/Reject Builders

Well, I've done it again. My first map (RRWARD01.WAD) blew up DEU versions
5.1 and 5.2 (only 5.2gccc saved my butt). Now I've blown up IDBSP12d (the one
with the DOS extender in it). My map is somewhere around 690 sectors (it's
big, believe me) and if I add any more sectors, IDBSP blows up when trying to
build the nodes (gives me some long exception error message (probably the DOS
extender)). If anyone knows of a good NODES/REJECT builder that can handle
monster WAD files, let me know.

Richard


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

From: "S. McCrea" <sm@eng.cam.ac.uk>
Date: Wed, 12 Oct 1994 3:31:05 BST
Subject: Re: pb de son. (je suis un ane)

Olivier Montanuy wrote:
>
> Je crois que j'ai merdouille avec le son de mon Alien-TC.
> tu peux verifier si ca se passe bien come l'alien-tc originel?
>
> pb: j'ai du couper des parties de son, because DMAUD triche sur
> la longueur des entry dedies au son... alors apres DeuTex s'y retrouve
> plus.
> J'aimerais avoir confirmation. je vais tenter de reloader le son originel
> de alien-tc la ou tu sais...
>
C'est vrai. Tu est un ane. Nous ne comprenons pas un seul mot.
Mais si vous parlez Anglais, peut-etre nous pouvons vous aider.

Actuellement, je comprends tous que vous avez dit. :)
But I don't think you really meant to send this to doom-editing, non?

Arrivederci, Auf weidersehen, etc.

Steve.

PS Mashite oh yobi dess ka dozo. Sono keki wa, ja aku dess.



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

From: Fred Bradley <fjbradley@peseta.ucdavis.edu.ucdavis.edu>
Date: Tue, 11 Oct 1994 10:41:45 -0700 (PDT)
Subject: Re: UNSCRIBE

UNSCRIBE

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

From: phares@dg-rtp.dg.com (Rand Phares)
Date: Tue, 11 Oct 1994 16:44:09 -0400
Subject: deu5.3?

Any idea when deu5.3 will be released? According to previous mail,
this version will be capable of editing/creating Doom 2 levels.

thanx

rand

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

From: gt3026a@prism.gatech.edu
Date: Tue, 11 Oct 1994 13:49:39 -0400 (EDT)
Subject: Deu for Doom2

Where is the new version of Deu that is compatible with the doom2
WADfiles? I thought it was coming out Oct 10, and here it is the 11th...

Todd


- --
"Beep Beep" said the Road Runner.

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

From: Osku Salerma <osku@snafu.muncca.fi>
Date: Tue, 11 Oct 1994 21:34:55 +0200 (EET)
Subject: Offset of gamma table in 1.666 exe

Does anyone know what's the offset for gamma tables in the doom 1.666
exe? I made a little program that disables gamma correction in doom,
therefore making it impossible to cheat that way, and I'd like to use
it in 1.666 too. Are there new specs released for 1.666?

- --
"His name is Lonnie but the villagers have a nickname for him."
"Larry?" | Osku Salerma | osku@muncca.fi
"No, they call him the Horrible Beast, and since being bitten by a werewolf,
they've been much harder on him." - Brad Linaweaver.

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

From: Olivier Montanuy <montanuy@LANNION.cnet.fr>
Date: Tue, 11 Oct 1994 18:37:08 +0100
Subject: DeuTex compatible with DOOM2 ???

First, my applologies for sending the previous message.
( It seems that Herve and I still have lots of things to
learn about our respective mailers.)

Then the info: paolo@netcom.com has reported to me that DeuTex worked
great with DOOM2.
Can anyone confirm this?
(I can't DOOM2 is too expensive here, I have to mail order it).

By the way, paolo said he was working of a texture composer for DeuTex,
from my old attempt in Visual Basic :-)

Olivier Montanuy
The Boring (and Flying too) Frenchman
Author of DeuTex and DeuSF.




