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Doom Editing Digest Vol. 01 Nr. 047

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #47
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 10 November 1994 Volume 01 : Number 047

Strange Message with IDCLIP in DOOM I
Re: Invisible stairs
Re: Strange Message with IDCLIP in DOOM I
Re: Strange Message with IDCLIP in DOOM I
Re: Strange Message with IDCLIP in DOOM I
Re: Solid object demo
Re: Get me off this list
Re: Get me off this list
Re: doom-esses..
Best editor for DOOM ][
Re: Get me off this list
Re: 'Smear' effect; why and how to alleviate?
Sliding Doors
Sound FX Tools for DOOM II?
Re: Get me off this list
Re: Get me off this list
Re: Get me off this list
Re: Invisible stairs
Re: Strange Message with IDCLIP in DOOM I
Re: Sliding Doors
Re: 'Smear' effect; why and how to alleviate?
Re: Sound FX Tools for DOOM II?
Re: Sliding Doors

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

From: btodorof@hmc.edu (Brian Todoroff)
Date: Wed, 9 Nov 1994 18:25:44 -0800
Subject: Strange Message with IDCLIP in DOOM I

I was back playing DOOM I today and accidentaly hit IDCLIP. It gave me the
message ALL MARKERS REMOVED. Anyone have any idea what this means?

Brian Todoroff
Harvey Mudd College
Class of '97
btodorof@hmc.edu



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

From: sky@verity.com (Sky Golightly)
Date: Wed, 9 Nov 1994 18:29:00 -0800
Subject: Re: Invisible stairs

> On Nov 9, 19:59, Balur1@aol.com wrote:
> I seem to recall that awhile back there was a wad file that demonstrated a
> way to make invisible stairs...anyone know how this was accomplished (As I no
> longer have the wad.)?
>-- End of excerpt from Balur1@aol.com

newtech.wad illustrates how to do this. Look in

<ftp-site>:/pub/doom/wad_edit/misc/newtechn.zip # Example wad
<ftp-site>:/pub/doom/wad_edit/misc/newtechn.txt # < lucid description

E-mail me if you can't find it.

- -- sky

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

From: sky@verity.com (Sky Golightly)
Date: Wed, 9 Nov 1994 18:31:00 -0800
Subject: Re: Strange Message with IDCLIP in DOOM I

> On Nov 9, 18:25, Brian Todoroff wrote:
> I was back playing DOOM I today and accidentaly hit IDCLIP. It gave me the
> message ALL MARKERS REMOVED. Anyone have any idea what this means?
>
> Brian Todoroff
> Harvey Mudd College
> Class of '97
> btodorof@hmc.edu
>
>-- End of excerpt from Brian Todoroff

You were viewing the map, right? C)lear marks, M)ark point in map. Known
and documented keys. :)

BTW, if anyone has a patch that changes 'IDSPISPOPD' to 'IDCLIP', I'd love
it.

- -- sky

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

From: Rich Derr <rhd@interaccess.com>
Date: Wed, 9 Nov 1994 21:04:50 -0600 (CST)
Subject: Re: Strange Message with IDCLIP in DOOM I

>
> I was back playing DOOM I today and accidentaly hit IDCLIP. It gave me the
> message ALL MARKERS REMOVED. Anyone have any idea what this means?
>
Hitting C in map view clears all markers.

To all -- put a Reply-to header in your messages so I can send these one-
line answers straight back to you. (I may be speaking too quickly if the
Majordomo package blindly replaces them ... we'll see how this one comes
out.)
- --RD

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

From: btodorof@hmc.edu (Brian Todoroff)
Date: Wed, 9 Nov 1994 20:48:38 -0800
Subject: Re: Strange Message with IDCLIP in DOOM I

>> On Nov 9, 18:25, Brian Todoroff wrote:
>> I was back playing DOOM I today and accidentaly hit IDCLIP. It gave me the
>> message ALL MARKERS REMOVED. Anyone have any idea what this means?
>
>
>You were viewing the map, right? C)lear marks, M)ark point in map. Known
>and documented keys. :)
>
>BTW, if anyone has a patch that changes 'IDSPISPOPD' to 'IDCLIP', I'd love
>it.
>
>-- sky

In the imortal words of Homer.... "DOH!"
Please excuse my stupidity...

