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Doom Editing Digest Vol. 01 Nr. 051
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #51
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 13 November 1994 Volume 01 : Number 051
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Re: Further blockmap consideration
Re: textures on 2-sided non-2S lines
Re: textures on 2-sided non-2S lines
Animation on 2-sided line defs
----------------------------------------------------------------------
From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Fri, 11 Nov 1994 23:52:43 -0500 (EST)
Subject: Re: textures on 2-sided non-2S lines
>
> > What are you talking about? Animations always worked for me on 2s and
> > 1s lines,
> > just make sure they are single patches (in most cases). In fact
> > one of my wads has steam which is animated and you walk through it. I
>
> Can you shoot through your steam animation?
>
> --
Yep, shoot'n 's what the game 's about. Come to think of it,
why doesn't the 'glitter' in the cheese wad move when your inside
it? never thought about it before. I wonder if you can shoot through
it. you should be able to.
brian
------------------------------
From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Sat, 12 Nov 1994 00:13:56 -0500 (EST)
Subject: Re: textures on 2-sided non-2S lines
>
> Pity patch offsets can't be negative.
Are you sure? I thought I did this in wacker. I know wacker will
let you do it, but i don't remember if I ever used the texture.
> The only contradiction is that GSTFONT* were definitely not working on the
> normal of a shoot-through linedef in my tests. They are certainly 1-patch
> textures.
>
> > In fact
> > one of my wads has steam which is animated and you walk through it. I
> > don't see why you couln't make a waterfall with a 2s line.
>
> Well, empirically, because it doesn't move. It only shows the first frame
> of the animation.
>
I still don't understand what you mean. Is this shoot-through bit
a new word for passable lines? (I'm not up to date on all this stuff,
still trying to find out how long an id two weeks will be...2 weeks?)
When I make walk-through/shoot-through animations, I draw up the
frames of the animation, use deutex to stick them in a wad between
the start and stop animations of an id animation, make a level
with deu, use a 2sided line (that's the only bit set) that is of
course between two sectors, place the animation on the first and
second side normals, and run it. I did see your problem on the
second side of a 2-sided line (in cheese.wad), if that's what you
mean by only showing the first frame. (Not sure if the glitter
circle is suppose to move from the inside, never look at it in deu)
brian
------------------------------
From: John Doggett <dogman@u.washington.edu>
Date: Fri, 11 Nov 1994 22:55:56 -0800 (PST)
Subject: Re: textures on 2-sided non-2S lines
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?
/-------John Doggett@the--------\ : What syllable are you seeking,
/----University of Washington-----\ : Vocalissimus,
/Go Huskies! Take the money and run.\ : In the distances of sleep?
/-------------------------------------\ : Speak it.
On Fri, 11 Nov 1994, Robert Forsman wrote:
>
> I just did a few experiments with 2-sided linedefs that didn't have the
> shoot-through bit set. Here's my conclusions:
>
> [
>
> upper and lower textures are irrelevant. The normal is smeared over the
> entire surface regardless of neighboring ceiling and floor heights.
>
> A missing normal causes HOM.
>
> animations work on non-2S lines! Normally they're just frozen, but if you
> disable the 2S bit then you can walk through animated walls. Unfortunately you
> can't shoot through them. So much for my sniper hiding behind a working
> waterfall :( he has to stay hidden behind a non-working waterfall).
>
> ]
>
> Matt, please update the UDS with these results. If anyone else can
> independently confirm these results I would really appreciate it. Consistency
> checkers should take these new results into account.
>
> I know DEU still marks (not-really-)missing lowers and uppers as red in the
> info windows, and its consistency checker insists that there's something wrong
> with a 2S non-shoot-through linedef.
>
> I'm going to update my consistency checker document...
>
------------------------------
From: Claude Charles MARTINS <martins@binkley.cs.mcgill.ca>
Date: Sat, 12 Nov 1994 03:58:25 -0500 (EST)
Subject: Re: textures on 2-sided non-2S lines
On Fri, 11 Nov 1994, Brian K. Martin wrote:
> Yep, shoot'n 's what the game 's about. Come to think of it,
> why doesn't the 'glitter' in the cheese wad move when your inside
> it? never thought about it before. I wonder if you can shoot through
> it. you should be able to.
>
> brian
Yep, you can shoot through it, but the horizontal animated walls only
work on the 1st sidedef of any line. The 2nd sidedef is stationary.
/ Claude Martins, MagiTech Inc., martins@cs.mcgill.ca, McGill University \
| Co-Author of INVASION pwad series for DOOM. |
| "It's too bad she won't live! But then again, who does?" |
\ - Gaff, Blade Runner /
------------------------------
From: Osku Salerma <osku@snafu.muncca.fi>
Date: Sat, 12 Nov 1994 15:06:08 +0200 (EET)
Subject: Re: Further blockmap consideration
> 18816x18816. The is admittedly a very large area, but as a practical
> matter the map can't be this large since the map has to contain some
> lines. Well, four anyway.
>
> 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
You can easily do a triangle-shaped level, which only need three lines
:)
- --
"His name is Lonnie but the villagers have a nickname for him."
"Larry?" | Osku Salerma | osku@muncca.fi
"No, they call him the Horrible Beast, and since being bitten by a werewolf,
they've been much harder on him." - Brad Linaweaver.
------------------------------
From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Sat, 12 Nov 1994 09:52:09 -0500 (EST)
Subject: Re: textures on 2-sided non-2S lines
>
>
>
> Yep, you can shoot through it, but the horizontal animated walls only
> work on the 1st sidedef of any line. The 2nd sidedef is stationary.
>
>
I agree, I forgot the cheese uses the scrolling wall. The 2nd side
doesn't move on those.
brian
------------------------------
From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Sat, 12 Nov 1994 09:52:09 -0500 (EST)
Subject: Re: textures on 2-sided non-2S lines
>
>
>
> Yep, you can shoot through it, but the horizontal animated walls only
> work on the 1st sidedef of any line. The 2nd sidedef is stationary.
>
>
I agree, I forgot the cheese uses the scrolling wall. The 2nd side
doesn't move on those.
brian
------------------------------
From: DTeeter@aol.com
Date: Sat, 12 Nov 1994 14:35:47 -0500
Subject: Animation on 2-sided line defs
I was experimenting with a "walk-through" animated texture with transparent
portions and the line defs were 2-sided.
Running in Doom 1.2 the textures would not animate, on a hunch I performed
the 1.666 patch and then tried out the exact same wad. With the 1.666
operating system, the animation worked perfectly!
dteeter@aol.com
(Dan Teeter)
P.S. DEUTEX kicks ass!
------------------------------
End of doom-editing-digest V1 #51
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