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

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Tue, 11 Oct 1994 11:36:42 -0600 (MDT)
Subject: Re: pb de son. (je suis un ane)

On Tue, 11 Oct 1994 Herve.Benvel@inria.fr wrote:

> ok je te fais ca ce soir...
> Mais pbm c'est que je n'ai pas l'alien d'origine... :)))
>

Ok, I sent one of these guys a private message but this is the second
one.. I believe we are all in agreement that English is the accepted
standard for the Doom Editing List? Please put your stuff in English or
send it E-Mail. Nuff said..

- --------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca
I Wargame, therefore I am..o
- --------------------------------------------------------------------------------


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

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Tue, 11 Oct 1994 11:34:16 -0600 (MDT)
Subject: Re: Coop DM exits

On Tue, 11 Oct 1994, Robert Fenske Jr wrote:

> Co-operative exits are a real annoyance, just like having no

Good.

> exit is sufficient in all cases. Now, the exit could be at the top of
> a mile high lift or behind 20 doors to make it a little inconvenient as
> long as only one person is needed to reach the exit.
>

But what's the point? Why do this? Just put up a sign, put a door behind
the sign, put a switch behind the door... Why make it difficult? Why put
a million doors or a rediculous mega lift that one has to wait around
for? If you both decide its time to leave, say so (we DO have a chat
function). If one person hits it by mistake...Well it can't happen... See
the sign? Anyways, I just think that the exit should be obvious and
accessible to all without hinderance.
- --------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca
I Wargame, therefore I am..o
- --------------------------------------------------------------------------------


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

From: Stephen Wassell <SWassell@sv.span.com>
Date: Sun, 09 Oct 94 19:41:33 GMT
Subject: Re: Passing hallways (over and under)

In article <199410091304.AA11764@vita.daimi.aau.dk> you write:
>
>I have seen a lot of wads where hallways pass
>each other in different heights by making a gap you can jump over.
>This way it looks like you can pass both over and under the same
>place. The problem is that when you go through the upper
>hallway, you can let yourself fall to the lower level.

...

>why not make the mid sector (marked seen from above) into a combination
>of a door and a lift?
>This should be done so that the two N and S linedefs makes the mid sector
>lower as a lift, and the W and E sectors makes the mid sector open as a door.

...

I've used crossing pathways in my COOPERS.WAD, but with a slightly different
technique:

| |
| |
- ----+====+----
|| ||<------ a door
- ----+====+----
| |
| |

Here, walking onto one of the passages closes the other's doors and opens
it's own. This lets you add a bit (more?) surrealism by having both the
passages on the same level, and it can't be blocked by a stray monster.
The only problem is that this is a bit harder to implement than the lift
sort.

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell 8 Caithness Close, Oakley,
\____ \ \ \/\/ / SWassell@sv.span.com Basingstoke, Hants,
(_____/ \_/\_/ Try coopers.wad! RG23 7NG, England.


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

From: mark.mathews@channel1.com (Mark Mathews)
Date: Wed, 12 Oct 94 06:51:00 -0400
Subject: Node/Reject Builders

- -> Well, I've done it again. My first map (RRWARD01.WAD) blew up DEU
- -> versions 5.1 and 5.2 (only 5.2gccc saved my butt). Now I've blown up
- -> IDBSP12d (the one
- -> with the DOS extender in it). My map is somewhere around 690 sectors
- -> (it's big, believe me) and if I add any more sectors, IDBSP blows up
- -> when trying to build the nodes (gives me some long exception error
- -> message (probably the DOS extender)). If anyone knows of a good
- -> NODES/REJECT builder that can handle monster WAD files, let me know.
- ->
- -> Richard

I ported BSP12X and IDBSP to OS/2 2.1. Do you want to try these?
Let me know.

