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Doom Editing Digest Vol. 01 Nr. 053

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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 #53
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 15 November 1994 Volume 01 : Number 053

Too many visuals?
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Weekly reminder: beginners' questions
Re: Further blockmap consideration
Re: 'Smear' no 2s bit...
Q: Animated switches
Re: Q: Animated switches
Alien TC for DOOM2 released!
Re: Alien TC for DOOM2 released!
Re: Alien TC for DOOM2 released!
The rec.games.computer.doom.* groups are now available
Re: Q: Animated switches
Re: Alien TC for DOOM2 released!
Re: Alien TC for DOOM2 released!

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

From: Paul Robinson <PAUL@tdr.com>
Date: Sun, 13 Nov 1994 20:24:23 -0500 (EST)
Subject: Too many visuals?

From: Paul Robinson <PAUL@TDR.COM>
Organization: Tansin A. Darcos & Company, Silver Spring, MD USA
- -----
I want to thank those on the DOOM-EDITING list who replied to my
questions about the "smear" effect; by running the wad I have through
BSP11W running under DOS, the smear effect vanished; therefore I can
qualify a smear effect coming from a side view of a flat to be a
node-building error, or an insufficiency in node building, which DEU
apparently doesn't build the nodes as carefully as DOOM wants them.

I have another question. In my wad which includes the inside of a
grocery store, I have about eight "checkout lanes". I had five, but the
inside wasn't finished. Now, with the extra lanes, as soon as I open the
door to the inside of the store, DOOM 1.666 bombs to dos with some
message indicating something like:

R_Init: Too many visuals (131)

This seems to imply that there are too many surfaces visible at once.

If I'm correct, does this mean I have to simplify the WAD inside, e.g.
make the market smaller and have fewer checkstands, or is there a
correction I can make?

Thank you for your assistance.

- ---
Paul Robinson - Paul@TDR.COM
Reports on Security Problems: To Subscribe write PROBLEMS-REQUEST@TDR.COM
Voted "Largest Polluter of the (IETF) list" by Randy Bush <randy@psg.com>
- -----
The following Automatic Fortune Cookie was selected only for this message:

Pascal, n.:
A programming language named after a man who would turn over in
his grave if he knew about it.


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

From: John Doggett <dogman@u.washington.edu>
Date: Sun, 13 Nov 1994 17:35:58 -0800 (PST)
Subject: Re: textures on 2-sided non-2S lines

Yeah, I made this *huge* level, which was a recreation of a Bard's Tale
map, and thought I was saving myself loads of time and money (well, not
really) by making every wall a 2-sided wall (!2s, Im). Before 1.666,
every monster could see you through them: a baron could kill you from
anywhere. After 1.666, the monsters couldn't see you, who knows whether
they could shoot projectiles at you. It turns out that players could
stand in the middle with a plasma gun or rocket launcher, and hose down
his opponent no matter where he stood, because the projectiles *still* go
through every single 2-sided wall. I suppose this might have its uses,
but it screwed me over big-time, and I either have to ban the weapons
from the level, or reconstruct the map with a more orthodox philosophy.

CS ///// -=---\/> John D Doggett <\/---=- \\\\\\ CE
(((((((((((( -=---/\> "Lawnmower" </\---=- )))))))))))))
(((((((((((( -=-- dogman@u.washington.edu -=- )))))))))))))
choices \\\\\ -=- University of Washington -=- ////// choices

On Sun, 13 Nov 1994, Robert Forsman wrote:

> John Doggett <dogman@u.washington.edu> ,in message <Pine.OSF.3.91a.941111225430
> .2202A-100000@saul5.u.washington.edu>, wrote:
>
> > I noticed something else. With 2-sided !2S lines, monsters can't see or
> > shoot through them, but *YOUR* projectiles (rockets, plasma) will go
> > through. Attributions?
>
> Oh-Hoh! again. I only tried the pistol, shotgun and punch (which
> raised smoke). I never thought to idkfa and plasma it.
>
> It is kinda confusing that pistol is not a "projectile".
>

