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Doom Editing Digest Vol. 01 Nr. 089
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #89
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 17 December 1994 Volume 01 : Number 089
deriving the magic formula for how you drop down
Doom ][ Gore FEST
Re: -avg option
Re: sound list
Re: -avg option
Re: .DXF and .DWG files
Re: .DXF and .DWG files
Re: sound list
Re: sound list
Re: screen shots
DOOM
----------------------------------------------------------------------
From: Kevin Way <kway@omni.voicenet.com>
Date: Thu, 15 Dec 1994 20:31:12 -0500 (EST)
Subject: deriving the magic formula for how you drop down
I don't really have time to find this out perfectly, so I'll give you
guys the physics behind it, and I'm sure someone will run with it.
horizontal velocity is constant, around 550 units/second. (horiz_v = 550)
once in the air, the player is NOT accelerated horizontally (horiz_a = 0)
the distance jumped (horiz_s = 136 (whatever, 136 just for this example))
you can use those to find the time spent midair using the equation:
T = horiz_s/horiz_v;
in this example, that makes T = .24727
okay, now you find out how far you actually dropped....
vertical acceleration (gravity) is around 1000 units/second. (vert_a = -1000)
vertical initial speed is usually 0, unless you're already jumping
(vert_vo = 0)
congratulations, you can now figure out how far you'll drop using the
formula: S = vert_vo * T + 1/2 (vert_a) T^2.
I made approximations on gravity and running speed based on my computer,
but these really don't matter as for what they are, as long as the
ratio's right, it doesn't matter if you make gravity 10000 and running
speed 5500, that's the same as gravity 100 and speed 55....
Good luck.
-Kevin Way
btw : if you had no idea how to do this before you read this message,
please give me some little inkling of credit. If you already knew how to
do this, then don't.
(the values 550 and 1000 appear to be within 9% of being correct, but I
can't be sure about that, and I don't have time to check perfectly)
------------------------------
From: chall@tcpet.uscg.mil
Date: Thu, 15 Dec 94 22:27:15 -0800
Subject: Doom ][ Gore FEST
Rise of the Triad looks like a cool game... for one reason.. it is a
major blood fest. Doom ][ can be as good. All I ask is that someone make a
graphic and sound patch for Doom ][ to replace the death scenes with bloody,
gut-spewing carnage. The death sounds on Doom ][ are too lame.. I
made a wad to replace these with sounds from the movie Aliens... Now the
possessed soldiers scream when they die and monsters hiss and screech. Doom
is a lot more "evil" with these sounds... all I need now is better
graphics.. Any responses... post to the list or e-mail me... mancubus1@aol.com
------------------------------
From: Christopher Michael Holland <cmhollan@socs.uts.edu.au>
Date: Fri, 16 Dec 1994 17:29:00 +1100 (EST)
Subject: Re: -avg option
Apparently Greg Lewis said :
>
> > Tomorrow we are having a doom comp, and I was wondering if anyone knows
> > if the 20min time limit the -avg option enforces can be changed to 10 or
> > 15 min by hacking the exe.
>
> Try using -timer 10 or -timer 15. -avg is equivalent to -timer 20.
>
> Greg
Thanks for that....this is not in the FAQ.....maybe SOMEONE should put it in..
hint, hint,
Chris.
------------------------------
From: giovanne@ccrs.emr.ca (Mark Giovannetti)
Date: Fri, 16 Dec 94 8:58:53 EST
Subject: Re: sound list
>
> I was wondering if anyone made a list of the doom sounds and
> what they are used for. Some are obvious, but others like the
>
> many thanks and happy x-mas
> brian
I recall that DoomCad 5.0 came with a util (nice one too) that displays
all the sprites, textures, flats and also plays the sounds. It's called
WADVIEW and uses windoze. One selects the name of the sound from a
scrolled list and it gets played through your sound card. The names
seem to start with DS* such as DSPISTOL.
- -mvg
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Fri, 16 Dec 1994 06:34:39 -0800 (PST)
Subject: Re: -avg option
Chris Holland said :
>
> Apparently Greg Lewis said :
> >
> > > Tomorrow we are having a doom comp, and I was wondering if anyone knows
> > > if the 20min time limit the -avg option enforces can be changed to 10 or
> > > 15 min by hacking the exe.
> >
> > Try using -timer 10 or -timer 15. -avg is equivalent to -timer 20.
> >
>
> Thanks for that....this is not in the FAQ.....maybe SOMEONE should put it in..
>
> hint, hint,
Why? It's in the README.EXE, or don't people read the docs that actually come
with their software?
------------------------------
From: dkrowlan <dkrowlan@vela.acs.oakland.edu>
Date: Fri, 16 Dec 1994 12:20:43 -0500 (EST)
Subject: Re: .DXF and .DWG files
>
> Does anybody know of an editor that will allow importing of .DXF files
> (for nodes and lindefs) to be used as the floorplan for a PWAD?
