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Doom Editing Digest Vol. 01 Nr. 048

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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 #48
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 11 November 1994 Volume 01 : Number 048

Re: Get me off this list
Re: Best editor for DOOM ][
Re: 'Smear' effect; why and how to alleviate?
Re: Best editor for DOOM ][
Re: Get me off this list
Re: Sliding Doors
Re: 'Smear' effect; why and how to alleviate?
Re: Sound FX Tools for DOOM II?
Re: Best editor for DOOM ][

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

From: "J. Andrew Scherrer" <jas3@rsrch1.cit.cornell.edu>
Date: Thu, 10 Nov 1994 14:04:07 -0400 (EDT)
Subject: Re: Get me off this list

> 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 :(

Not even necessary to post a whole FAQ; just keep a running, updated list
of all the Editing help files, and post that. The list should make it
clear to me in what order I should look at FAQs and training aids, so that
I don't have to keep asking for information that's easily gotten. If
someone knows where to look, and what file they want, they will be much
less likely to plague you experts with trivial questions. But if they have
to ask you for the publications, they will probably just ask their questions
instead.

Make it obvious what's available, and where to find it.

Andy Scherrer
(bothrops)



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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Thu, 10 Nov 94 15:17:25 CST
Subject: Re: Best editor for DOOM ][

On Thu, 10 Nov 1994 07:19:41 -0800,
Sky Golightly <sky@verity.com> wrote:

>> On Nov 10, 9:58, Black Ice wrote:
>> [snip]
>>
>> BTW: What _is_ the best editor for Doom II ?
>
>IMHO, EdMap 1.22.

Well, right now anyway.. :) If I can ever finally get everything fixed and
working and finished on my editor. *sigh*

-Jason


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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 10 Nov 1994 17:02:58 -0400
Subject: Re: 'Smear' effect; why and how to alleviate?

On Thu, 10 Nov 1994, Robert Forsman wrote:

> 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.
>
Yup... it is red and grey, and shows up on the inside of some of id's doors..

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


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

From: Matthew Ayres <ayres@cdrom.com>
Date: Thu, 10 Nov 94 14:47:38 -0800
Subject: Re: Best editor for DOOM ][

sky@verity.com (Sky Golightly) said...
>> On Nov 10, 9:58, Black Ice wrote:
>> [snip]
>>
>> BTW: What _is_ the best editor for Doom II ?
>
>IMHO, EdMap 1.22.

Normally I would say WADED v1.42. However, I haven't given many other
editors a fair chance of use to be totally sure. However, I KNOW that
WADED v2.00 will be better than any editor out there. :-)

-Matt A.

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Thu, 10 Nov 1994 15:59:19 -0800
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

Aww... don't get despondent Steve! Maybe we'll be left with the cream of
the crop! The resin in the pipe! the... the... uh... cream of the crop!
I'm confident.
Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Thu, 10 Nov 1994 16:09:42 -0800
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.

Do you mean horizontal sliding? like --->?

>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).

Sure, just edit your hmm.... texture1 and texture2 file? Right guys? Try
DeuTex or Wacker

[plea for keeping the group snipped, but i agree]

>brian
Steve H.B.


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

From: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Fri, 11 Nov 1994 00:33:12 +0000 (GMT)
Subject: Re: 'Smear' effect; why and how to alleviate?

On Thu, 10 Nov 1994, Steve Benner wrote:
> 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.

DEU thinks it exists.

David Damerell, GCV Sauricon. djsd100@cus.cam.ac.uk RL: Trinity, Cambridge
WOODHAL2.WAD on infant2. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| All people's aims are unreachable, and their struggles futile. |___|
| | | When you see this true of your own aims, life becomes a vacuum. | | |

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Thu, 10 Nov 1994 17:00:15 -0800
Subject: Re: Sound FX Tools for DOOM II?

Raphael! Raphael! Tell us the current ETA of 5.3?
Steve H.B.

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

From: btodorof@hmc.edu (Brian Todoroff)
Date: Thu, 10 Nov 1994 18:08:41 -0800
Subject: Re: Best editor for DOOM ][

>sky@verity.com (Sky Golightly) said...
>>> On Nov 10, 9:58, Black Ice wrote:
>>> [snip]
>>>
>>> BTW: What _is_ the best editor for Doom II ?
>>
>>IMHO, EdMap 1.22.

The best share/freeware editor or the best vaporware editor? 8-)

=-< (After being hit with several flying objects for being obnixious. )

Seriously though, what is the latest scoop on DEU 5.3? I haven't hear much
since the screen shots ( Very cool by the way, now I really can't wait. )
Anyone know?

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



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

End of doom-editing-digest V1 #48
*********************************

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