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Doom Editing Digest Vol. 01 Nr. 080

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #80
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 9 December 1994 Volume 01 : Number 080

Re: WAD Editors... (non PC based?)
Re: Operation of lighting level triggers
Re: .DXF and .DWG files
Re: Operation of lighting level triggers
Re: Teleporting cyberdemon
Re: WAD Editors... (non PC based?)
Re: .DXF and .DWG files

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

From: tedv@geom.umn.edu
Date: Thu, 8 Dec 94 14:29:19 CST
Subject: Re: WAD Editors... (non PC based?)

> You spoke of a Sun based DEU? Where can one find it?

If one is a DEU Beta tester, one would find it in the ultra-secret
DEU Beta tester's directory. If one is not a DEU Beta tester, one should
not be able to find it yet. :)

But yes, Sun based DEU exists. Hell, DOOM doesn't even run on Sun! :)

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)

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

From: johnsond@std.teradyne.com (Dean Johnson)
Date: Thu, 8 Dec 94 13:22:08 PST
Subject: Re: Operation of lighting level triggers

I don't have a clear solution so I sent initially sent this privately
but it bounced. =(

>
> o-----o----o o----o-----o
> | : | | : | Sectors A, B, D, E have
> | A : B o-----------------o D : E | lighting levels of 48
> | : : C : : |
> | : o-----o o------o : | C has lighting level 128
> | : | | | | : |
> o-----o----o etc o----o-----o
> |
> V
>
> Linedefs between A/B and D/E are triggers of linetype 12
> Linedef A/B is tagged to sectors A & B;
> Linedef D/E is tagged to sectors D & E;
>
> Linedef D/E works fine: lights come up to the level of sector C in D & E
> Linedef A/B does nothing!

Check that the linedefs between B/C and A/B point the same way as their
working equivalents in the other half (i.e. toward C or away from C).

Also a simplification is that triggers don't have to be on linedefs
that separate sectors -- A and B could be combined into one sector.
The same for D and E. Both sidedefs of your triggering linedef point
to the same sector (obviously). This might be tough to setup in some
editors but is fairly simple in deu. This simplification has helped me
with some complcated lifts and triggers in the past.

> [I feel that I should probably be mailing this to "beginners' corner" but I
> don't know the answer so wouldn't be able to help!!]

I think your question is appropriate for this group. Let me know how
it goes.

- -Dean


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 08 Dec 1994 16:52:35 EST
Subject: Re: .DXF and .DWG files

"Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu> ,in message <Pine.SUN.3.91.
941208152832.20790A-100000@suntan>, wrote:

> Does anybody know of an editor that will allow importing of .DXF files
> (for nodes and lindefs)
^^^^ verts?

No. What's the format?

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

From: Mr S Benner <S.Benner@lancaster.ac.uk>
Date: Thu, 8 Dec 1994 22:08:22 +0000 (GMT)
Subject: Re: Operation of lighting level triggers

johnsond@std.teradyne.com (Dean Johnson) wrote:

>
> >
> > o-----o----o o----o-----o
> > | : | | : | Sectors A, B, D, E have
> > | A : B o-----------------o D : E | lighting levels of 48
> > | : : C : : |
> > | : o-----o o------o : | C has lighting level 128
> > | : | | | | : |
> > o-----o----o etc o----o-----o
> > |
> > V
> >
> > Linedefs between A/B and D/E are triggers of linetype 12
> > Linedef A/B is tagged to sectors A & B;
> > Linedef D/E is tagged to sectors D & E;
> >
> > Linedef D/E works fine: lights come up to the level of sector C in D & E
> > Linedef A/B does nothing!
>
> Check that the linedefs between B/C and A/B point the same way as their
> working equivalents in the other half (i.e. toward C or away from C).

That was the first thing I checked! One half is a precise mirror image
of the other as far as linedef facings are concerned!

> Also a simplification is that triggers don't have to be on linedefs
> that separate sectors -- A and B could be combined into one sector.
> The same for D and E. Both sidedefs of your triggering linedef point
> to the same sector (obviously). This might be tough to setup in some
> editors but is fairly simple in deu. This simplification has helped me
> with some complcated lifts and triggers in the past.

A & B (D & E similarly) cannot be combined because of different floor
and ceiling heights: I'm also doing some fairly fiendish things with
the REJECT map that requires A and E to be separate from
their neighbouring sectors.

Any more ideas???? PLEASE!!!

- -Steve


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

From: D Chambers <sb@nic.scruz.net>
Date: Thu, 8 Dec 94 14:05:35 PST
Subject: Re: Teleporting cyberdemon

>Paul Francis Turnbull <stenger@engin.umich.edu> ,in message <Pine.3.87.94120813
> 19.A8495-0100000@auto2.engin.umich.edu>, wrote:
>
>> However, I was
>> playing map10 last night and I was facinated at how the cyberdemon at
>> the end teleports in and out of his cage. The player (me in this case)
>> runs over the same line defs without teleporting! Has anyone looked
>> at how this is done? I'd do it myself but I've been procrastinating on
>> my PWAD projects until the release of DEU5.3.
>
> Several times. It's a monster-only teleport linedef. Matt. Finish those
>specs. There are also W1 teleport linedefs for players...
>

I believe its code 125 and 126, for trigger and retrigger respectively
MONSTERS ONLY...

- -----------
Darrin Chambers
Somewhere just north of San Jose, CA, USA
You know... wherever you go... there you are!
sb@scruznet.com
alternate: 70334.1312@CompuServe.COM
/////////////////////////////////////////////
12/08/94 at 14:05:35 local time


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

From: Kevin Way <kway@omni.voicenet.com>
Date: Thu, 8 Dec 1994 17:19:52 -0500 (EST)
Subject: Re: WAD Editors... (non PC based?)

> I've heard rumors that DEU was coming out for Linux and I guess a port to any
> other X/Unix system after that would be a much smaller step.... Any truth to
> this? Hope so...

Linux deu and X-deu are finished! grab a copy off of
bear.montefiore.ulg.ac.be /pub/doom or /pub/deu or something like that
(it's a very small site, you'll find it easily)

There is also a working beta of Deu for OS/2, but a release date is
unknown to me.... around 'two weeks' (C) iD Software 1993-1994.

- -Kevin


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

From: "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu>
Date: Thu, 8 Dec 1994 19:01:56 -0500 (EST)
Subject: Re: .DXF and .DWG files

On Thu, 8 Dec 1994, Robert Forsman wrote:

> "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu> ,in message <Pine.SUN.3.91.
> 941208152832.20790A-100000@suntan>, wrote:
>
> > Does anybody know of an editor that will allow importing of .DXF files
> > (for nodes and lindefs)
> ^^^^ verts?
>
> No. What's the format?
>
Hell if I know. I just thought it would be nice to be able to draw a map
in AutoCAD and import it (via a .DXF file) into an editor. Since AutoCAD
has all the copy/mirroring/everything commands, it makes it much easier
to draw. I believe .DXF's are raster images.


Later,
C. S. Campbell


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

End of doom-editing-digest V1 #80
*********************************

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