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Doom Editing Digest Vol. 01 Nr. 059
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #59
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 19 November 1994 Volume 01 : Number 059
Switching off Linedef 17
Re: DEU 5.3
Re: DEU 5.3
Re: DEU 5.3
Re: difficulty levels in deathmatch
Re: DEU 5.3
Re: DEU 5.3
Re: Doom1 != Doom2
Re: DEU 5.3
respawning barrels
DoomCAD 5.0
Re: DEU 5.3
Weekly reminder: beginners' questions
Re: DEU 5.3
Re: DEU 5.3
Re: DEU 5.3
Re: respawning barrels
Re: DEU 5.3
Re: wad1to2.zip
Re: Switching off Linedef 17
----------------------------------------------------------------------
From: "Kram Llens" <kram_llens@rmit.edu.au>
Date: Fri, 18 Nov 1994 13:13:03 EST-10
Subject: Switching off Linedef 17
Is there ant way to switch lindef 17 (trigger start slow strobing
(light)) off? I want to have an area that flashes as a warning when
another player is in another area, but want it switched off aggain. i
had it just drop light to zero, but found my opponent was just using
it to turn the lights off and hunt me in the dark.
Is this making any sense??
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
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: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Fri, 18 Nov 1994 02:29:34 +0000 (GMT)
Subject: Re: DEU 5.3
On Thu, 17 Nov 1994, Matthew Ayres wrote:
> Ed Phillips <flaregun@udel.edu> said...
> > Is this available yet? If not... I have version 5.21 and I have
> >DOOM][. Can I use DEU 5.21 to make levels for DOOM][? I've read on the
> >newsgroups that you can convert DOOM levels to DOOM][, but I can't seem to
> >get DEU 5.21 to even start up without DOOM.WAD. Can I use the DOOM.WAD
> >(I forget the exact name) that comes with DOOM][ to get DEU 5.21 up and
> >running? There seems to be a lot of confusion, and no clear answers on
> >how to go about this (at least for a newbie like me ;-).
[Ad for WADED which at least includes the list of things DEU does and it
doesn't]
OTOH, you could wait for DEU 5.3. Why waste time learning WADED when
you're going to go back to DEU anyway?
David Damerell, GCV Sauricon. djsd100@cus.cam.ac.uk RL: Trinity, Cambridge
WOODHAL2.WAD on infant2. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| Loneliness pours over you: Emptiness can pull you through. |___|
| | | Your mother's eyes, in your eyes, cry to me... - Queen, '39. | | |
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Thu, 17 Nov 94 19:55:04 -0800
Subject: Re: DEU 5.3
"D.J.S. Damerell" <djsd100@cus.cam.ac.uk> said...
>On Thu, 17 Nov 1994, Matthew Ayres wrote:
>> Ed Phillips <flaregun@udel.edu> said...
>> > Is this available yet? If not... I have version 5.21 and I have
>> >DOOM][. Can I use DEU 5.21 to make levels for DOOM][? I've read on the
>> >newsgroups that you can convert DOOM levels to DOOM][, but I can't seem to
>> >get DEU 5.21 to even start up without DOOM.WAD. Can I use the DOOM.WAD
>> >(I forget the exact name) that comes with DOOM][ to get DEU 5.21 up and
>> >running? There seems to be a lot of confusion, and no clear answers on
>> >how to go about this (at least for a newbie like me ;-).
>[Ad for WADED which at least includes the list of things DEU does and it
>doesn't]
>
>OTOH, you could wait for DEU 5.3. Why waste time learning WADED when
>you're going to go back to DEU anyway?
1. WADED doesn't take long to learn. Most people figure it out
relatively fast, a few hours tops.
2. Why would you go back to DEU?
3. A friend of mine can pull out excellent maps of good size
in 2-3 hours with WADED. Deathmatch and normal.
-Matt A.
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Thu, 17 Nov 1994 20:46:06 -0800 (PST)
Subject: Re: DEU 5.3
Look, could we knock it off with the editor flame war? If I want to read
this kind of crap I'll go read the bloody newsgroups.
Richard
------------------------------
From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Fri, 18 Nov 1994 13:31:45 +0800 (WST)
Subject: Re: difficulty levels in deathmatch
>
>
> My questions:
>
> 1) We dont have DOOM II so we dont have the Super Shotgun, where does
> it rank in the weapon hierarchy? (ie. is it too powerfull for
> groups 1 and 2 above)
S.shotgun = r.launcher up close (well almost) and somewhere between
shotgun & chaingun from far away...