> It would be much nicer to be able to draw a map in AutoCAD and then
> import it into an editor for touch up (textures, floor & ceiling heights,
> etc....).....
GOD! Don't I wish! No one really has the right declare their editor
superior unless/until it can do this!! :)
------------------------------
From: dkrowlan <dkrowlan@vela.acs.oakland.edu>
Date: Fri, 16 Dec 1994 12:23:40 -0500 (EST)
Subject: Re: .DXF and .DWG files
>
>
>
> On Thu, 8 Dec 1994, Robert Forsman wrote:
>
> > "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu> ,in message <Pine.SUN.3.91.
> > 941208152832.20790A-100000@suntan>, wrote:
> >
> > > Does anybody know of an editor that will allow importing of .DXF files
> > > (for nodes and lindefs)
> > ^^^^ verts?
> >
> > No. What's the format?
> >
> Hell if I know. I just thought it would be nice to be able to draw a map
> in AutoCAD and import it (via a .DXF file) into an editor. Since AutoCAD
> has all the copy/mirroring/everything commands, it makes it much easier
> to draw. I believe .DXF's are raster images.
I'd also be happy to provide sample ACAD output files (there
are a number of formats) to any editor author(s) who feel they'll have
too much time on their hands over the holidays...
;)
------------------------------
From: Stanley Stasiak <stan@yarrow.wt.uwa.edu.au>
Date: Sat, 17 Dec 1994 02:19:52 +0800 (WST)
Subject: Re: sound list
>
> I was wondering if anyone made a list of the doom sounds and
> what they are used for. Some are obvious, but others like the
> switch sound are not (to me atleast). For instance the switch
> sound is used in the menu of doom and I'm not convinced it is
> the same switch sound for all switch linedefs. Some line defs
> seem to have a different switch sound than others (maybe it's
> just me). Even with the monsters, is the death (or pain) sound
> randomly picked from the two or three available? Anyone know?
> (haven't seen them new doomspecs yet, is it in there?)
That kinda reminds me of something I noticed.
Whenever a monster dies doom seems to modulate its death sound.
That is the sample gets played faster or slower.
I only noticed this while using those starwars sfx patches
(because there's so much speech in it)
Did anyone else notice this or is this a SB hiccup.
Also with doom 1.666+ I also noticed this m,odualtion for the player
sound death... especialy in deathmatch. It makes aplayer sound very weird
when he dies (the scream is almost at slowmo)
Anyone else notice this?
Stan.
------------------------------
From: tedv@geom.umn.edu
Date: Fri, 16 Dec 94 13:37:40 CST
Subject: Re: sound list
> That kinda reminds me of something I noticed.
> Whenever a monster dies doom seems to modulate its death sound.
> That is the sample gets played faster or slower.
> I only noticed this while using those starwars sfx patches
> (because there's so much speech in it)
> Did anyone else notice this or is this a SB hiccup.
I noticed this as well. Around a year a few months ago (during the
eternal DOOM wait) someone suggested this, actually. The modulation
of sounds actually makes things sound more realistic... It would sound
strange if you BFG'd about 20 pinkies and they all fell to the ground and
make exactly the same thud sound. They don't have enough space to have
a lot of different sounds for each death, but they can do this to make it
more realistic.
> Also with doom 1.666+ I also noticed this m,odualtion for the player
> sound death... especialy in deathmatch. It makes aplayer sound very weird
> when he dies (the scream is almost at slowmo)
> Anyone else notice this?
I noticed this as well. I believe this is a totally new sound, not just
sound modulation.
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)
------------------------------
From: MrHowse@aol.com
Date: Fri, 16 Dec 1994 15:14:19 -0500
Subject: Re: screen shots
> Does DoomEd support DOOM ][ yet? All of my WADs are for
> DOOM ][.
There's an update for the the THINGS.DEF that will make DOOMEd
DOOM ][-compatible. I think it's called DOOMEDEX.ZIP. It's at
orst and cdrom. Then just change the DOOMED.INI to look at
DOOM2.WAD and be sure to save all you files with MAPxx, and it
should work fine with DOOM ][.
This is with 2.6b4 and 3.0a. I dunno about the commercial version
(or if that is even out yet, I stopped using it after DEU and EdMap).
------------------------------
From: Tom.Holmes%224@satlink.oau.org (Tom Holmes)
Date: 16 Dec 94 15:26:07 -0500
Subject: DOOM
al> Could someone tell me what doom is ?
al> *****.:::::::.***** Captain Benjamin A. Thurston
It may please you to know that this individual has now been unsubscribed.
- --- Blue Wave/RA v2.12 [NR]
- --
|Fidonet: Tom Holmes 1:363/224
|Internet: Tom.Holmes%224@satlink.oau.org
|
| Standard disclaimer: The views of this user are strictly his own.
| From C.F.Satlink +1-407-240-7781 (ANSI or Vt-100 _required_).
------------------------------
End of doom-editing-digest V1 #89
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