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Doom Editing Digest Vol. 01 Nr. 093

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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 #93
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 21 December 1994 Volume 01 : Number 093

Re: DEU 5.3
Re: new mission editor
Re: sound list
Re: DEU 5.3 -Reply
Re: DEU 5.3
...---...
Re: DEU 5.3
Re: ...---...
Re: DEU 5.3
[none]
Re:
Re:
Re: No Subject

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

From: <jordanf@server.globalone.net>
Date: Mon, 19 Dec 1994 20:29:17 -30000
Subject: Re: DEU 5.3

> Can someone tell me where it is? Has it been released yet? thankz ;)

I don't know, but the wait is getting absolutely ridiculous. I think
Raphael has dropped the entire project. By the time it's released,
editors for Quake will be popping up. :)

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

From: Damian Frank <damianf@wpi.edu>
Date: Mon, 19 Dec 1994 20:37:12 -0500 (EST)
Subject: Re: new mission editor

> 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:

Hey, cool! An editor for Linux X! Bitchin'. Sign me up. I won't be able
to help you on the horsepower front; I have a P5-90 w/ 16megs. I'd be
happy to critique the software for you, though.

> 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.

Sounds very cool.

> * full Bob Consistency Checking (DOH! but I have the common ones)

Not a HUGE deal.

> * cut&paste of sectors (I have a design, just not enough time :)

Nice, and definitely add it, but not huge.

> * texture alignment (AARGH!)

That one is pretty important, and I have yet to find an editor that does it
really well. I haven't poked around much with DEU, though.

Well, let me know where to find it and I'll let you know what I think.
Well, as soon as I get Linux back to bootable, ayway...

Thanks.

Damian

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

From: rrward@netcom.com (Richard Ward)
Date: Mon, 19 Dec 1994 18:23:15 -0800 (PST)
Subject: Re: sound list

> > 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
> tagged to each linedef? That would be a real help.
>
> brian

THere is a complete (DOOm & DOOM ][) sound list in "dtman1.zip" (third-party
manual for DueTex) located at ftp.orst.edut or ftp.cdrom.com in the
/pub/doom/NEWSTUFF2 dir (or maybe NEWSTUFF). BTW: ftp.cdrom.com has replaced
ftp.orst.edu as the primary DOOM ftp site (why this was never announced I
don't know).

Richard


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

From: Wade Williams <wwilliams@mail.state.tn.us>
Date: Mon, 19 Dec 1994 20:47:04 -0600
Subject: Re: DEU 5.3 -Reply

>>> <jordanf@server.globalone.net> 12/20/94 02:17am >>>

> Can someone tell me where it is? Has it been released yet? thankz ;)

I don't know, but the wait is getting absolutely ridiculous. I think
Raphael has dropped the entire project. By the time it's released,
editors for Quake will be popping up. :)
<<<<<<

Note: This is a not a "I like this editor better so you should too" post.
I decided to post it because it seems there are a lot of people waiting
around for the release of DEU 5.3 and perhaps thinking there weren't any
good DOOM II editors out there.

Try edmap version 1.23 (version 1.24 will be released soon - be sure you
get the updated FLORLIST.TXT file off one of the news groups to avoid a
bug in 1.23).

I've found I create much faster with it than with DEU. It does much more
automatically and is DOOM II compatible. There are a few features I'd
like to see added (like the ability to edit a few more low-level things).
The author has been responsive to bug reports and feature requests (during
the grand total of 1 day that I've been using it).

One more tip: in version 1.23, use the viewer to decide which texture you
want, then escape out to the text list of textures and pick the one you
want. If you choose it from within the viewer, you'll crash in some cases
(the author is investigating).



- ----------------------------------------------------------------------
Wade Williams "Any escape might help to smooth
Telecommunications Consultant the unattractive truth, but the
State of Tennessee suburbs have no charms to soothe
(615) 741-8678 the restless dreams of youth."
wwilliams@mail.state.tn.us -Neil Peart of Rush
- ----------------------------------------------------------------------



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

From: tedv@geom.umn.edu
Date: Tue, 20 Dec 94 0:46:15 CST
Subject: Re: DEU 5.3

> I don't know, but the wait [for DEU 5.3] is getting absolutely ridiculous.
> I think Raphael has dropped the entire project. By the time it's released,
> editors for Quake will be popping up. :)

I don't quite know how to say this, but... I'm more annoyed at the late
release date then any of you guys. "What," you say? "Don't you have
betas to play with?" Well... All that I have is the file with the edits
I've personally done. I don't even have DOOM ][ editing capabilities,
much less post script printing-- even though this is all already done.
I can't convert MUS <==> MID. All sorts of lovely stuff that is all
done.