Stan.
------------------------------
From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Fri, 18 Nov 1994 13:35:13 +0800 (WST)
Subject: Re: DEU 5.3
> WADED v1.42 can edit/create DOOM ][ maps, DEU 5.21 can not. WADED has a
> nicer interface, and is more user friendly. Version 2.00 is on it's way,
> and it will include many new features that the current version lacks.
> (namely complete consistency checking and auto-fixing, pre-fab stairs,
> doors, lifts, multi sector apply, texture alignment, even nicer interface,
> and more. Soon after or maybe in 2.00, cut, paste, copy, resize, rotate,
> undo, pcx/gif texture importer, understand/import texture PWADs.) Making
> DEU completely useless. (oh boy am I gonna get flamed for saying that....
> but you all wait and see.)
>
> -Matt A.
Gees well if waded could handle those large wads maybe I could be persuaded...
As it stands tho... nope... sorry... deu rules still...
Stan.
DEU FOREVER!
>
------------------------------
From: cgasparo@cymbal.aix.calpoly.edu
Date: Thu, 17 Nov 1994 22:02:17 -0800
Subject: Re: DEU 5.3
>>OTOH, you could wait for DEU 5.3. Why waste time learning WADED when
>>you're going to go back to DEU anyway?
>
>1. WADED doesn't take long to learn. Most people figure it out
> relatively fast, a few hours tops.
>2. Why would you go back to DEU?
>3. A friend of mine can pull out excellent maps of good size
> in 2-3 hours with WADED. Deathmatch and normal.
Could we please not have a which-editor-is-best flame war. The groups
for editing. Lets leave the flames over editors to the new editing
group.
Steve H.B.
------------------------------
From: " (Christian Gran)" <gran@mikro.ee.tu-berlin.d400.de>
Date: Fri, 18 Nov 1994 11:52:43 +0100
Subject: Re: Doom1 != Doom2
>
>Where did this assumption come from, that DOOM II owners should be
>able to play DOOM I pwads without buying DOOM I?
>
>My copy of Doom II came with an offer for the -shareware- version of
>DOOM I. Not the full game for free! Clearly iD still wants to
>sell DOOM I too.
>
>Steve
>
Direct from ID - look 9 Months in the past !!!!
------------------------------
From: " (Christian Gran)" <gran@mikro.ee.tu-berlin.d400.de>
Date: Fri, 18 Nov 1994 11:58:20 +0100
Subject: Re: DEU 5.3
>>>OTOH, you could wait for DEU 5.3. Why waste time learning WADED when
>>>you're going to go back to DEU anyway?
>>
>>1. WADED doesn't take long to learn. Most people figure it out
>> relatively fast, a few hours tops.
>>2. Why would you go back to DEU?
>>3. A friend of mine can pull out excellent maps of good size
>> in 2-3 hours with WADED. Deathmatch and normal.
>
>Could we please not have a which-editor-is-best flame war. The groups
>for editing. Lets leave the flames over editors to the new editing
>group.
>Steve H.B.
>
>
>
OK - is there any official Deu Version for Doom2-editing ?? <- NO !
So - there is no choice, there is no "what is the best editor", you
can not use Deu !!
I used it long for creating Doom1 pwads, but now we have to learn new editors...
Ciao
Chris
------------------------------
From: David York Kurtz <dkurtz@bigcat.missouri.edu>
Date: Fri, 18 Nov 1994 07:42:32 -0600 (CST)
Subject: respawning barrels
sorry if this question is redundant, I'm rather new to this
list. I was wondering what bits needed to be toggled for respawing
barrels or if it was possible. I assume its possible because the barrel
type isn't all that different from say a medkit. Thanx
-Dave
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Fri, 18 Nov 1994 08:09:00 -0500
Subject: DoomCAD 5.0
In case there are any DoomCAD users out there, I just uploaded DoomCAD 5.0
to pcohio, and will upload to Software Creations BBS this morning. I would
like someone who has 'Net access to let me know and I'll get a copy to him
to be ftp'ed to all relevent sites.
matt tag
(PS: DoomCAD 5.0 is a Doom ][ editor)
- ---
þ OLX 2.1 TD þ Dammit Jim, she's dead! Get off of her!
