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Doom Editing Digest Vol. 01 Nr. 032

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #32
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 2 November 1994 Volume 01 : Number 032

Re: DEU 5.3
Re: Silent teleporters
DEU 5.3 Screen Shots: Yes!
Re: Node building
Re: DEU 5.3
DEU Primer
Re: DEU Primer
Re: DEU 5.3 Screen Shots: Yes!
Re: Bob's Consistency Checker (was Re: Node building)
Re: DEU 5.3
Re: DEU 5.3 Screen Shots: Yes!
Re: DEU 5.3 Screen Shots: Yes!
Re: DEU 5.3
Re: Node building
Re: Node building
Re: DEU Primer
Re: Node building
EdMap error 201
Re: Node building
Re: DEU 5.3 Screen Shots: Yes!
Re: DEU Primer

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 31 Oct 1994 17:35:53 -0800
Subject: Re: DEU 5.3

>> > Also, is there any word from those doing the GCC port, or will DEU 5.3 be
>> > supporting extended memory?
>>
>> Lessi.... There WILL be a GCC "port" version. (Incidently, I do all of
>> my work in GCC and then port back to BCC for memory reasons. ;) I don't
>> know if the official release will be the BCC version or the GCC version.
>> We are/were tossing around the idea of compiling under BCC 4.0, but we
>> decided that it definately had to be BCC 3.0 compatable.
>>
>The GCC that's out now seems to lock up randomly on me. I hope
>this isn't a problem for DEU 5.3 if it's only release will be
>in GCC. If it is, I don't think I could bare it.
>brian

I've never had a lock-up with 5.21 GCC. Maybe your memory manager? Qemm
is known to sometimes cause problems. Belive there was a solution in the
doc file or something.
Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 31 Oct 1994 17:43:17 -0800
Subject: Re: Silent teleporters

>Ive got DMAUD 1.1, and it's right there. Maybe you're looking for the wrong
>thing. It's "Player / monster teleporting."

So I'm a doofus. Thanks. I was only skimming through looking at the
first words... Oi...
Steve 'red face' H.B.


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

From: tedv@geom.umn.edu
Date: Mon, 31 Oct 94 19:57:00 CST
Subject: DEU 5.3 Screen Shots: Yes!

I got the Ok from Raphael to release some screen shots of DEU 5.3.

So I have one important question and one not so important question.

Important question: What program can I use to get a screen capture and
where can I ftp it?

Non-important question: How many screen shots would you guys like to
see?

Oh, once the screen shots are done, I'll put them on a.b.doom. I don't
think they should go on infant2, especially with the current overloading,
but I will also put them on bear.montefiore.ulg.ac.be (the official DEU
ftp site).

- -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: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Tue, 1 Nov 1994 03:58:46 +0100
Subject: Re: Node building

Steve Benner <S.Benner@lancaster.ac.uk> wrote:
>
> Robert Fenske, Jr. wrote:
> >
> > Supporting external node builders is what all the editors should
> >do. DCK is the only one I know of that currently does this (but I haven't
> >surveyed all the available editors). I see it as a waste to bother to include
> >node building code into an editor when the current crop of node builders can
> >do the job.
> >
>
> Where's the waste? In memory used by the editor and effort on the part of
> its programmer(s) is all, surely. The former may limit the WAD size
> (though many editors will let you build bigger WADS than DOOM can save) but
> a programmer's time is his (her? are there any women doom players/designers
> out there?) own to waste! Personally, I'd prefer to have as much as
> possible in one environment, provided it did the job (and I can stop it
> from doing everything automatically all the time). Successively waiting
> for editor, node builder, reject builder and doom engine to load on each
> edit cycle can be a pain.
>
Right said, Steve. There are two reasons why I am keeping a nodes builder
in DEU:
- - as long as the nodes builder is OK (the one in 5.21 wasn't), it is far
easier to do everything from within the editor.
- - historical reasons. DEU was the first program with a Nodes builder, and
I don't want to remove it from my editor just because there are some
external Nodes builders available. Especially since some of these programs
were partially based on DEU's code (before Id released their IDBSP source
code).

The nodes builder in DEU 5.3 should be better than the previous ones, so
I hope that you won't have to exit the program if you want to save your
WAD. Thus if you have two PC's on a network, you can have DEU running
on one of them and Doom on the other to test your level.