Brian Todoroff
Harvey Mudd College
Class of '97
btodorof@hmc.edu



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

From: Paul <Paul.Williams@brunel.ac.uk>
Date: Thu, 10 Nov 1994 09:17:59 +0000 (GMT)
Subject: Re: Solid object demo

>
> I have put a WAD on alt.binaries.doom demoing the raytraced object
> we were talking about. It's not _great_ and the WAD was certainly
> nowhere near completion when I stopped working on it, but you get
> the idea.
>
> The message subject is: steve's doom-editing test post
> and the WAD size zipped is about 70k.
>
> Let me know what you think.
>
> Steve.
>
Steve,

Can you E-Mail it to me direct please, save plugging up peoples mail boxes.

Cheers

Paul


********************************************************************************
* Paul Williams Department of Materials Technology *
* Brunel University *
* paul.williams@brunel.ac.uk Uxbridge, Middlesex, England *
* My opinions are free and worth every penny! *
********************************************************************************

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 10 Nov 94 09:29:59 GMT
Subject: Re: Get me off this list

ffjjd@aurora.alaska wrote:
>
>If the interest is still there and people are willing to do the work then
>perhaps this list should continue on. It will answer for itself before long
>whether it is warranted. If the membership here falls to nil then it will
>be difficult to sustain if it sustains then it takes care of itself.
>

Seems like the sensible answer to me. Given the speed at which people are
currently asking me to take them off, we may have the answer very soon.
Sigh.
- -Steve



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

From: Black Ice <STEVE@argonaut.com>
Date: Thu, 10 Nov 1994 09:58:50 GMT
Subject: Re: Get me off this list

> I guess my final question would be even if there are newbie posts could
> there possibly be enough of them to make the newsgroup unmanageable? I

Most of the other newsgroups I have subscribed to in the past have ended up
consisting of about 95% of the same questions and comments, repeated over
and over again, 1% of 'Make Money Fast' and other junk, and the rest of genuine
questions/advice etc, most of which can easily get overlooked.

> However I feel for the people who cannot get or who have to pay for the
> newsgroups. Perhaps for these people alone this list should be kept going.

I think both the newsgroup and the mailing list should be kept - the newsgroup for
a basic discussion of which editor to use, how to load it, how to turn the
computer on etc etc, and the mailing list for people who would prefer more
complex information without the hastle of being flamed by beginners.
Perhaps some sort of gateway might be in order - anything mailed to the list is
posted to the newsgroup, and anything posted is mailed out (after being run
through a filter to remove junk:)

> Plus that way if people want to have a super-duper, advanced, elite,
> illuminati type editing list they can still have it (just kidding around,
> don't start flaming yet).
>

How about we stop discussing the newsgroup hierarchy, and how to unsubscribe
to the mailing list, and actually get back to discussing doom editing?

BTW: What _is_ the best editor for Doom II ?

For the humour-impaired, add large :-)s where applicable.

Steve.
- --
Steve Kersley, assistant network services manager, Argonaut Software Ltd.
Tel: +44 (0)181 200 5777 / (0)181 200 xxxx Fax: +44 (0)181 200 9866

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

From: dkrowlan <dkrowlan@vela.acs.oakland.edu>
Date: Thu, 10 Nov 1994 09:49:17 -0500 (EST)
Subject: Re: doom-esses..

