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Doom Editing Digest Vol. 01 Nr. 090
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #90
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 18 December 1994 Volume 01 : Number 090
Re: Crushing ceiling
Re: .DXF and .DWG files
Re: sound list
Re: DOOM
Re: sound list
Re: sound list
Editor Wish List
Re: .DXF and .DWG files
Re: Crushing ceiling
Re: Crushing ceiling
Re: Crushing ceiling
Re: sound list
Re: sound list
New Sprites
Re: sound list
Editor Wish List
Re: .DXF and .DWG files
----------------------------------------------------------------------
From: Stoney001@aol.com
Date: Fri, 16 Dec 1994 23:01:42 -0500
Subject: Re: Crushing ceiling
>> >a switch, and then one that'll stop it from a switch? I'm trying
>> >to create a "mouse trap" in a deathmatch level, but at the >> >moment I
have to have lines to walk accross to do this.
>>
>> Sounds like you need a copy of the Doom specs by your elbow.
>>
>> No. All crushers are W activated.
>I don't know about a S to stop a crushing ceiling, but check out >DOOM ][
>level 6. That DEFINATELY has a S1 Start Crush.
>
>
In DOOM II level 14 a crushing ceiling is stopped by activating a door...
------------------------------
From: Tim Dedischew <kfdedisc@vela.acs.oakland.edu>
Date: Sat, 17 Dec 1994 00:54:21 -0500 (EST)
Subject: Re: .DXF and .DWG files
I am working on a program to convert back and forth between .dxf and
.wad . It currently can read lines, arcs, and circles from a .dxf file
and create the linedefs for the level. (it converts circles/arcs to
ngons)
Converting a level to a dxf is proving more difficult because I
can't find a way to embed the linedef, sidedef, and sector info. Anyone
know a way to attach this info to an entity?
- Tim
------------------------------
From: "WILE E. COYOTE-SUPERGENIUS" <MEMKEN@ewu.edu>
Date: Fri, 16 Dec 1994 23:32:44 -0800 (PST)
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.
After swapping quite a bit of dialog lines for screams, I'm inclined to think
that the "different death sounds" are just some kind of bug in the Doom sound
engine. The sounds only appear to be different in certain instances because
they have been sped up momentarily. This seems to happen most when there are
many sounds occuring at the same time, such as when you someone dies as
a result of a stack of 10 rockets launched at them by different people while
Bob. over here in the corner, trips a switch and releases a bunch of noisy
monsters into the same room. The distortion also happens for all the other
sounds as well. Anyone else have some input?
- ---------------------------------------------------------------------------
M.E. | "RAAAAAOOOOORRRRRRRWWWWWWWGGGGGGGGG!!!" -Slow motion Kato
memken@ewu.edu| attack
- ---------------------------------------------------------------------------
------------------------------
From: "WILE E. COYOTE-SUPERGENIUS" <MEMKEN@ewu.edu>
Date: Fri, 16 Dec 1994 23:54:36 -0800 (PST)
Subject: Re: DOOM
>Could someone tell me what doom is ?
>
>Benjamin A. Thurston benjamin@ctron.com
>
> __
Doom (doom) n. 1. A consumer of all freetime also known to cause a decline
in the GPAs of all who look upon it. 2. A mental affectation
which causes one to look around all corners within a building
carefully before preceeding. 3. For some, a substitute for
a stable relationship. 4. A good reason to get fired for
bogging down the network. 5. A bad reason to get fired for
bogging down the network. 6. A way for the common man to
express discontent at his co-worker without actually going
to work sporting a power tie, fine leather briefcase, and
a board with a nail through it.
- -----------------------------------------------------------------------
M.E. | FRAT by Calvin Klein
memken@ewu.edu | [Available in fine department stores]
- -----------------------------------------------------------------------
------------------------------
From: tedv@geom.umn.edu
Date: Sat, 17 Dec 94 4:17:10 CST
Subject: Re: sound list
> After swapping quite a bit of dialog lines for screams, I'm inclined to think
> that the "different death sounds" are just some kind of bug in the Doom sound
> engine. The sounds only appear to be different in certain instances because
> they have been sped up momentarily. This seems to happen most when there are
> many sounds occuring at the same time, such as when you someone dies as
> a result of a stack of 10 rockets launched at them by different people while
> Bob. over here in the corner, trips a switch and releases a bunch of noisy
> monsters into the same room. The distortion also happens for all the other
> sounds as well. Anyone else have some input?