- -Raphael
+---------------------------------------------------------------------------+
| Finger: finger quinet@finger.montefiore.ulg.ac.be for some useless info. |
| Mosaic: http://www.montefiore.ulg.ac.be/~quinet (under construction) |
| E-mail: eedraq@chapelle.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| or: Raphael Quinet, Kapuzinergraben 2, 52062 Aachen (Germany) |
| --* Send your questions about DEU to: Deu_Help@boblab1.bobst.nyu.edu *-- |
+---------------------------------------------------------------------------+

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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Tue, 1 Nov 1994 04:11:40 +0100
Subject: Re: DEU 5.3

Brian K. Martin <brian@phyast.pitt.edu> wrote:

> The GCC that's out now seems to lock up randomly on me. I hope
> this isn't a problem for DEU 5.3 if it's only release will be
> in GCC. If it is, I don't think I could bare it.
>
There will be at least two versions of DEU using a DOS extender:
- - the GCC version (with GO32), which is likely to become the "reference"
version. BTW, I am using DJGPP 112m2 (with patches for the BCC2GRX lib),
not DJGPP 111 (which was used for DEU 5.21).
- - the BC 4.0 version, using Borland's PowerPack. I don't have BC 4.0 (I'm
stuck with an older version), but some DEU developpers have it and will
compile DEU for me.

DEU will also compile under TC 3.0 and BC 3.1, but then you are likely to
run out of memory even on medium-sized levels.

There will also be a Linux version, but it will be released a bit later.

- -Raphael
+---------------------------------------------------------------------------+
| Finger: finger quinet@finger.montefiore.ulg.ac.be for some useless info. |
| Mosaic: http://www.montefiore.ulg.ac.be/~quinet (under construction) |
| E-mail: eedraq@chapelle.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| or: Raphael Quinet, Kapuzinergraben 2, 52062 Aachen (Germany) |
| --* Send your questions about DEU to: Deu_Help@boblab1.bobst.nyu.edu *-- |
+---------------------------------------------------------------------------+

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

From: Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster)
Date: Mon, 31 Oct 94 19:47:29 -0800
Subject: DEU Primer

I'm currently working on a document as an introduction to creating maps and
using DEU. When comleted I hope it can be used as a resource when someone asks
simple questions.

Once I get the first two sections completed (Introduction, Doom Map Concepts)
I was thinking of posting it to this mailing list so that anyone interested
can go over it to find the errors and make coments. The formatting may not be
great on this release, I don't plan on spending lots of time formating it for
IBM screens until it's completed.

Please email me if you think posting it is a good idea, or bad. I'll collect
up the votes and and post the results. (it's currently 3,522 words, and 23,627
characters)

When completed I will have two different versions available:
- An ASCII text version, suitable for posting to the net.
- A postscript version, suitable for copying to a PS printer.
- I'll also release a version using IBM high order characters for the
sample maps (if someone else wants to make them...) suitable for zipping
and storing on ftp sites.
- I'm writting it on a Mac so I'll have a Mac Word version as well--but I
don't plan on releasing it.
- --
"How can I be wrong? I have a badge!" -- Groo
Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA


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

From: tedv@geom.umn.edu
Date: Tue, 1 Nov 94 1:49:26 CST
Subject: Re: DEU Primer

> I'm currently working on a document as an introduction to creating maps and
> using DEU. When comleted I hope it can be used as a resource when someone asks
> simple questions.

I think some of the DEU folks are working on revamping the tutorial files.
You might want to collaborate this with their work. I don't know who
specificially is working on this.

> Once I get the first two sections completed (Introduction, Doom Map Concepts)
> I was thinking of posting it to this mailing list so that anyone interested
> can go over it to find the errors and make coments. The formatting may not be
> great on this release, I don't plan on spending lots of time formating it for
> IBM screens until it's completed.
>
> Please email me if you think posting it is a good idea, or bad. I'll collect
> up the votes and and post the results. (it's currently 3,522 words, and 23,627
> characters)
>
> When completed I will have two different versions available:
> - An ASCII text version, suitable for posting to the net.
> - A postscript version, suitable for copying to a PS printer.
> - I'll also release a version using IBM high order characters for the
> sample maps (if someone else wants to make them...) suitable for zipping
> and storing on ftp sites.
> - I'm writting it on a Mac so I'll have a Mac Word version as well--but I
> don't plan on releasing it.

Another point... A *large* portion of the interface has been rewritten
for DEU 5.3. You will almost definately want to wait for 5.3 to decide
how to rewrite some of your guide. Oh, you should probably talk with
Raphael and mention the work you've done. He might be able to use it as
an official part of DEU.