>
> according to forsman:
> >
> > I have a female roommate who would love this patch so where is it?
> >
>
> add one more to the female doom editor/player list... there must be more
> out there.. are they to afraid to enter discussion here perhaps? ;-)
>

No, we're not... :)

> mlh
>
>
> *++- _['>_ ---===Matthew Leddington-Hill===--- _<`]_ -++*
> |= / \ / \ Flame me... / \ / \ =|
> |= | ) ( | ...and I'll frag your ass! | ) ( | =|
> *++- |/`W'\| ---=============================--- |/`W'\| -++*
> ==n1419587@water.qut.edu.au==
>

(lovely .sig, BTW)

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

From: sky@verity.com (Sky Golightly)
Date: Thu, 10 Nov 1994 07:19:41 -0800
Subject: Best editor for DOOM ][

> On Nov 10, 9:58, Black Ice wrote:
> [snip]
>
> BTW: What _is_ the best editor for Doom II ?

IMHO, EdMap 1.22.


- --
Sky Golightly, Software R & D E-Mail: sky@verity.com
Verity, Inc., 1550 Plymouth Office: +1 415.960.7685
Mountain View, CA 94043-1230 Fax: +1 415.960.1421

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 10 Nov 1994 10:47:00 EST
Subject: Re: Get me off this list

ffjjd@aurora.alaska.edu ,in message <01HJ9Y7D1JR694MBB3@VMS.AURORA.ALASKA.EDU>,
wrote:

> This is true but just how much exlusivity is enough? We've already got a
> newsgroup for DOOM. Now we've got one for DOOM editing. Are you saying that
> this is not enough and that you would also like one for
> doom.advanced.editing?

Nope, the point is that no newsgroup can be as exclusive as a mailing list
unless you moderate it. I volunteer Tom to be moderator (heh, none of my
posts will ever get through :)

> I guess my final question would be even if there are newbie posts could
> there possibly be enough of them to make the newsgroup unmanageable?

Never underestimate the noise-generation potential of the stupid*.

Who volunteers to post an FAQ every week to AGDE to train the stupid
masses?

* stupid here means someone who doesn't know something yet. Hopefully they
are trainable, they just need pointers to all the docs and about 3 months of
luckless wad hacking before they get the clue :(

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 10 Nov 94 15:42:04 GMT
Subject: Re: 'Smear' effect; why and how to alleviate?

Robert Forsman said:

> For those who are curious about my problem, go to ftp.cis.ufl.edu and get
>canon4.zip from /pub/thoth/. It's 91K unzipped. Run inside the big
>building and look at the end of the hallway. I still haven't had a chance
>to thorougly examine my sidedefs (but DEU doesn't complain...).

If you had examined your sidedefs, you would have discovered a texture
called AASTINKY on the upper and lower textures of lines 476 and 503 (the
lines that separate the long hall from the mid-stair landing).
Interestingly, this is the third time this week I've seen this texture used
on a line! No such texture, Bob.

Also, you have corrupted texture names on lines 515 (GRAY4 Z?) - where ? is
ASCII 0 here and 521 (GRAY4 !!): I think these are caussing the hom at the
top of the stairs.

Methinks your WAD is corrupted. Hope you've got some backups.

Further indication of problems is given by the fact that WADED fails in its
attempts to build a blockmap for this wad: the public version just beeps
and gives up when trying to add the staircase to the block list - the
latest beta (1.52) gives no errors but produces a WAD (that looks too
small) that hangs DOOM: when I look at its saved WAD, all the sector info
in the area of the large marble hall is screwed. Are you reading this, Matt
Ayres? Look at this wad - it looks a good test-bed for WADED's consistency
checker! [It isn't WADED's node builder that's at fault, 'cos I get the
same results whether I rebuild your nodes or not.]

Let us know how this progresses, Bob: seems there's something we need to
know here, if we can but fathom it!