- ---------------------------------------------------------------
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: Ed Phillips <flaregun@udel.edu>
Date: Fri, 18 Nov 1994 09:07:23 -0500 (EST)
Subject: Re: DEU 5.3
On Thu, 17 Nov 1994, Mark Mathews wrote:
> -> Is this available yet? If not... I have version 5.21 and I have
> -> DOOM][. Can I use DEU 5.21 to make levels for DOOM][? I've read on
> -> the newsgroups that you can convert DOOM levels to DOOM][, but I
> -> can't seem to get DEU 5.21 to even start up without DOOM.WAD. Can I
> -> use the DOOM.WAD (I forget the exact name) that comes with DOOM][ to
> -> get DEU 5.21 up and running? There seems to be a lot of confusion,
> -> and no clear answers on how to go about this (at least for a newbie
> -> like me ;-).
>
> The best you can do now is edit with DEU 5.21 and convert it with
> WAD1TO2.ZIP.
>
I don't mean to be dense... but what does this mean? Can I run
DEU 5.21 using the DOOM(2).WAD? I haven't tried this on my system at
home, but DEU 5.21 definitely won't run without DOOM.WAD. How do I
create a new PWAD in the first place?
Also, the other RE: messages on this topic refer to WADED... does
that mean that WADED makes/works with DOOM][ .WADs?
Thanks,
Ed
/****************************************************************************/
/* Ed Phillips flaregun@udel.edu University of Delaware */
/* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */
/****************************************************************************/
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 18 Nov 94 14:10:22 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. If your questions are prefixed with the code
WQ: (for 'WAD query') in the subject field (e.g. Subject: WQ: Sprites),
they will be 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: mark.mathews@channel1.com (Mark Mathews)
Date: Fri, 18 Nov 1994 10:53:00 -0400
Subject: Re: DEU 5.3
- -> > The best you can do now is edit with DEU 5.21 and convert it with >
- -> WAD1TO2.ZIP.
- -> >
- ->
- -> I don't mean to be dense... but what does this mean? Can I run DEU
- -> 5.21 using the DOOM(2).WAD? I haven't tried this on my system at
- -> home, but DEU 5.21 definitely won't run without DOOM.WAD. How do I
- -> create a new PWAD in the first place?
- -> Also, the other RE: messages on this topic refer to WADED... does
- -> that mean that WADED makes/works with DOOM][ .WADs?
No your not dense. Create a Doom 1 wad with DEU5.21 and then convert it
to DOOM 2 with WAD1TO2.ZIP. Also if you have a list of the monster,
decorations, etc. type numbers; you can enter these numbers in DEU 5.21.
DEU will not recognize the numbers but DOOM 2 will. I know its a pain to
do it this way, but it can be done. DEU 5.3 is coming; you will just
have to wait.
I have never used WADED. Yes it probably does work with DOOM 2 wads.
Mark
------------------------------
From: tedv@geom.umn.edu
Date: Fri, 18 Nov 94 11:43:07 CST
Subject: Re: DEU 5.3
> I don't mean to be dense... but what does this mean? Can I run
> DEU 5.21 using the DOOM(2).WAD? I haven't tried this on my system at
> home, but DEU 5.21 definitely won't run without DOOM.WAD. How do I
> create a new PWAD in the first place?
DEU 5.21 will NOT edit levels designed for DOOM ][. There are two primary
reasons. #1: DOOM I lables levels by ExMx (eg, E2M5) while DOOM ][ lables
levels MAPxx (eg, MAP15). #2: DOOM I and DOOM ][ have a different set of
textures. Some textures on I are not in ][ and vice versa.
Oh, I suppose the biggest reason is that DOOM ][ wasn't even close to done
when 5.21 was released. :)
Obviously, 5.3 will fix all of these problems. No, I don't know the current
status of it. I think I'll check with Raphael and see what he's up to.
Please don't mail him if at all possible though. Last I heard he had 90
new messages. ;P
DEU 5.21 does not REQUIRE you to have DOOM.WAD. Edit your DEU.INI file and
change the location of the main IWAD. You can use this to view all of the
sprites in DOOM ][. You can also use C to create a new level which will
access the DOOM ][ textures (allegedly; I haven't tried this myself), but
the file will be saved with the ExMx, and you will have to know the item
ID numbers for DOOM ][ only things (eg, Hell Knight: 69, Super Shotgun: 82,
etc, etc.) You could of course then use that doom 1 to doom 2 converter.