- -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: cgasparo@cymbal.aix.calpoly.edu
Date: Tue, 1 Nov 1994 01:55:12 -0800
Subject: Re: DEU 5.3 Screen Shots: Yes!

Go with 7-10 screen shots, showing as many features as possible with still images.
Steve H.B.

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 1 Nov 94 10:11:54 GMT
Subject: Re: Bob's Consistency Checker (was Re: Node building)

Robert Forsman wrote:
>S.Benner@lancaster.ac.uk (Steve Benner) ,in message <548.9410311642@cent1.lancs
> .ac.uk>, wrote:
>
>> [chop]
>> >
>>
>> *** >256 edges in view simultaneously. I know the computation time is
>> probably horrendous but surely some sort of indication of this problem can
>> be computed?
>
> Uh, I shudder at this.

Why'd'ya think I gave it three stars? ;)

- -Steve



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

From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Tue, 1 Nov 1994 19:49:33 +0800 (WST)
Subject: Re: DEU 5.3

>
> > > From: brian@phyast.pitt.edu (Brian K. Martin)
> > [GCC version of Deu]
> > Just another data point: I've been heavily using the GCC version of
> > 5.21 for months now and the only problem I've seen is that it's
> > scrambled the vertices around twice (I had backups both times).
> > It's never locked up on me.
> >
> Well It never locked up on me until one of the following happened,
> (i don't know which one)
>
> 1. I got a new (NICE) 486dx266 motherboard
> 3. I added 4 megs of ram (8total)
> 2. My wad grew over 100K.
2 & 3 are out... unless the RAM is bad ;)

Stan.

==============================================================================
.-_!\ | Stanley Stasiak
/ \ | (stasiak@iinet.com.au)
I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
==============================================================================

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

From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Tue, 1 Nov 1994 20:15:13 +0800 (WST)
Subject: Re: DEU 5.3 Screen Shots: Yes!

>
> I got the Ok from Raphael to release some screen shots of DEU 5.3.
>
> So I have one important question and one not so important question.
>
> Important question: What program can I use to get a screen capture and
> where can I ftp it?
Try PCXDUMP somewhere on any decent msdos shareware site in a graphics
dir...>

Stan.

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

From: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Tue, 1 Nov 1994 12:27:39 +0000 (GMT)
Subject: Re: DEU 5.3 Screen Shots: Yes!

On Mon, 31 Oct 1994 tedv@geom.umn.edu wrote:
> Non-important question: How many screen shots would you guys like to
> see?

How many would you like to take?

David Damerell, GCV Sauricon. djsd100@cus.cam.ac.uk RL: Trinity, Cambridge
WOODHAL2.WAD on infant2. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| All people's aims are unreachable, and their struggles futile. |___|
| | | When you see this true of your own aims, life becomes a vacuum. | | |

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 01 Nov 1994 09:49:01 EST
Subject: Re: DEU 5.3

alaric@netcom.com (Phil Stracchino -- The Renaissance Man) ,in message <1994103
12327.PAA11213@netcom19.netcom.com>, wrote:

> It could *also* be some odd structure in your WAD;
> I've had this happen to me once or twice. I've also once or twice had
> just random lockups.

Well, I had consistent lockups whenever I tried to do second-sidedef
texture alignment. There were also some lockups when I tried to split
sectors in a certain way that I can't remember right now. I expect the
program just went into an infinite loop.

Remember the GNU guidelines:

A program should never dump core,

and

static limits are unreasonable.

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 1 Nov 94 14:59:55 GMT
Subject: Re: Node building

Robert Forsman said:-

>Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster) ,in message <m0r21oF-0003HMC
> @deep.rsoft.bc.ca>, wrote:
>
>> Robert Forsman (thoth@cis.ufl.edu) writes:
>
>>
>> > * multi-patch texture on a 2S linedef's NORMAL texture. (Medusa effect)
>>
>> This should be a **, since some complex textures work, STARTAN3 for example.
>
> ** is for complicated stuff. I don't consider this complicated.
>
> Anyway, I didn't think that ANY multi-patch textures worked on 2S
>normals. Can anyone confirm his STARTAN3 claim?

Yep, he's right Bob. (I think I said something about this months ago and
was flamed for it - but I was younger and more innocent then [well,
ignorant, anyway] and assumed everyone else knew better! ;) (which was
probably the case!))

The rule seems to be (as far as I could be bothered to experiment) that
multipatch textures WILL work, PROVIDED that

a) none of the patches overlap;
and b) the patches tile horizontally only.