- -Steve




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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Thu, 10 Nov 1994 10:59:48 -0500 (EST)
Subject: Sliding Doors

I saw on a.b.d that some one made sliding doors like in
Wolf3d. They used doom ver 1.5 though. I couldn't get it
to work, but didn't have the 1.5 version of the wad. Does
anyone know if this works, or works with ver 1.666. They
used a line type 124 as the door and said they did some
hacking.

on another subject, has anyone tried to make the switch texture
1 point to an animated wall instead of the switch texture 2?
I don't think it can be done without some major hacking (more
than you can do with dehacked).

last note: KEEP THE LIST! I can't stand looking through news groups
of people saying "DOOM RULZ" "DOOM SUCKS" "YOU ARE LOSERS" "WHERE
CAN I FIND DOME" "WHAT IS A WAD AND HOW DO I USE IT"
If you think an editing newsgroup is the answer, i wouldn't be
so sure, look at alt.binaries.doom. How many binaries do you see
compared to crap talk. Well, that is unless you find a good
moderator.

brian


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

From: asre@uiuc.edu (Scott Coleman)
Date: Thu, 10 Nov 1994 10:01:03 -0600
Subject: Sound FX Tools for DOOM II?

Are there any utilities which will work with the new DOOM II sounds? All
I can find is DMAUD 1.1, which of course doesn't work. Before I reinvent
the wheel, are there any utilities which will do the job?

Thanks.

- --
Scott Coleman, President ASRE (American Society of Reverse Engineers)
asre@uiuc.edu
Life is temporally limited - drive velocitously!




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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 13:14:58 -0400
Subject: Re: Get me off this list

On Wed, 9 Nov 1994 ffjjd@aurora.alaska.edu wrote:

> Soon this point should be moot regardless. I talked with John Van Essen
> yesterday and all 5 of the proposed rec.computer.games.doom newsgroups
> passed their votes. That included the editing newsgroup. Unless people see
> a reason why this mailing list should continue on (and I'm not saying they
> won't) then this list will probably be extinct before long.
>
> A newsgroup seems like a far better forum for this type of discussion anyway.
>
Hate to say this, but if it ends up anything like alt.games.doom, this
list should stay, because 90%+ of the posts in there are from people who
haven't got a clue...

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 13:17:14 -0400
Subject: Re: Get me off this list

On Wed, 9 Nov 1994, Robert Forsman wrote:

> Newsgroups are about as exclusive as a public pool. Every Tom, Dick, and
> Wanker will be asking "How come when I try to open the door, the room's
> ceiling caves in on me" (sorry, just had to pick on that guy :) Your
> linedef is facing the wrong way.)
>
It looks really cool with F_SKY1 :)... I ended up with the floor above
the ceiling once (well it looked that way)

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 13:18:35 -0400
Subject: Re: Get me off this list

On Wed, 9 Nov 1994 ffjjd@aurora.alaska.edu wrote:

> > Newsgroups are about as exclusive as a public pool. Every Tom, Dick, and
> >Wanker will be asking "How come when I try to open the door, the room's
> >ceiling caves in on me" (sorry, just had to pick on that guy :) Your
> >linedef is facing the wrong way.)
>
> This is true but just how much exlusivity is enough? We've already got a
> newsgroup for DOOM. Now we've got one for DOOM editing. Are you saying that
> this is not enough and that you would also like one for
> doom.advanced.editing? And as you illustrated in your message above, this

No... we want this list, which is harder to find and better that way.

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 13:19:40 -0400
Subject: Re: Invisible stairs

On Wed, 9 Nov 1994 Balur1@aol.com wrote:

> I seem to recall that awhile back there was a wad file that demonstrated a
> way to make invisible stairs...anyone know how this was accomplished (As I no
> longer have the wad.)?
>
I've seen the effect in UAC_DEAD...

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 13:20:50 -0400
Subject: Re: Strange Message with IDCLIP in DOOM I

On Wed, 9 Nov 1994, Brian Todoroff wrote:

> I was back playing DOOM I today and accidentaly hit IDCLIP. It gave me the
> message ALL MARKERS REMOVED. Anyone have any idea what this means?
>
Just a guess, but maybe it removed the markers that you can leave on the
Auto-Map (the M key, I think)... It could have been just IDCL? Then
again, I already tried this and nothing happened for me :)

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Thu, 10 Nov 94 11:43:36 CST
Subject: Re: Sliding Doors

>I saw on a.b.d that some one made sliding doors like in
>Wolf3d. They used doom ver 1.5 though. I couldn't get it
>to work, but didn't have the 1.5 version of the wad. Does
>anyone know if this works, or works with ver 1.666. They
>used a line type 124 as the door and said they did some
>hacking.