What if you stand in front of a wall and hit space bar repeatedly? Your
guy changes his grunts. There are no other sounds going on. And it's
also not a screwy doplar (sp?) effect, because you're not moving.
- -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: rrward@netcom.com (Richard Ward)
Date: Sat, 17 Dec 1994 02:39:35 -0800 (PST)
Subject: Re: sound list
> > After swapping quite a bit of dialog lines for screams, I'm inclined to think
> > that the "different death sounds" are just some kind of bug in the Doom sound
> > engine. The sounds only appear to be different in certain instances because
> > they have been sped up momentarily. This seems to happen most when there are
> > many sounds occuring at the same time, such as when you someone dies as
> > a result of a stack of 10 rockets launched at them by different people while
> > Bob. over here in the corner, trips a switch and releases a bunch of noisy
> > monsters into the same room. The distortion also happens for all the other
> > sounds as well. Anyone else have some input?
>
> What if you stand in front of a wall and hit space bar repeatedly? Your
> guy changes his grunts. There are no other sounds going on. And it's
> also not a screwy doplar (sp?) effect, because you're not moving.
Some monsters (most humans - save Nazis - and imps) have multiple death and
pain sounds. Some monsters (almost all the rest) have only one
hello/pain/death sound. For monsters with multiple sounds DOOM first chooses
which sound it wants and them modulates it. For monsters with one sound (of
each type) DOOM simply modulates the sound needed (I think the bosses don't
get modulated but I'm not certian).
There are two different player death sounds (give NWT a whirl) abd I think the
"high scream" is used for high-damage deaths (just short of a "splatter").
There is a bug in the sound code for some soundcard (like the PAS) which
causes sounds to get clipped and garbled if there are a lot of sounds going on
at once. This bug does not effect DOOM's modulations of sounds, however.
Richard
------------------------------
From: genghis@ilces.ag.uiuc.edu (Scott Coleman)
Date: Sat, 17 Dec 1994 09:25:29 -0600 (CST)
Subject: Editor Wish List
> 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!! :)
BAH! What *I* really want is a utility which will let me plop a drawing
(such as a hand-sketched map layout) into a scanner, scan in the image,
and convert it into a proto-.WAD file containing vertices and linedefs
and sectors. You would then go in and modify floor and ceiling heights
as well as textures, build the BSP tree and BLOCKMAP, and boom! you're
done! It would save a LOT of time cobbling levels together, especially
for complex/curved patterns (imagine making a level layout in the shape
of a BioHazard symbol from scratch by hand - even such a relatively
simple shape is paintaking drudgery for current WAD editors). With a
utility like this, people could make WAD layouts from real-world
floorplans with ease, and even more interesting things (how about an
NCC-1701 WAD, scanned from the Star Trek blueprints?)
Oh, and while we're on the subject of superior editors, no editor should
be able to claim itself "superior" until it can cut and paste sections
from other WADs easily and intuitively.
Any of you editor authors out there up to it? ;-)
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 17 Dec 1994 10:58:49 EST
Subject: Re: .DXF and .DWG files
dkrowlan <dkrowlan@vela.acs.oakland.edu> ,in message <199412161723.AA18055@Vela
.ACS.Oakland.Edu>, wrote:
> 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...
Yo. Drop them in /incoming on ftp.cis.ufl.edu and tell me the exact names.
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 17 Dec 1994 11:46:46 EST
Subject: Re: Crushing ceiling
Stoney001@aol.com ,in message <941216230142_8272183@aol.com>, wrote:
> In DOOM II level 14 a crushing ceiling is stopped by activating a door...
Nope, it's stopped by walking over a linedef 74 (WR) on the way to the
door.
(I love having a mission viewer that works under X. No more "boot DOS to
check that linedef").
------------------------------
From: Stoney001@aol.com
Date: Sat, 17 Dec 1994 12:36:03 -0500
Subject: Re: Crushing ceiling
> In DOOM II level 14 a crushing ceiling is stopped by activating a door...
Nope, it's stopped by walking over a linedef 74 (WR) on the way to the
door.