So STARTAN3 and STARGR2 (multi-textures but tiling horizontally only), for
example, work fine: BROVINE (complex multi-texture) and ICKWALL1 (no
overlap, but patches tile vertically) give medusa like mad. Interestingly,
SW1BROWN, for instance, displays fine except for the areas where the switch
should appear. This makes me wonder whether in fact medusa is related to
the pink bug, with Doom filling the vertical gap between the patches with
junk (even though there's a legitimate patch to use) [The other patch in
SW1BROWN is a full 128 high]. This may mean that my condition a) above is
actually not necessary at all. I'll leave it for others to experiment with
further though... Maybe some-one should change their FAQs though..... ;)

- -Steve




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

From: Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster)
Date: Mon, 31 Oct 94 22:08:19 -0800
Subject: Re: Node building

Robert Forsman (thoth@cis.ufl.edu) writes:

> Anyway, I didn't think that ANY multi-patch textures worked on 2S normals.
> Can anyone confirm his STARTAN3 claim?

I can, grab UAC-HQ.ZIP from infant2 (as soon as it comes out of */incoming)
and have a look around in the courtyard (the open area "upstairs").
- --
"How can I be wrong? I have a badge!" -- Groo
Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA


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

From: Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster)
Date: Mon, 31 Oct 94 23:32:53 -0800
Subject: Re: DEU Primer

Scott D. Webster (webstes@iia.org) writes:

> I have a few comments. It might be a good idea to wait untill the next
> version of deu comes out, so you can reflect any changes in your document.

If I knew when DEU 5.3 was coming out...

Seriously, I'm planning on grabbing 5.3 as soon as it's available, and will
update DEU Primer accordingly. If 5.3 comes out before I'm finished, I'll
update the text before releasing it. If I'm finished before it's released,
I'll update it and release a second version...

> There are several tutorial type documents out there now, though they could
> all use a little work, IMHO.

They could all use a lot of help in my opinion. Part of the reason I'm writing
this is because the other ones are so bad. BTW: DEU Primer isn't designed as a
tutorial, but an instructional tool. The intention is to give the reader
enough information to make medium-advanced maps, not just give an
introduction.

> To have another document refering to deu 5.21 might be a bit redundant, but
> to have a document introducing users to deu 5.3 would be _excellant_.

I'll write it as soon as I get a copy of 5.3... The stuff I've written so far
is applicable to ALL map editors. It only covers Doom map building basics.

> I like the idea of a .ps version. I'd much prefer .ps documents to ascii.

I like the idea of a .ps version so that I can include decent diagrams. You
can only go so far with ASCII art. I also hate having to go through the hassle
of reformatting everyone else's documents so that they will look half decent
when printed.

> One thought for both versions - how about laying it out with the idea that
> it could be bound? What I mean by this is leave a left margin to have space
> to three-hole-punch, staple or otherwise bind the document.

I currently have it set to print with a 1" left margin, and 0.5" top, bottom
and right margins. If I can figure out a way to make a .ps file that will
allow people to print double sided, I'll do that. I might make two files, one
with the odd pages, one with the even...
But good thought, I'll have to make sure I leave enough room for binding on
the ASCII version, how much should I indent everything? 10 characters?

> I have stacks of printouts surrounding me here in my basement (the doom faq,
> etc) that I've printed and would like to punch holes in to put in a
> notebook, but the left margin doesn't leave room.

If I had thought anyone wanted them, I would have uploaded .ps versions to
infant2 after I finished reformatting them. Unfortunatly I deleted them once I
printed them...

> Scott D. Webster Junior, Computer Science - William Paterson
> College
> webstes@iia.org
> ??????????????????????????????????????????
> scottw@deathstar.wilpaterson.edu ?? How many wigs would a whizzywig whiz
> ??
> ?? if a whizzywig could whiz wigs?
> ??
>
> ??????????????????????????????????????????

A whizzywig would whiz,
as many wigs as a whizzywig could whiz,
if a whizzywig could whiz wigs.
- --
"How can I be wrong? I have a badge!" -- Groo
Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA


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

From: Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster)
Date: Tue, 01 Nov 94 09:36:11 -0800
Subject: Re: Node building

Steve Benner (S.Benner@lancaster.ac.uk) writes:
> The rule seems to be (as far as I could be bothered to experiment) that
> multipatch textures WILL work, PROVIDED that
>
> a) none of the patches overlap;
> and b) the patches tile horizontally only.
>
> [...some stuff deleted...]
> This may mean that my condition a) above is actually not necessary at all.
> I'll leave it for others to experiment with further though... Maybe
> some-one should change their FAQs though..... ;)

That's why I figured it should have a **, not because it's complex to code (a
simple lookup table), but because someone is going to have to make a map with
every every single texture (one for Doom and one for Doom II) on a 2sided
linedef and walk through it--slowely.