> Also, the other RE: messages on this topic refer to WADED... does
> that mean that WADED makes/works with DOOM][ .WADs?
I don't know, but my assuption is that it does.
- -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: Matthew Ayres <ayres@cdrom.com>
Date: Fri, 18 Nov 94 10:26:09 -0800
Subject: Re: DEU 5.3
Stanley Stasiak <stasiak@iinet.com.au> said...
>> WADED v1.42 can edit/create DOOM ][ maps, DEU 5.21 can not. WADED has a
>> nicer interface, and is more user friendly. Version 2.00 is on it's way,
>> and it will include many new features that the current version lacks.
>> (namely complete consistency checking and auto-fixing, pre-fab stairs,
>> doors, lifts, multi sector apply, texture alignment, even nicer interface,
>> and more. Soon after or maybe in 2.00, cut, paste, copy, resize, rotate,
>> undo, pcx/gif texture importer, understand/import texture PWADs.) Making
>> DEU completely useless. (oh boy am I gonna get flamed for saying that....
>> but you all wait and see.)
>>
>> -Matt A.
>Gees well if waded could handle those large wads maybe I could be persuaded...
>As it stands tho... nope... sorry... deu rules still...
It should be able to handle 350k WADs with no problem. Any map bigger is
useless anyhow, why not just make it two maps?
-Matt A.
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Fri, 18 Nov 94 10:31:21 -0800
Subject: Re: respawning barrels
David York Kurtz <dkurtz@bigcat.missouri.edu> said...
> sorry if this question is redundant, I'm rather new to this
>list. I was wondering what bits needed to be toggled for respawing
>barrels or if it was possible. I assume its possible because the barrel
>type isn't all that different from say a medkit. Thanx
The barrel will not repawn. You can use dehacked to replace the medkit
with a barrel and it's attributes. Then you'll have a respawning barrel.
I haven't tried it myself, but I know other have, and have had success
with it.
-Matt A.
------------------------------
From: tedv@geom.umn.edu
Date: Fri, 18 Nov 94 13:24:37 CST
Subject: Re: DEU 5.3
>>Gees well if waded could handle those large wads maybe I could be persuaded...
>>As it stands tho... nope... sorry... deu rules still...
>
>It should be able to handle 350k WADs with no problem. Any map bigger is
>useless anyhow, why not just make it two maps?
Woah... Once again. Lets drop the flame thread. This currently has nothing
to do with doom editing. Or at least very little.
Next: A debate over whether the current version of Waded is better than the
current version of DEU is pointless because both will have new versions
coming out soon designed to fix their respective flaws. A debate between
the current version of one and the future version of another is also
pointless because it's an unfair comparisism. A debate betwee the two
future versions is pointless as well because neither of them are done. So
please. Just drop it.
- -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: tmunk@sdcc10.ucsd.edu (Todd Munk)
Date: Fri, 18 Nov 1994 14:07:52 -0800 (PST)
Subject: Re: wad1to2.zip
>
>
> The best you can do now is edit with DEU 5.21 and convert it with
> WAD1TO2.ZIP.
>
> Mark
>
Is wad1to2.zip on ftp.orst.edu? Also, does it require you to Doom I?
I deleted Doom I and sold it when I got doomII.
Todd.
------------------------------
From: Salporin@aol.com
Date: Fri, 18 Nov 1994 17:09:12 -0500
Subject: Re: Switching off Linedef 17
>> I want to have an area that flashes as a warning when
another player is in another area, but want it switched off aggain. <<
The best way I can think of to do this would be make the sector that you want
to control the blinking a "hallway" (ie, walls on two sides, openings on the
other two). For the linedef at one end of the hallway, set it to turn the
light off, and at the other side set it to turn the light on. This way, when
the player enters this hallway, the lights go off, but when he (she?) leaves
it, the lights come back on. That's the best I can come up with, but of
course it only works going one way through the hallway (ie north to south it
works, but enter at the south and it doesn't). Anyone else have a better
way?
------------------------------
End of doom-editing-digest V1 #59
*********************************