(I love having a mission viewer that works under X. No more "boot DOS to
check that linedef").
You're absolutely right, of course. I opened the level to check it after I
posted that message, thinking that I wasn't really sure about the trigger,
afterall.
------------------------------
From: <jdh15@po.cwru.edu>
Date: 17 Dec 1994 18:09:21 GMT
Subject: Re: Crushing ceiling
> (I love having a mission viewer that works under X. No more "boot DOS to
> check that linedef").
What is a "mission viewer"?
Is it like an editor?
Or is at a 3D-preview utility?
Anyway, where can I get one that works under X???
Thanks,
- -j
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Wer immer strebend sich bemueht, den koennen wir erloesen"
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- -Goethe
Jeremy Holland
jdh15@po.cwru.edu
Case Western Reserve University
------------------------------
From: "WILE E. COYOTE-SUPERGENIUS" <MEMKEN@ewu.edu>
Date: Sat, 17 Dec 1994 11:19:42 -0800 (PST)
Subject: Re: sound list
>> > After swapping quite a bit of dialog lines for screams, I'm inclined to think
>> > that the "different death sounds" are just some kind of bug in the Doom sound
>> > engine. The sounds only appear to be different in certain instances because
>> > they have been sped up momentarily. This seems to happen most when there are
>> > many sounds occuring at the same time, such as when you someone dies as
>> > a result of a stack of 10 rockets launched at them by different people while
>> > Bob. over here in the corner, trips a switch and releases a bunch of noisy
>> > monsters into the same room. The distortion also happens for all the other
>> > sounds as well. Anyone else have some input?
>>
>> What if you stand in front of a wall and hit space bar repeatedly? Your
>> guy changes his grunts. There are no other sounds going on. And it's
>> also not a screwy doplar (sp?) effect, because you're not moving.
>
>Some monsters (most humans - save Nazis - and imps) have multiple death and
>pain sounds. Some monsters (almost all the rest) have only one
>hello/pain/death sound. For monsters with multiple sounds DOOM first chooses
>which sound it wants and them modulates it. For monsters with one sound (of
>each type) DOOM simply modulates the sound needed (I think the bosses don't
>get modulated but I'm not certian).
>
>There are two different player death sounds (give NWT a whirl) abd I think the
>"high scream" is used for high-damage deaths (just short of a "splatter").
>
>There is a bug in the sound code for some soundcard (like the PAS) which
>causes sounds to get clipped and garbled if there are a lot of sounds going on
>at once. This bug does not effect DOOM's modulations of sounds, however.
Whoops! Had too much of that 2 am logic going and forgot about the multiple
sounds, usually two or three you can replace for the frequent actions of
some monsters. And yeah, the last time I noticed the modulation bug was
when I had a PAS. Think I'll change my handle to "Dork the Big". One thing
that did bug me, though was that the computer randomly assigns the different
sounds to monsters in different positions with the same position always
playing back the same sound. The result was always an unbalanced spread,
especially irritating with dialog bites. Anyone that is enough of a hack to
fix that problem either knows too much and should be killed, or apparently
has no job.
- --------------------------------------------------------------------------
M.E. | FRAT by Calvin Klein
memken@ewu.edu | [Available in fine department stores]
- --------------------------------------------------------------------------
------------------------------
From: hsimpson@unixg.ubc.ca (Enigma)
Date: Sat, 17 Dec 1994 11:20:52 -0800
Subject: Re: sound list
>monsters into the same room. The distortion also happens for all the other
>sounds as well. Anyone else have some input?
(Quote kept short) In my opinion, this changing of playback speed is a
deliberate attempt to alter the way a sound "sounds" so that the replaying
of the same sounds over and over does not become monotonous. The snorting of
imps from a distance does this. "gnirt-gnort-gnort-gnirt" As do the cries of
demons.
***************************************************************************
???siht-gnidaer-uoy-era-yhw-edam-reve-emag-tseb-eht-si-mood-egassem-terces
enigma <hsimpson@unixg.ubc.ca> Please direct flames to bgates@microsoft.com
***************************************************************************
------------------------------
From: Peter Fleming <pfleming@eros.otago.ac.nz>
Date: Sun, 18 Dec 1994 11:59:17 +1300 (NZDT)
Subject: New Sprites
Hello,
Im about to hire a digital camera, and snap shots of my friends in
weird costumes (about 60 per), to edit and then use em in my DOOM ][ wads.