I sat down today and worked out how much time I'd put in on DEU 5.3 alone.
I came up with a figure between 200 and 250 hours. I even mailed Raphael
to ask him what's up. He said that he hasn't had the 5 hours (that's how
long he guesses the complete cut-n-past operation will take) to assemble
all of the code and restructure some portions of it. I even offered to
do some of the work for him if he could only give me his copy of the
partially completed source code... He agreed to this, but I haven't
gotten anything in at least 4 days... and ftp doesn't take that long.

Personally, I'm for releasing things as is in the DEU 5.29 release...
but we're so close anyway that it wouldn't matter... I just wish I
could both motivate Raphael and give him a 29 hour day (instead of 24. :)

Re: Quake Editors
Well... My whole idea was to write segments of code that we could easily
rip out of DEU and put in wherever. I will be rewriting the dialog box
code into a windowing code (ie, GUI that is not in windoze) for DEU 6.0.
Just a side note... I have no idea where 6.0 is. It might very well end
up being QUE 6.0 instead. As far as I know, B Wyber has spent a good deal
of foundation time working on the interface of DEU 6.0, as well as working
on an UNDO command along with copy, cut, and paste. Theoretically this
could easily be remodelled into a quake editor. The real pain would be
the level editing data itself. But that's a mountain that must be
reconquered with every new game release.

- -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: clough@hyster.rain.com (Dave Clough)
Date: Tue, 20 Dec 94 09:53:17 PST
Subject: ...---...

...---...

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

From: ah289@freenet.carleton.ca (Jonathan Mavor)
Date: Tue, 20 Dec 1994 15:04:45 -0500
Subject: Re: DEU 5.3

>
>> I don't know, but the wait [for DEU 5.3] is getting absolutely ridiculous.
>> I think Raphael has dropped the entire project. By the time it's released,
>> editors for Quake will be popping up. :)
>
>I don't quite know how to say this, but... I'm more annoyed at the late
>release date then any of you guys. "What," you say? "Don't you have
>betas to play with?" Well... All that I have is the file with the edits
>I've personally done. I don't even have DOOM ][ editing capabilities,
>much less post script printing-- even though this is all already done.
>I can't convert MUS <==> MID. All sorts of lovely stuff that is all
>done.
>
>I sat down today and worked out how much time I'd put in on DEU 5.3 alone.
>I came up with a figure between 200 and 250 hours. I even mailed Raphael
>to ask him what's up. He said that he hasn't had the 5 hours (that's how
>long he guesses the complete cut-n-past operation will take) to assemble
>all of the code and restructure some portions of it. I even offered to
>do some of the work for him if he could only give me his copy of the
>partially completed source code... He agreed to this, but I haven't
>gotten anything in at least 4 days... and ftp doesn't take that long.
>
>Personally, I'm for releasing things as is in the DEU 5.29 release...
>but we're so close anyway that it wouldn't matter... I just wish I
>could both motivate Raphael and give him a 29 hour day (instead of 24. :)
>
>Re: Quake Editors
> Well... My whole idea was to write segments of code that we could easily
>rip out of DEU and put in wherever. I will be rewriting the dialog box
>code into a windowing code (ie, GUI that is not in windoze) for DEU 6.0.
>Just a side note... I have no idea where 6.0 is. It might very well end
>up being QUE 6.0 instead. As far as I know, B Wyber has spent a good deal
>of foundation time working on the interface of DEU 6.0, as well as working
>on an UNDO command along with copy, cut, and paste. Theoretically this
>could easily be remodelled into a quake editor. The real pain would be
>the level editing data itself. But that's a mountain that must be
>reconquered with every new game release.
>

From all of the stuff that I have read about quake I would
be surprised if id didn't release an editor themselves. Saying
quake will become an industry etc Since it will be MUCH more complex
I would be betting they would release something. Another reason
I speculate this is the case is that JohnR has changed his plan
to say windows doesn't suck as much with borland 4 and dashboard.

Could id be developing a quake editor under MS(gasp)windows?
All of this is idle speculation but who knows??

L8r,
Jon

>-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)
>
>

- --
==== Jonathan Mavor [DP] ==== X X X X X X X X X X X X X X X X X
= ah289@Freenet.Carleton.Ca = X X X X X X X X X X X X X X X X X

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

From: olsondw@anubis.network.com
Date: Tue, 20 Dec 94 14:34:27 "CST
Subject: Re: ...---...

- --

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

From: hsimpson@unixg.ubc.ca (Enigma)
Date: Tue, 20 Dec 1994 12:38:51 -0800
Subject: Re: DEU 5.3

>I don't quite know how to say this, but... I'm more annoyed at the late
>release date then any of you guys.

Agreed.

>Personally, I'm for releasing things as is in the DEU 5.29 release...
>but we're so close anyway that it wouldn't matter... I just wish I
>could both motivate Raphael and give him a 29 hour day (instead of 24. :)

It didn't seem to matter much in the early versions whether or not it was
working perfectly (ie. node builder). Why should it matter now? Just release
the source code -- that way only knowledgeable people get a first crack.