I could not get line type 124 to do anything (with or without
sector tags) with v1.666 DOOM I. John Romero's list labelled type 124
as Manual_Door_Slide_Open&Close, which implies you don't need a sector
tag and the sector would do some kind of sliding motion. But the nodes
tree assumes that a level's geometry stay fixed in the X-Y plane, so the
only sliding I can envision is up/down (which would be like a normal
door).

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: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 10 Nov 1994 13:08:37 EST
Subject: Re: 'Smear' effect; why and how to alleviate?

S.Benner@lancaster.ac.uk (Steve Benner) ,in message <20838.9411101542@cent1.lan
cs.ac.uk>, wrote:

> If you had examined your sidedefs, you would have discovered a texture
> called AASTINKY on the upper and lower textures of lines 476 and 503 (the
> lines that separate the long hall from the mid-stair landing).
> Interestingly, this is the third time this week I've seen this texture used
> on a line! No such texture, Bob.

What? DEU gives it to me in its list. It's on my printed visual catalogue
of textures. It must be there.

> Methinks your WAD is corrupted. Hope you've got some backups.

Nothing I can't repair :)

Thanks for the clues

> Let us know how this progresses, Bob: seems there's something we need to
> know here, if we can but fathom it!

Alright. I'll take a look at some hex dumps (I love perl) and figure out
what the deal is.

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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Thu, 10 Nov 1994 19:40:17 +0100
Subject: Re: Sound FX Tools for DOOM II?

Scott Coleman <asre@uiuc.edu> wrote:

> Are there any utilities which will work with the new DOOM II sounds? All
> I can find is DMAUD 1.1, which of course doesn't work. Before I reinvent
> the wheel, are there any utilities which will do the job?

Well, Scott, you should know that DEU 5.3 will do this. :-)

BTW, just my 0.02$ on the newsgroup vs. mailing list discussion: I think
I will move to r.g.c.d.editing as soon as it is created, because a
newsgroup is easier to read. And an extensive kill file saves a lot
of trouble. When you are away for a few days, your mailbox doesn't get
filled up with hundreds of messages. BUT I think we should keep this
list anyway, because some people cannot read the news.

- -Raphael
+---------------------------------------------------------------------------+
| Finger: finger quinet@finger.montefiore.ulg.ac.be for some useless info. |
| Mosaic: http://www.montefiore.ulg.ac.be/~quinet (NEW: preview of DEU 5.3) |
| E-mail: eedraq@chapelle.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| or: Raphael Quinet, Kapuzinergraben 2, 52062 Aachen (Germany) |
| --* Send your questions about DEU to: Deu_Help@boblab1.bobst.nyu.edu *-- |
+---------------------------------------------------------------------------+

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Thu, 10 Nov 1994 14:17:23 -0500 (EST)
Subject: Re: Sliding Doors

>
> >I saw on a.b.d that some one made sliding doors like in
> >Wolf3d. They used doom ver 1.5 though. I couldn't get it
> >to work, but didn't have the 1.5 version of the wad. Does
> >anyone know if this works, or works with ver 1.666. They
> >used a line type 124 as the door and said they did some
> >hacking.
>
> I could not get line type 124 to do anything (with or without
> sector tags) with v1.666 DOOM I. John Romero's list labelled type 124
> as Manual_Door_Slide_Open&Close, which implies you don't need a sector
> tag and the sector would do some kind of sliding motion. But the nodes
> tree assumes that a level's geometry stay fixed in the X-Y plane, so the
> only sliding I can envision is up/down (which would be like a normal
> door).
>
I think the sector stays the same, only the line changes it starts
an animation or something, then the line becomes passable. I may
be wrong. Could you please send me the Romero list, it would be
really helpful. (or is it on infant2 somewhere?)

brian


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

End of doom-editing-digest V1 #47
*********************************

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