Mark Mathews

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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Wed, 12 Oct 1994 14:46:24 +0100
Subject: DMADDS 1.1 / HOE

I apologize for not having released DMADDS 1.1 yet. It's
ready, but I'm still hoping to include the HOE files
as well. As there is no HOE distribution in germany yet,
and as some people should have received their copy from
GT now, it would be very nice if anybody could provide
me a uuencoded zip copy of the *directory* (no, not the
complete IWAD ;-). Even an ASCII dump will do.

I need this to provide the empty_f/s etc. DWADs for HOE (I'm
not tempted to hack all the sprite frames from the State
Table, and I don't know how I should guess any floors :).

In addition, if anybody has experience on 1.666 PWADs
with commercial HOE yet, I would like to know about
missing textures and other resources (i.e. have been in
1.2/1.666, but not included in HOE). If possible, I would
like to include a merge.wad with DMADDS 1.1 that will
merge all 1.666 and HOE resource into one large IWAD.

The idea is: rename doom2.wad (merged) to doom.wad, and load
any ExMx PWADs (even if HOE things are used). This will
save 2.2 MB sprites which are in HOE and 1.666 both, and
all other duplicate sounds, musics, textures, flats etc.

If anybody already tried this, and suceeded (or if this
will obviously fail), please let me know. Up to know, this
is all wishful thinking, due to the lack of HOE in this
country :-O.


B.


P.S.: For all those waiting for DMADDS 1.1 to release 1.666
sprite PWADs, or unable to use ALIENS 1.0 etc. with 1.666 DOOM.WAD,
just put *any* sprite into the sprite distribution PWAD
for PBUL, PSHE, BAL3/4/5/6 using DMGRAPH 1.1. This has been
done already (e.g. Aliens TC). As long as those 1.2 sprites
*are* in the PWAD, DMADDS 1.0beta won't look for them in the 1.666
IWAD, and there won't be any problems.


- ---------------------------------------------------------------
Bernd Kreimeier THIS SPACE INTENTIONALLY
bernd@nero.uni-bonn.de LEFT BLANK ...
- ---------------------------------------------------------------

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

From: Chainsaw Jim <jimu@point.cs.uwm.edu>
Date: Wed, 12 Oct 1994 10:41:08 -0500 (CDT)
Subject: Re: DMADDS 1.1 / HOE

> it would be very nice if anybody could provide
> me a uuencoded zip copy of the *directory* (no, not the
> complete IWAD ;-). Even an ASCII dump will do.
>
> I need this to provide the empty_f/s etc. DWADs for HOE (I'm
> not tempted to hack all the sprite frames from the State
> Table, and I don't know how I should guess any floors :).

Why should DMADDS be looking for individual graphic lumps anyway?

Correct me if I'm wrong here, but couldn't it have just copied all
the lumps between the S/F_START and S/F_END in the user's copy of
doom.wad/doom2.wad, instead of looking for individual lumps
like PBUL, PSHE? Assuming this works, there never would have
been the incompatibility problem with 1.666 or HOE.

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 12 Oct 1994 12:09:33 EDT
Subject: Re: DMADDS 1.1 / HOE

Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de> ,in messa
ge <199410121346.OAA05839@golem.nero.uni-bonn.de>, wrote:

> In addition, if anybody has experience on 1.666 PWADs
> with commercial HOE yet, I would like to know about
> missing textures and other resources (i.e. have been in
> 1.2/1.666, but not included in HOE).

LOTS of textures are missing. I made a few attempts to create a PWAD that
would provide the DOOM I textures for a DOOM I PWAD, but the game engine
would lock a few lines after the [.............] stage. I have a feeling
it's demanding certain textures for the inter-mission screens and tactical
border. I haven't checked my beta 1.666 UDS to see if it documents these or
not.

> If possible, I would
> like to include a merge.wad with DMADDS 1.1 that will
> merge all 1.666 and HOE resource into one large IWAD.

I tried merging the textures from 1 and 2. It didn't work. Please try
again. I might have done something stupid.

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

End of doom-editing-digest V1 #1
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