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Doom Editing Digest Vol. 01 Nr. 084

eZine's profile picture
Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #84
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 13 December 1994 Volume 01 : Number 084

Blinking lights and animated textures
Re: Teleporting cyberdemon
Re: Teleporting cyberdemon
Mail Delivery Status
Mail Delivery Status
Invisible stuff

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

From: Claude Charles MARTINS <martins@binkley.cs.mcgill.ca>
Date: Mon, 12 Dec 1994 05:35:33 -0500 (EST)
Subject: Blinking lights and animated textures

Hey all:

The server froze when I tried to send my previous message, so if
this appears twice, I apologize.

Okay, does anyone know the relationship (if any) between blinking
light sectors and animated textures? What I'd like to create is
something like the following:

[ASCII art alert]

========== The === line represents some
| X | animated texture. The sector
+---------------+ labelled X is on constant
| | lighting, so the animation is
| Blinking | always visible.
| Sector |
| |
+---------------+

Now assume the animated texture is four frames long. Create
replacements for those frames so that they are all dark but
ONE is bright. eg. a simple wall with an exposed panel that
sparks for one frame out of four.

And for the kicker: is it even possible to coincide this flashing
with the regular blinking sector --- .25 s, .5 s, etc.?

So:

SECTOR TEXTURE
DARK DARK
DARK DARK
*BLINK* *SPARK*
DARK DARK

Any takers?

/ Claude Martins, MagiTech Inc., martins@cs.mcgill.ca, McGill University \
| Co-Author of INVASION pwad series for DOOM, SWLSABER gfx patch |
| "I find your lack of faith disturbing..." |
\ - Darth Vader, Star Wars /


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

From: dethlejd@galt.osd.mil
Date: Mon, 12 Dec 94 09:54:54 -0500
Subject: Re: Teleporting cyberdemon

I have used this quite effectively in mazes and long corridor runs. If
you are bolting through and you fly past an ugly, he attempts to
follow, crosses a MOT linedef, and is teleported in front of the
player. Very nasty if you're in the need of health.

____________________________________________________________________________
| | |
| Jim Dethlefsen | #include std_disclaimer.h |
| Systems Engineer | |
| Electronic Data Systems, Inc. | (703)695-1312 dethlejd@galt.osd.mil |
| OSD Backbone Services | |
|________________________________|___________________________________________|
| |
| "We really don't know many of the blasted things we sold; |
| we were keeping track on one of them..." - Unnamed Pentium Engineer |
|____________________________________________________________________________|

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 12 Dec 1994 11:00:26 EST
Subject: Re: Teleporting cyberdemon

dethlejd@galt.osd.mil ,in message <9412121454.AA01798@galt.osd.mil>, wrote:

> | "We really don't know many of the blasted things we sold;
>> |
> | we were keeping track on one of them..." - Unnamed Pentium Engineer

You're missing a "how"

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

From: "Central Postmaster" <SSW.POSTMSTR@A50VM1.TRG.NYNEX.COM>
Date: 12 Dec 1994 09:24:09 GMT
Subject: Mail Delivery Status

***** Error in Mail Delivery *****

SNADS TEMPORARY SERVER ERROR

Recipients:

NOTES.PKOWALSK@A50VM1.TRG.NYNEX.COM

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

From: "Central Postmaster" <SSW.POSTMSTR@A50VM1.TRG.NYNEX.COM>
Date: 12 Dec 1994 09:09:09 GMT
Subject: Mail Delivery Status

***** Error in Mail Delivery *****

SNADS TEMPORARY SERVER ERROR

Recipients:

NOTES.PKOWALSK@A50VM1.TRG.NYNEX.COM

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

From: SWassell@sv.span.com (Stephen Wassell)
Date: Mon, 12 Dec 94 16:53:07 GMT
Subject: Invisible stuff

I've just been playing with the 'invisible staircase' technique used in
UAC_DEAD and a few other wads, and I've found some things that might be
interesting:

There's an easier way to do the steps than in UAC_DEAD. Just put down
blocks like this, with the floor heights you need and no side textures:
------ ------ ------
| | | | | |
| | | | | | etc.
------ ------ ------
But, make the sidedef on the outside of each line belong to the same
sector as that on the inside (ie the step itself). Don't make the steps
ajacent to anything.

A lift done like this is interesting - if the main step's floor height is
0, another step done in the same way can be put in the middle but with
the floor level you want the lift to go to.

If the floor height of an big invisible step is made to be below the floor,
such as -24 when the surrounding level is 0, you get a very convincing
'deep water' effect. However, any objects would have to be on invisible
pillars out of the water, so they appear to be floating - it looks
very silly otherwise. Too deep water also looks silly, as the view height
is only 40.

Anyone got any more ideas? Not really related, but I'm looking for a good
way to do slopes. I've got a way that works for slopes that only go up by
40, but to be realistic this needs 20 linedefs.


------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell Any program will crash if you
\____ \ \ \/\/ / SWassell@sv.span.com try hard enough... some just
(_____/ \_/\_/ Try coopers.wad! make it easier than others


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

End of doom-editing-digest V1 #84
*********************************

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