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

From: "Ryan Drake" <RTD114@psuvm.psu.edu>
Date: Sun, 13 Nov 94 23:43 EST
Subject: Re: textures on 2-sided non-2S lines

Oh oh! My newest level is a "pyramid" with all lines 2sided! Well this may make
it easier to picture:

______
######|
######| ______ This is a rough sketch of a cross-section
######| |######| of the thing. The sky is way up somewhere
######| |######| ______ (i chose 512 to simplify things, so every
######|_____|######| o |######| linedef must be 2sided and i can only use
###################| -+- |######| lower textures for the walls (so the tops
###################|_/_\_|######| of the dividers are "floors" too)
################################| Well you get the idea...

Now when our hero stands in a lower "channel" he cannot see a monster in a
channel above him. Would this mysterious projectile problem exist here?

~~~\ ~~\ ~~\ ~\ ~\ r t d 1 1 4 @ p s u v m . p s u . e d u
~\ ~\ ~\ ~\ ~\ ~\ ~~ ~~\ -I just found the plsma rifle.-
~\ ~\ ~\ ~\ ~\ ~\ ~\~\~\ =Oh yea?=
~~~\ ~~\ ~~\ ~\ ~\ -Turn around and I'll show you.-

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 14 Nov 94 10:28:19 GMT
Subject: Re: textures on 2-sided non-2S lines

>Oh oh! My newest level is a "pyramid" with all lines 2sided! Well this may make
>it easier to picture:
>
[description snipped]
>
>Now when our hero stands in a lower "channel" he cannot see a monster in a
>channel above him. Would this mysterious projectile problem exist here?
>

No - they only pass through the normals. You can breathe your sigh of
relief now.

- -Steve



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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 14 Nov 94 10:30:23 GMT
Subject: Weekly reminder: beginners' questions

This message is being posted at the request of the list caretaker:

The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:

Steve Benner : S.Benner@lancaster.ac.uk

Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing. If your questions are prefixed with the code
WQ: (for 'WAD query') in the subject field (e.g. Subject: WQ: Sprites),
they will be processed quicker.

This reminder will be posted here weekly, with the same subject title.
==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html
It's growing daily!



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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Mon, 14 Nov 94 08:22:40 CST
Subject: Re: Further blockmap consideration

>You can easily do a triangle-shaped level, which only need three lines
>:)

Well, actually you can't. The level must consist of at least
two subsectors and since a triangle is a convex polygon any node builder
is going to create only one subsector from the triangle.
Then again, you could work up the nodes, segs, and subsectors "by
hand" so that a triangle level would have two subsectors, but it wouldn't
be easy. So I suppose it is possible to have a three-line level, but you
couldn't create it via normal means.
(Assuming that anything DOOM-related is normal ...)


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: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Mon, 14 Nov 94 08:30:12 CST
Subject: Re: 'Smear' no 2s bit...

>This is very interesting (at least to me it is...)
>This means that when a potential 2s line hasen't got
>the 2s bit set, it's impossible for anything to
>see or shoot through this line.

This isn't true. Both enemy projectiles and your projectiles
will go through a two-sided line without the 2S bit set. In v1.2
the creatures will shoot at you through such walls, while in v1.666
they do not. But, I believe even in v1.666 the creatures still see
you--they just don't fire at you.


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: "S. McCrea" <sm@eng.cam.ac.uk>
Date: Mon, 14 Nov 1994 17:36:18 GMT
Subject: Q: Animated switches

Komrades,

I heard someone mention here that they had problems making the second
switch texture animated, but then solved their problems with deutex.
Now I know my way around deutex, but I don't understand how they
animated the switch unless they used the executable strings editing
function. In this case I guess it might be possible to make the
second switch name the same as one of the animation names.

If you're reading this, howdja do it? Care to explain?
Anyone else know? Am I being immensely stupid?

