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Doom Editing Digest Vol. 01 Nr. 037
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #37
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 4 November 1994 Volume 01 : Number 037
REJECT data problem
Re: Problem with a window
Re: DHE21.ZIP .....
Re: Screen shots of DEU 5.3
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From: Salporin@aol.com
Date: Thu, 3 Nov 1994 18:16:36 -0500
Subject: REJECT data problem
A friend of mine recently had a level he was making, and he completed it, but
the only problem was it played at a crawl. He of course knew he needed to
use REJECT, but that's where the problem arose. REJECT wouldn't compile the
REJECT data right for some strange reason. That's where I come in. He sent
me the level, and I tried REJECT, and it worked perfectly and now the level
flies. He has a 486DX2/66, and I have a measly 486SX/25. Has anyone
experienced this problem before? Any suggestions what might be the problem
with his machine?
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From: Geoff Coovert <CLCOOV0@UKCC.UKY.EDU>
Date: Thu, 03 Nov 94 18:52:49 EST
Subject: Re: Problem with a window
I have another question...
I've noticed that F_SKY1 ceilings make everything above them invisible
to an extent, so how do I get it to STOP doing this? I want to be able
to see a wall above, but not have to use lower floors (this is all in an
outside area) because I need that space for the inside.
ALSO- Is it possible to replace sprites (not just add new ones like
grenade2 does) without having it crash either at I_Init Playloop
or when you see the object (Bad V_draw column or the like)
AND without using DMADDS to replace the WHOLE thing....
I want to have replaced sprites, without a DHE patch, but if that's the only
way....:(
- -Geo
------------------------------
From: Piotr Kapiszewski <kapis-p@cedar.buffalo.edu>
Date: Thu, 3 Nov 1994 20:06:23 -0500 (EST)
Subject: Re: DHE21.ZIP .....
> ...May be on infant2, but it's currently in /pub/doom/incoming, not
> /pub/doom/NEWSTUFF, and can't be retrieved. We're all hosed until it
> gets moved into NEWSTUFF, I guess.
If you need a place to store them you can use:
darksun.cs.buffalo.edu (128.205.107.24)
/put/linux/Incoming
There is some cool Doom2 stuff in there too... ;-)
- --
Center of Excellence for Document Analysis and Recognition
MAIL: kapis-p@cs.buffalo.edu | FINGER: kapis-p@mirach.cs.buffalo.edu
http://www.cedar.buffalo.edu/~kapis-p/Home.html | PGP, HTTP
------------------------------
From: cgasparo@cymbal.aix.calpoly.edu
Date: Thu, 3 Nov 1994 17:13:03 -0800
Subject: Re: Screen shots of DEU 5.3
>Hello there!
>
>Since there have been several requests for preview pictures of DEU 5.3,
>I posted 5 GIF images on alt.binaries.doom. These screen shots were
>taken by Ted Vessenes in PCX format and I converted them. Both versions
>(GIF and PCX) are available on my ftp server (ftp2.montefiore.ulg.ac.be)
>in /pub/doom/deu/demo.
>
>Lots of thanks to Ted, because he did nearly everything for the new
>user interface. DEU 5.3 will be released "soon" (I know, you heard
>that before, but that's all I can say for now).
>-Raphael
They look great! Can't wait for it. What bugs are holding back the
release? Or is it just that not all the code is done?
Steve H.B.
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End of doom-editing-digest V1 #37
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