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Doom Editing Digest Vol. 01 Nr. 078

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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 #78
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 8 December 1994 Volume 01 : Number 078

Re: DOOM ][ MIDI Soundtra
deletion, how and why?
Re: deletion, how and why?
Re: how far apart for line-defs?
Re: deletion, how and why?
Re: # of Linedefs in view... (Ya I know...RTFM...)
DOOM II WADS

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

From: Kevin Way <kway@omni.voicenet.com>
Date: Tue, 6 Dec 1994 20:22:57 -0500 (EST)
Subject: Re: DOOM ][ MIDI Soundtra

> DO>I think the bigest wish (for me at least) is a 3d preview mode. Some way
> DO>to see what it's going to look like. One problem I frequently have is
> DO>getting a sense of scale from my editors. I have no idea if a room is
> DO>really big or really small just by looking at it in the editor. I
> DO>usually roughly sketch the rooms I want to make and run it to see what
> DO>the sizes look like.
>
> If one could write such a mode, he's probably writing his own Doom-like game,
> not just an editor for an exisiting one! :)

well, look at Zamboni. It's a 3d preview for doom levels, not as fast as
Doom, not as smooth as Doom, but I was damned impressed by it...

I think if the Zambony code were released and optimized, we'd see some
incredible editors out there...



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 06 Dec 1994 21:28:52 EST
Subject: deletion, how and why?

2 questions for mission editor authors...

When you're deleting an object (vertex, sidedef, etc) do you fill the
empty space by rotating in the last object, or do you renumber all the
ones that follow the deleted object (the "tasmanian devil eating tree
trunk" method)?

Why do you do it that way?

The tasmanian devil method recommends itself to me since it preserves
order of linedefs (which is important for several triggers).

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

From: Matthew Ayres <ayres@cdrom.com>
Date: Tue, 06 Dec 94 19:15:43 -0800
Subject: Re: deletion, how and why?

Robert Forsman <thoth@cis.ufl.edu> said...
>
> 2 questions for mission editor authors...
>
> When you're deleting an object (vertex, sidedef, etc) do you fill the
>empty space by rotating in the last object, or do you renumber all the
>ones that follow the deleted object (the "tasmanian devil eating tree
>trunk" method)?
>
> Why do you do it that way?
>
> The tasmanian devil method recommends itself to me since it preserves
>order of linedefs (which is important for several triggers).

WADED renumbers them, to keep things consistent.

-Matt A.

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

From: DTeeter@aol.com
Date: Tue, 6 Dec 1994 23:09:58 -0500
Subject: Re: how far apart for line-defs?

>How far apart should linedefs be so they don't interfere with
>each other?

I actualy put two vertices (and the connected linedefs) of two different
sectors directly on top of each other and it worked. I am using Doomcad 4.3
and BSP12X.

One of the sectors had its floor at 180 and ceiling at 180, the other sector
had its floor at 0 and its ceiling at 128.

I also tried building this same wad with IDBSP but nearest line defs in the
"wall below" sector turned transparent.

dteeter@aol.com (Dan Teeter)



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

From: Jason Hoffoss <hoffo002@gold.tc.umn.edu>
Date: Wed, 7 Dec 1994 02:15:25 -0600 (CST)
Subject: Re: deletion, how and why?

On Tue, 6 Dec 1994, Matthew Ayres wrote:

> Robert Forsman <thoth@cis.ufl.edu> said...
> >
> > 2 questions for mission editor authors...
> >
> > When you're deleting an object (vertex, sidedef, etc) do you fill the
> >empty space by rotating in the last object, or do you renumber all the
> >ones that follow the deleted object (the "tasmanian devil eating tree
> >trunk" method)?
> >
> > Why do you do it that way?
> >
> > The tasmanian devil method recommends itself to me since it preserves
> >order of linedefs (which is important for several triggers).
>
> WADED renumbers them, to keep things consistent.
>
> -Matt A.

DMapEdit also renumbers, closing in the gap basically. Oh course, when
dealing with vertexes, for example, all linedef references to vertexes
after the vertex being deleted are decreased by one, etc. New objects
are always added to the end too. Speaking of which, I track 2 vertex
limits. One is the total of linedef vertexes and segment vertexes, and
one is only the linedef vertexes.

-Jason


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

From: Stanley Stasiak <stan@yarrow.wt.uwa.edu.au>
Date: Wed, 7 Dec 1994 19:12:34 +0800 (WST)
Subject: Re: # of Linedefs in view... (Ya I know...RTFM...)

> >I think it's simply visible polygons: a pillar in front of a wall will
> >split the wall into two polygons. DOOM presumably has to keep track of
> >these for its display. As I think I've mentioned here before, I have a WAD
> >with a large open room with a large (and high) central circular platform.
> >I have a self-rising stairway that runs around the central platform. Homs
> >only start in this wad after the central stairway has been activated, which
> >makes me think that while it's part of the floor (and doesn't look any
> >different from it) it is regarded as just part of the floor polygon. Once
> >its activated, all sorts of walls hom like mad: suddenly loads more
> >polygons in view: but no more lines than there were before. Anyone?
>
>
> Actually, that's almost exactly my problem.
>
> In the centre of the courtyard there is a HUGE spiral staircase with a rocket
> launcher at the top. The spiral staircase circles about 5 times before it gets
> to the top and it's made up of oodles of sectors.
>
> (Yeesh! Maybe I should just upload it.. Hrmph) When I'm close to the staircase
> looking around, everything's fine. No HOM when I look around, but when I sit in a
> corner of the courtyard, looking at the staircase and the windows beyond it
> with sectors behind the windows, well, you get the picture.. I think this is a
> classic case of 256 linedefs in line of sight "non-feature".
Yes, well that'd really chew up the limit. you could always try to make
less & steeper stairs... of course then you might get the problem of
monsters refusing to ascend/descend unless the stairs are wide enuf...
(I'm assuming here that this is also for non-deathmatch mode otherwise
don't worry)B
>
> Really pisses me off that the engine can't draw what I want it to draw...
>
> Oh well, A chopping and hiding sectors I go...
>
> Here's something else... What if I put a texture on the side of the window
> looking from the courtyard into the hallways behind it whereby effectively
> blocking the view from one side of the window... Would this work...
> (View-out-but-cant-view-in Window???) A testing I will go...
Yes.. that should work... doom should just paint that wall and forget
about anything behind it.
Of course you have to consider what will be viewed from both sides...
unless you want a total fake wall (booth sides)

Stan.

==============================================================================
.-_!\ | Stanley Stasiak
/ \ | (stan@yarrow.wt.uwa.edu.au)
I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
==============================================================================


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

From: pdimauro@carl.org (Pete DiMauro)
Date: Wed, 7 Dec 1994 16:36:58 -0700 (MST)
Subject: DOOM II WADS

Hi,

Now that I've bought my copy of DOOM II I forgot how to run old wads in
the new game. I seem to remember a utility that removed the needed items
from the DOOM I wad and save them in a seperate wad file. When you wanted
to run 'old' wads you would include the patch wad also. Would someone
please tell me the name of the *best* utility (or pre written program just
for this).

Thanks,

Pete

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

End of doom-editing-digest V1 #78
*********************************

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