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Doom Editing Digest Vol. 01 Nr. 092
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #92
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 20 December 1994 Volume 01 : Number 092
Narrowing hallways
Re: Editor Wish List, Template cut/paste
RE: Re: sound list
Re: Re: sound list
Re: Re: sound list
Elevator trouble
Re: .DXF and .DWG files
Re: Elevator trouble
Weekly reminder: beginners' questions
Re: .DXF and .DWG files
Re: .DXF and .DWG files
Re: Editor Wish List
Re: sound list
new mission editor
DEU 5.3
----------------------------------------------------------------------
From: DTeeter@aol.com
Date: Mon, 19 Dec 1994 00:41:28 -0500
Subject: Narrowing hallways
Have you ever noticed that in slowly narrowing hallway you can actually get
stuck? At that point it is possible to turn around but it is not possible go
back the way you came. -Might make an interesting deathmatch or cooperative
puzzle, especially if you could lower the adjacent sector and "unstick" the
player.
dteeter@aol.com
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sun, 18 Dec 1994 12:14:00 -0500
Subject: Re: Editor Wish List, Template cut/paste
- -> > DoomCAD has a template cut and paste.
- ->
- -> Template? I don't quite get it. I *do* know that the DEU 6.0
- -> preview I saw a couple of months ago has a clipboard level that you
- -> can move stuff to and from. (Yes, I've been pestering Raphael Quinet
- -> to finish up DEU 5.3. ;)
By Template, I mean that works both as a clipboard, OR you can save the
contents of what was cut into it's own 'TWAD' (template WAD) file, and
reuse it at a later time.
PS: The TWAD format is the same as the PWAD format.
matt tag
- ---------------------------------------------------------------
PC-Ohio PCBoard PO Box 21411
The Best BBS in America South Euclid OH 44121
DATA: 216-381-3320 pcohio.com FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Mon, 19 Dec 1994 08:33:32 +0000
Subject: RE: Re: sound list
The sound samples in Doom2 Hell on Earth are not played back
with any frquency distortion, I found out when making a
replacement chaingun sound - in Doom1 it sounded nasty, the tone
of the thing changed with every shot (hence why the real
chaingun sound has no tone), but in Doom2, it sounded fine. I
think it is because there are many more sounds in Doom2.
------------------------------
From: "WILE E. COYOTE-SUPERGENIUS" <MEMKEN@ewu.edu>
Date: Mon, 19 Dec 1994 01:09:21 -0800 (PST)
Subject: Re: Re: sound list
>The sound samples in Doom2 Hell on Earth are not played back
>with any frquency distortion, I found out when making a
>replacement chaingun sound - in Doom1 it sounded nasty, the tone
>of the thing changed with every shot (hence why the real
>chaingun sound has no tone), but in Doom2, it sounded fine. I
>think it is because there are many more sounds in Doom2.
>
>
I would think that it sounds better in Doom 2 because of the 1.666 engine
which featured a vast inprovement in the game's sound capabilities. Unless
you made a patch to Doom I to make it 1.666 it's going to screw any sound
in it. If you do the patch everything in Doom I will sound the same as
in Doom II.
- ----------------------------------------------------------------------
M.E. | FRAT by Calvin Klein
memken@ewu.edu | [Available in fine department stores]
- ----------------------------------------------------------------------
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Mon, 19 Dec 1994 01:34:05 -0800 (PST)
Subject: Re: Re: sound list
D. Casili said:
> The sound samples in Doom2 Hell on Earth are not played back
> with any frquency distortion, I found out when making a
> replacement chaingun sound - in Doom1 it sounded nasty, the tone
> of the thing changed with every shot (hence why the real
> chaingun sound has no tone), but in Doom2, it sounded fine. I
> think it is because there are many more sounds in Doom2.
Nope. Its because DOOM /DOOM ][ does not modulate teh gun sounds at all.
Every shot sounds the same. DOOM only modulates the more common monster
noises. If your chaingun sounded funky with DOOM 1, then there must have been
something amiss with your sound card configuration.