Ah - Maybe you can just put the second switch texture inside an
animation loop in the TEXTUREx lump. Does this work? i.e.,

BLOOD1 64 128
* blood1 0 0
SW2WOOD 64 128
* blood2 0 0
BLOOD3 64 128
* blood3 0 0

where BLOOD1 and BLOOD3 are the start and end of an animation cycle
and SW2WOOD is the second switch texture of the SWxWOOD switch pair.

Have I just answered my own question?
Thanks,

Steve.

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Mon, 14 Nov 1994 14:14:10 -0500 (EST)
Subject: Re: Q: Animated switches

>
> If you're reading this, howdja do it? Care to explain?
> Anyone else know? Am I being immensely stupid?
>
> Ah - Maybe you can just put the second switch texture inside an
> animation loop in the TEXTUREx lump. Does this work? i.e.,
>
> BLOOD1 64 128
> * blood1 0 0
> SW2WOOD 64 128
> * blood2 0 0
> BLOOD3 64 128
> * blood3 0 0
>
> where BLOOD1 and BLOOD3 are the start and end of an animation cycle
> and SW2WOOD is the second switch texture of the SWxWOOD switch pair.
>
> Have I just answered my own question?

Yep, that was my post. That's how i did it!

brian


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

From: Olivier Montanuy <montanuy@LANNION.cnet.fr>
Date: Mon, 14 Nov 1994 20:35:02 +0100
Subject: Alien TC for DOOM2 released!

Thanx to the reat work of Jason Mezzacca, Alien-TC for
DOOM 2 is now on ftp.cdrom.com.
I think it works with DOOM 2 1.666
I can't be sure it will work with 1.7 and above, following
a discussion with the author of Dehacked

atc2abc.txt
atc2a.zip
atc2b.zip
atc2c.zip

I hope they won't delete them. Anyone can mail them?
I can't seem to reach ftp.cdrom.com now my net has closed for the night

Olivier Montanuy


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

From: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Mon, 14 Nov 94 21:18:35 +0100
Subject: Re: Alien TC for DOOM2 released!

> Thanx to the great work of Jason Mezzacca, Alien-TC for
> DOOM 2 is now on ftp.cdrom.com.
[...]
> I hope they won't delete them. Anyone can mail them?
> I can't seem to reach ftp.cdrom.com now my net has closed for the night
>
> Olivier Montanuy
>
Correct me if I am wrong, but I think the files will be deleted tonight,
no matter how much mail is sent to the ftp admins of ftp.cdrom.com.

This site was mirroring infant2, and is now probably mirroring ftp.orst.edu
(the temporary replacement for the defunct infant2). The mirroring software
will automatically delete all files that are not present on the server
being mirrored.

I think the only solution is to put the files on ftp.orst.edu before they
are deleted on ftp.cdrom.com. It looks like Olivier cannot do it now.
Neither can I. Someone should. If you are reading this and you can use
FTP, you know what to do in the next minute...

A request to Olivier: next time, please release your programs on the main
server, not on one mirror. You should also change your sig (about DeuTex).
Otherwise, the programs will just be deleted again. Ce n'est pas grave,
mais ca pourrait etre genant... :-)

- -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: sky@verity.com (Sky Golightly)
Date: Mon, 14 Nov 1994 13:43:32 -0800
Subject: Re: Alien TC for DOOM2 released!