>Re: Quake Editors

There's just one glitch in the Quake editor. id says they're releasing a
quake editor with quake! And, Quake isn't supposed to be ready until late
'95. Give Raphael _some_ credit for getting things done... (I mean, DEU 6.0
will be out by at least June or so...) Other than that, I think yours was a
worthwhile timely post. We want to see DEU 5.something very soon or else!
***************************************************************************
???siht-gnidaer-uoy-era-yhw-edam-reve-emag-tseb-eht-si-mood-egassem-terces
enigma <hsimpson@unixg.ubc.ca> Please direct flames to bgates@microsoft.com
***************************************************************************


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

From: robinson@euler.jsc.nasa.gov (Philip Robinson)
Date: Tue, 20 Dec 1994 16:38:42 -0600
Subject: [none]

From finger of johnr@idsoftware.com:

- ---begin insert-----------------

Login name: johnr In real life: John Romero
Directory: /cthulhu/Users/johnr Shell: /bin/csh
Last login Tue Dec 20 15:22 on ttyp0 from idtokay
Plan:
LATEST NEWS:

The HERETIC BETA is on our ftp site RIGHT NOW! Grab it and run! But please mak
e sure you email your beta report to herebeta@idsoftware.com. Thanks.

- ---end insert------------------

It is really there in the /new directory

- -rw-rw-rw- 1 nobody 648 Jan 21 03:25 ht_beta.txt
- -rw-rw-rw- 1 nobody 2453342 Jan 21 03:26 ht_beta.zip




- -Phil Robinson, Dual Inc., Houston, TX
Phone: (713)333-7034, Fax: (713)333-6908
E-Mail: robinson@euler.jsc.nasa.gov



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

From: "Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Wed, 21 Dec 1994 10:42:47 EST-10
Subject: Re:

> From finger of johnr@idsoftware.com:
>
> ---begin insert-----------------
>
> Login name: johnr In real life: John Romero
> Directory: /cthulhu/Users/johnr Shell: /bin/csh
> Last login Tue Dec 20 15:22 on ttyp0 from idtokay
> Plan:
> LATEST NEWS:
>
> The HERETIC BETA is on our ftp site RIGHT NOW! Grab it and run! But please mak
> e sure you email your beta report to herebeta@idsoftware.com. Thanks.
>
> ---end insert------------------
>
> It is really there in the /new directory
>
> -rw-rw-rw- 1 nobody 648 Jan 21 03:25 ht_beta.txt
> -rw-rw-rw- 1 nobody 2453342 Jan 21 03:26 ht_beta.zip
>
>
>
>
> -Phil Robinson, Dual Inc., Houston, TX
> Phone: (713)333-7034, Fax: (713)333-6908
> E-Mail: robinson@euler.jsc.nasa.gov
>
>
I cant get it by fTp, but i can by fSp..

Kram.
Kram_Llens@rmit.edu.au RMIT, Melbourne, Australia
Ph (03) 660 5378 Fax (03) 660 5342
"I bought some dehydrated water, but I don't
know what to add to it" -Steven Wright

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

From: sky@verity.com (Sky Golightly)
Date: Tue, 20 Dec 1994 16:17:28 -0800
Subject: Re:

> On Dec 21, 10:42, "Kram Llens" wrote:
> > From finger of johnr@idsoftware.com:
> >
> > ---begin insert-----------------
> >
> > Login name: johnr In real life: John Romero
> > Directory: /cthulhu/Users/johnr Shell: /bin/csh
> > Last login Tue Dec 20 15:22 on ttyp0 from idtokay
> > Plan:
> > LATEST NEWS:
> >
> > The HERETIC BETA is on our ftp site RIGHT NOW! Grab it and run! But please mak
> > e sure you email your beta report to herebeta@idsoftware.com. Thanks.
> >
> > ---end insert------------------
> >
> > It is really there in the /new directory
> >
> > -rw-rw-rw- 1 nobody 648 Jan 21 03:25 ht_beta.txt
> > -rw-rw-rw- 1 nobody 2453342 Jan 21 03:26 ht_beta.zip
> >
> >
> >
> >
> > -Phil Robinson, Dual Inc., Houston, TX
> > Phone: (713)333-7034, Fax: (713)333-6908
> > E-Mail: robinson@euler.jsc.nasa.gov
> >
> >
> I cant get it by fTp, but i can by fSp..
>

It's sitting in ftp.cdrom.com:/pub/doom/incoming right now.

- --
Sky Golightly, Software R & D E-Mail: sky@verity.com
Verity, Inc., 1550 Plymouth Office: +1 415.960.7685
Mountain View, CA 94043-1230 Fax: +1 415.960.1421

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

From: Hulio494@aol.com
Date: Tue, 20 Dec 1994 19:38:58 -0500
Subject: Re: No Subject

Is there an faq that describes what every "action" does for door's/misc.,
walk, and switch for doomcad 5.0 in linedef mode?

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

End of doom-editing-digest V1 #93
*********************************

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