But i don't know much about Sprite-editing and Digital photography, has
anyone else done this? Has anyone got information and advice for me.
Of course any patches i get that work out well, will be posted at orst.
and will add to the body of useful source material.
thanks
- -billy
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Sat, 17 Dec 1994 15:06:03 -0800 (PST)
Subject: Re: sound list
While E. Cyote, Super Genius spake thusly:
> Richard Ward, smarter than the average bear wrote: (I wrote that, not Wiley)
> >
> >Some monsters (most humans - save Nazis - and imps) have multiple death and
> >pain sounds. Some monsters (almost all the rest) have only one
> >hello/pain/death sound. For monsters with multiple sounds DOOM first chooses
> >which sound it wants and them modulates it. For monsters with one sound (of
> >each type) DOOM simply modulates the sound needed (I think the bosses don't
> >get modulated but I'm not certian).
[snip]
> >There is a bug in the sound code for some soundcard (like the PAS) which
> >causes sounds to get clipped and garbled if there are a lot of sounds going on
> >at once. This bug does not effect DOOM's modulations of sounds, however.
>
> Whoops! Had too much of that 2 am logic going and forgot about the multiple
> sounds, usually two or three you can replace for the frequent actions of
> some monsters. And yeah, the last time I noticed the modulation bug was
> when I had a PAS. Think I'll change my handle to "Dork the Big". One thing
> that did bug me, though was that the computer randomly assigns the different
> sounds to monsters in different positions with the same position always
> playing back the same sound. The result was always an unbalanced spread,
> especially irritating with dialog bites. Anyone that is enough of a hack to
> fix that problem either knows too much and should be killed, or apparently
> has no job.
Actually, DOOM does not have _any_ truly random events (random() functions
take a lot of machine cycles to complete). Last I heard the DOOM.EXE file had
to large sets of numbers burried in it, one was a set of precalculated
floating point numbers and the other _apeared_ to be a large set of "random"
numbers. This was in the Unnoficial DOOM Specs or something. The fact that
.LMP files only contain player movement/action information and nothing at all
about the environment proves that monster actions are not random in any way
(monster "x" will always react the same if you do motion "y" in _exactly_ the
same spot each time). It would not surprise me if _nothing_ at all was random.
Back to the original topic: Does anyone have a complete sound list or am I
going to be forced to make one?
Richard
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sat, 17 Dec 1994 11:11:00 -0500
Subject: Editor Wish List
- -> Oh, and while we're on the subject of superior editors, no editor
- -> should be able to claim itself "superior" until it can cut and paste
- -> sections from other WADs easily and intuitively.
- ->
- -> Any of you editor authors out there up to it? ;-)
DoomCAD has a template cut and paste.
matt tag
- ---------------------------------------------------------------
PC-Ohio PCBoard PO Box 21411
The Best BBS in America South Euclid OH 44121
DATA: 216-381-3320 pcohio.com FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sat, 17 Dec 1994 10:25:00 -0500
Subject: Re: .DXF and .DWG files
DO>>
DO>> Does anybody know of an editor that will allow importing of .DXF files
DO>> (for nodes and lindefs) to be used as the floorplan for a PWAD?
DO>> It would be much nicer to be able to draw a map in AutoCAD and then
DO>> import it into an editor for touch up (textures, floor & ceiling heights,
DO>> etc....).....
DO>GOD! Don't I wish! No one really has the right declare their editor
DO>superior unless/until it can do this!! :)
The 3D library that DoomCAD uses has DXF import routines built into it.
I could add this feature pretty easily, but I was wondering how I'd handle
the occurence of someone creating an 'illegal' Doom level (catwalks, etc)
in AutoCAD and importing it.
matt tag
author: DoomCAD
- ---
þ OLX 2.1 TD þ Stamp out and eradicate superflous redundancies!
- ---------------------------------------------------------------
PC-Ohio PCBoard PO Box 21411
The Best BBS in America South Euclid OH 44121
DATA: 216-381-3320 pcohio.com FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
End of doom-editing-digest V1 #90
*********************************