> On Nov 14, 21:18, Raphael Quinet wrote:
> > Thanx to the great work of Jason Mezzacca, Alien-TC for
> > DOOM 2 is now on ftp.cdrom.com.
> [...]
> > I hope they won't delete them. Anyone can mail them?
> > I can't seem to reach ftp.cdrom.com now my net has closed for the night
> >
> > Olivier Montanuy
> >
> Correct me if I am wrong, but I think the files will be deleted tonight,
> no matter how much mail is sent to the ftp admins of ftp.cdrom.com.
>
> This site was mirroring infant2, and is now probably mirroring ftp.orst.edu
> (the temporary replacement for the defunct infant2). The mirroring software
> will automatically delete all files that are not present on the server
> being mirrored.
>
> I think the only solution is to put the files on ftp.orst.edu before they
> are deleted on ftp.cdrom.com. It looks like Olivier cannot do it now.
> Neither can I. Someone should. If you are reading this and you can use
> FTP, you know what to do in the next minute...
>
> A request to Olivier: next time, please release your programs on the main
> server, not on one mirror. You should also change your sig (about DeuTex).
> Otherwise, the programs will just be deleted again. Ce n'est pas grave,
> mais ca pourrait etre genant... :-)
>
> -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 *-- |
> +---------------------------------------------------------------------------+
>-- End of excerpt from Raphael Quinet

I have ftp access. Unless I hear otherwise, by 5pm PT, I will do the transfer
(if possible).

- -- sky

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

From: Paul Robinson <PAUL@tdr.com>
Date: Mon, 14 Nov 1994 16:45:30 -0500 (EST)
Subject: The rec.games.computer.doom.* groups are now available

From: Paul Robinson <PAUL@TDR.COM>
Organization: Tansin A. Darcos & Company, Silver Spring, MD USA
- -----
The "big seven" groups related to the game DOOM are now beginning to
propagate out to various sites. In about two-three weeks, once the groups
start to appear on local sites, administrators may want to alias the alt.
groups to the "big seven" ones.

The following are the unmoderated groups:

rec.games.computer.doom.playing

This should replace alt.games.doom and alt.games.doom.ii for all
conversations relating to the playing of either game.

rec.games.computer.doom.editing

This should be used to discuss editing of wads, patches for the
.EXE of doom and DOOM II, and other issues dealing with the
creation of third-party add ons for doom used for editing or
patching .WAD and .EXE files and similar activities generally
related to editing files for DOOM and DOOM II.

There is also a mailing list; the list may or may not eventually be
cross-posted or unidirectionally posted to this news group.

rec.games.computer.doom.misc

This should cover all conversations which are not covered by one of
the other groups, including discussions about piracy, Quake, Doom the
Movie, etc.


The following are the moderated groups:

rec.games.computer.doom.announce

This moderated group replaces alt.games.doom.announce (general
announcements).

rec.games.computer.doom.help

This moderated group replaces alt.games.doom.newplayers, is used to
provide general help for questions by new players.


A detailed discussion of what the groups are for is scheduled to be posted
later by the original proponent.

- ---
Paul Robinson - Paul@TDR.COM
Reports on Security Problems: To Subscribe write PROBLEMS-REQUEST@TDR.COM
Voted "Largest Polluter of the (IETF) list" by Randy Bush <randy@psg.com>
- -----
The following Automatic Fortune Cookie was selected only for this message:

"You must beware of Ignorance and Greed, for they mean DOOM to
all mankind."
- Charles Dickens, "A Christmas Carol"


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 14 Nov 1994 15:13:01 -0800
Subject: Re: Q: Animated switches

>> If you're reading this, howdja do it? Care to explain?
>> Anyone else know? Am I being immensely stupid?
>>
>> Ah - Maybe you can just put the second switch texture inside an
>> animation loop in the TEXTUREx lump. Does this work? i.e.,
>>
>> BLOOD1 64 128
>> * blood1 0 0
>> SW2WOOD 64 128
>> * blood2 0 0
>> BLOOD3 64 128
>> * blood3 0 0
>>
>> where BLOOD1 and BLOOD3 are the start and end of an animation cycle
>> and SW2WOOD is the second switch texture of the SWxWOOD switch pair.
>>
>> Have I just answered my own question?
>
>Yep, that was my post. That's how i did it!
>
>brian

I belive that all a switch texture is is a animated wall that does not
start its loop till triggered and only runs the loop once before
reseting. If this were the case then any animation either a) put on a
linedef with a switch type would react only when triggered (gonna try
it to see if any old animation will do) or b) same as before but only
with things using the naming convention. I'm not sure about 'a' but 'b'
should be correct. I'm gonna play with it, I'll post results. Comments?
Steve H.B.