At any rate, the gun sounds on my copsies of DOOM and DOOM ][ do not modulate
at all, only most of the monster noises.
Richard
------------------------------
From: tb bredenoort <brede400@hio.tem.nhl.nl>
Date: Mon, 19 Dec 1994 15:06:36 +0100 (GMT+0100)
Subject: Elevator trouble
Is there a lindef of a switch that
can lower a elevator repeatedly.
I tried to make a switch-triggered
elevator but I could only lower it
once (which is not very usefull,
is it 8^) )
------------------------------
From: dethlejd@galt.osd.mil
Date: Mon, 19 Dec 94 09:34:01 -0500
Subject: Re: .DXF and .DWG files
Regarding .DXF files and doom importing.
.DXF files should be two-dimensional. They of course can contain 3D
data, but for our purposes, 2D is fine.
Verts and Defs should be extrapolated from the .DXF format, and placed
in the .WAD; We can go in and assign sector types and sidedef types.
Speaking of which, generic wall types and room types might be nice.
select a sector, and pull-down a predefined room 'type' that the editor
will apply to the sidedefs and sector. Walaa! (hee hee hee) done.
____________________________________________________________________________
| | |
| 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 how many of the blasted things we sold; |
| we were keeping track on one of them..." - Unnamed Pentium Engineer |
|____________________________________________________________________________|
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 19 Dec 94 14:48:54 GMT
Subject: Re: Elevator trouble
>Is there a lindef of a switch that
>can lower a elevator repeatedly.
Try 62 (Lift SR)
- -Steve
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 19 Dec 94 14:51:01 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.
***NOTE: If your questions are prefixed with the code WQ: (for 'WAD query')
in the subject field (e.g. Subject: WQ: Sprites), they will be seen and
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
------------------------------
From: Damian Frank <damianf@wpi.edu>
Date: Mon, 19 Dec 1994 09:58:29 -0500 (EST)
Subject: Re: .DXF and .DWG files
> I'd be willing to consider doing thisif someone can mail me a .DXF and some
> sort of screenshot of what the layout out to look like. No promises mind, but
> I'll give it a bash if/when/while I have time.
Now, I know nothing about it, but I'm fairly certain that I ran across the
specs to .DXF files on the ftp site x2ftp.oulu.fi, in the
/pub/msdos/programming directory, I forget exactly which subdirectory. I'd
send it straight, but my other drive is somewhat inaccessible right now.
Damian
the temporarily sigless
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 19 Dec 1994 11:04:23 EST
Subject: Re: .DXF and .DWG files
Damian Frank <damianf@wpi.edu> ,in message <199412191458.JAA31940@mikasa.WPI.ED
U>, wrote:
> > I'd be willing to consider doing thisif someone can mail me a .DXF and some
>>
> > sort of screenshot of what the layout out to look like. No promises mind, b
>> ut
> > I'll give it a bash if/when/while I have time.
>
> Now, I know nothing about it, but I'm fairly certain that I ran across the
> specs to .DXF files on the ftp site x2ftp.oulu.fi, in the
> /pub/msdos/programming directory, I forget exactly which subdirectory.
It's under /pub/msdos/programming/formats/dxf_spec.zip, 24Kbytes zipped,
77777 bytes unzipped (that's wEiRd!).
Dude, you rewl.
------------------------------
From: JOHC@novo.dk
Date: Mon, 19 Dec 1994 17:14:08 +0100
Subject: Re: Editor Wish List
> Template? I don't quite get it. I *do* know that the DEU 6.0
> preview I saw a couple of months ago has a clipboard level that
> you
> can move stuff to and from. (Yes, I've been pestering Raphael
> Quinet to finish up DEU 5.3. ;)
Try selecting the template mode in Doomcad.
Then you can cut/paste.
AND (almost forgot) of course your WAD will be inconsistend afterwards
- but that's the deal for you.
I've used it when starting a new wad a couple of times, but don't use
it on your favorite "not far away from finished" wad.
Sincerly
Jesper Christensen
Ferrosan A/S, IT-department
Work: johc@novo.dk
Home: jochris@ibm.net
------------------------------
From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Mon, 19 Dec 1994 13:08:15 -0500 (EST)
Subject: Re: sound list
>
>
> Actually, DOOM does not have _any_ truly random events (random() functions
> take a lot of machine cycles to complete). Last I heard the DOOM.EXE file had
> to large sets of numbers burried in it, one was a set of precalculated
> floating point numbers and the other _apeared_ to be a large set of "random"
> numbers. This was in the Unnoficial DOOM Specs or something. The fact that
> .LMP files only contain player movement/action information and nothing at all
> about the environment proves that monster actions are not random in any way
> (monster "x" will always react the same if you do motion "y" in _exactly_ the
> same spot each time). It would not surprise me if _nothing_ at all was random.
Good point, now it would be nice to know how doom chooses what monster
sound to use when, so when adding sound clips, they can be used to create
the best effect. Someone said something about the position determining the
sound used, is that true?
>
> Back to the original topic: Does anyone have a complete sound list or am I
> going to be forced to make one?
>
> Richard
>
That is the question. If you make one, can you please include the sounds
That is the question. If you make one, can you please include the sounds
tagged to each linedef? That would be a real help.
brian
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 19 Dec 1994 15:02:43 EST
Subject: new mission editor
I've been working on a new mission editor for the last two months. Since
I am most familiar with DEU it functions very similarly to DEU. All I need
to do is write in a save feature and some docs and I think it will be ready
for alpha test.
You will not love this editor in its first incarnation. You will, at
best, play with it for a few hours and go back to using something else, and
very likely delete it to make room on your disk. However, if you can
express your dissatisfaction to me, I will be able to improve it greatly.
The only real reason I'm releasing is to whet your appetites. It will
definitely rule in later incarnations.
I need testers. To be a tester you have to have Linux and an 8-bit X
server. I don't know how much memory or CPU horsepower you need, but it
moves OK on my 486DX2 with 16M ram :/. You must promise to give me
feedback. In fact, here's a list of questions you would have to answer:
<
What bugs did you find?
Does this software suck? (the answer is yes)
Why does it suck?
What features is it missing that you absolutely must have? (just start
editing a level and when you find a function that you reach for
instinctively, there you go).
What do I have to add before you switch to it from your other editor?
(ignore the OS issue for this question).
What operations seem unreasonably slow?
>
Like most X programs it is event driven. Some side-effects of this are
that you can have multiple edit windows open at once with several missions
visible at once. Any changes you make should be immediately reflected in
all views.
If you have enough free color cells (you don't have a complicated
background picture, do you?) it displays the thing sprite. It can
graphically display wall and floor textures as well without switching
colormaps. Unfortunately, it doesn't support private colormaps in the case
of an overfull default colormap.
It also has the most intelligent sector construction in the free world.
Just pick a list of lines and it will figure out all the proper sidedefs.
Or, even easier: Put the cursor inside where the sector will go and use the
button3 menu to build the sector around that point. I have tentative plans
to donate the C++ code for this to you guys so you can see if it's useful to
you. I expect when I get around to the "sectors are closed" consistency
check I'll have the fastest damn routine out there.
It is NOT complete. There are several functions from DEU I have not
implemented that I would desperately love to have, but won't have time to
add before the release.
What it does not have YET (how embarrassing)
* full Bob Consistency Checking (DOH! but I have the common ones)
* cut&paste of sectors (I have a design, just not enough time :)
* texture alignment (AARGH!)
* sidedef edit mode (I have a design for one. Any other editors have this?)
Send me PRIVATE email and I'll add you to the list of testers. You'll get
an FTP site for a statically linked binary on Wednesday.
------------------------------
From: chall@tcpet.uscg.mil
Date: Mon, 19 Dec 94 15:57:20 -0800
Subject: DEU 5.3
Can someone tell me where it is? Has it been released yet? thankz ;)
------------------------------
End of doom-editing-digest V1 #92
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