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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 14 Nov 94 15:44:36 -0800
Subject: Re: Alien TC for DOOM2 released!

eedraq@chapelle.eed.ericsson.se (Raphael Quinet) said...
>> Thanx to the great work of Jason Mezzacca, Alien-TC for
>> DOOM 2 is now on ftp.cdrom.com.
>[...]
>> I hope they won't delete them. Anyone can mail them?
>> I can't seem to reach ftp.cdrom.com now my net has closed for the night
>>
>> Olivier Montanuy
>>
>Correct me if I am wrong, but I think the files will be deleted tonight,
>no matter how much mail is sent to the ftp admins of ftp.cdrom.com.
>
>This site was mirroring infant2, and is now probably mirroring ftp.orst.edu
>(the temporary replacement for the defunct infant2). The mirroring software
>will automatically delete all files that are not present on the server
>being mirrored.
>
>I think the only solution is to put the files on ftp.orst.edu before they
>are deleted on ftp.cdrom.com. It looks like Olivier cannot do it now.
>Neither can I. Someone should. If you are reading this and you can use
>FTP, you know what to do in the next minute...

Done.

>A request to Olivier: next time, please release your programs on the main
>server, not on one mirror. You should also change your sig (about DeuTex).
>Otherwise, the programs will just be deleted again. Ce n'est pas grave,
>mais ca pourrait etre genant... :-)

Like you said, ftp.orst.edu is the temporary DOOM ftp site. Currently
our site, ftp.cdrom.com is mirroring ftp.orst.edu. We're supposed to be
making ftp.cdrom.com home of the official DOOM ftp site.

- ----------------------------------------------------------------------------
-Matthew Ayres, a.k.a. White Fang -Author WADED, a DOOM map editor
-SysOp Lithium BBS, 510-455-0425 -Diagnosed with DOOMophobia, the
-Email: ayres@cdrom.com fear of not playing DOOM enough

Walnut Creek CDROM Tech Support/Programmer 1-800-786-9907
- ----------------------------------------------------------------------------

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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 14 Nov 94 15:46:16 -0800
Subject: Re: Alien TC for DOOM2 released!

sky@verity.com (Sky Golightly) said...
>> On Nov 14, 21:18, Raphael Quinet wrote:
>> > Thanx to the great work of Jason Mezzacca, Alien-TC for
>> > DOOM 2 is now on ftp.cdrom.com.
>> [...]
>> > I hope they won't delete them. Anyone can mail them?
>> > I can't seem to reach ftp.cdrom.com now my net has closed for the night
>> >
>> > Olivier Montanuy
>> >
>> Correct me if I am wrong, but I think the files will be deleted tonight,
>> no matter how much mail is sent to the ftp admins of ftp.cdrom.com.
>>
>> This site was mirroring infant2, and is now probably mirroring ftp.orst.edu
>> (the temporary replacement for the defunct infant2). The mirroring software
>> will automatically delete all files that are not present on the server
>> being mirrored.
>>
>> I think the only solution is to put the files on ftp.orst.edu before they
>> are deleted on ftp.cdrom.com. It looks like Olivier cannot do it now.
>> Neither can I. Someone should. If you are reading this and you can use
>> FTP, you know what to do in the next minute...
>>
>> A request to Olivier: next time, please release your programs on the main
>> server, not on one mirror. You should also change your sig (about DeuTex).
>> Otherwise, the programs will just be deleted again. Ce n'est pas grave,
>> mais ca pourrait etre genant... :-)

>I have ftp access. Unless I hear otherwise, by 5pm PT, I will do the transfer
>(if possible).

You've heard otherwise ;-)

-Matt A.

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

End of doom-editing-digest V1 #53
*********************************

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