Unless we can get id to give the definitive answer...
- --
"How can I be wrong? I have a badge!" -- Groo
Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA


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

From: Brian Todoroff <btodorof@osiris.ac.hmc.edu>
Date: Tue, 1 Nov 1994 11:51:29 -0800 (PST)
Subject: EdMap error 201

Could someonr please tell me what Edmap Runtime error 201 means. I've
crashed several times with this error. It would happen every time I exited
the viewer when using it to pick a texture but not when just using the
viewer.

Thanks,

Brian Todoroff
HMC Class '97

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

From: "Scott D. Webster" <webstes@iia.org>
Date: Tue, 1 Nov 1994 17:37:21 -0500 (EST)
Subject: Re: Node building

On Mon, 31 Oct 1994, Robert Forsman wrote:

> > > * multi-patch texture on a 2S linedef's NORMAL texture. (Medusa effect)
> >
> > This should be a **, since some complex textures work, STARTAN3 for example.
>
> ** is for complicated stuff. I don't consider this complicated.
>
> Anyway, I didn't think that ANY multi-patch textures worked on 2S
> normals. Can anyone confirm his STARTAN3 claim?

It works. Being a newbie, I tried it without knowing it wasn't supposed
to work, and it worked. It also worked with another texture (I can't
remember the name, but it looks like a scan of grey aquairum gravel). I was
using it on a horizontally moving wall (to catch the player's attention),
though. I don't know if that makes a difference. The
gravel-texture-on-a-2S-linedef thing is in my problem.wad which I posted to
alt.binaries.doom earlier if anyone wants to look at it. Its in two places,
at the back of the 'caves' that the imps are in. It had originally been
STARTAN3. I suppose if someone wanted to they could use that wad to
check all the wall textures and see which ones do or don't cause the
Medusa effect.

Scott D. Webster Junior, Computer Science - William Paterson College
webstes@iia.org ??????????????????????????????????????????
scottw@deathstar.wilpaterson.edu ?? How many wigs would a whizzywig whiz ??
?? if a whizzywig could whiz wigs? ??
??????????????????????????????????????????


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

From: tedv@geom.umn.edu
Date: Tue, 1 Nov 94 16:58:36 CST
Subject: Re: DEU 5.3 Screen Shots: Yes!

> > Important question: What program can I use to get a screen capture and
> > where can I ftp it?
> Try PCXDUMP somewhere on any decent msdos shareware site in a graphics
> dir...>

Thanks. Well.... Almost. :) archie is being really anal retentive lately;
I can't seem to find ANY ftp sites for any of the mentioned programs. Oh,
I *did* find two of the programs, but one of them didn't do 640x480x256
and the other dumped corrupted pictures. Does anyone know where to find
this pcxdump or any other program that will save 640x480x256 color pics?

- -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: "Scott D. Webster" <webstes@iia.org>
Date: Tue, 1 Nov 1994 18:18:52 -0500 (EST)
Subject: Re: DEU Primer

On Mon, 31 Oct 1994, Gordon Mulcaster wrote:

> Scott D. Webster (webstes@iia.org) writes:

<SNIP>
> > There are several tutorial type documents out there now, though they could
> > all use a little work, IMHO.
>
> They could all use a lot of help in my opinion. Part of the reason I'm writing
> this is because the other ones are so bad.

Yeah, I was trying to be nice. ;-)

> BTW: DEU Primer isn't designed as a
> tutorial, but an instructional tool. The intention is to give the reader
> enough information to make medium-advanced maps, not just give an
> introduction.

This is good, since I'm a newbie I could certainly benefit from this. I
acquied all the tutorials, etc. I could find, and it still took me a few days
to actually create a wad that didn't crash or something. It seems to me that
those tutorials were written by guys who had forgotten what it was like
to not know much about editing, so their writing was more implicit than
explicit, leaving the reader to fill in the blanks.

> I currently have it set to print with a 1" left margin, and 0.5" top, bottom
> and right margins. If I can figure out a way to make a .ps file that will
> allow people to print double sided, I'll do that.

I was thinking about this as well. I know that postscript is somewhat of a
programming language as well as a page description language (meaning that you
can create .ps file which, when sent to the printer, change the way the
printer operates). I wonder if someone could write a ps program to cause
a printer print a page then wait for a pagefeed to print the next so you
could flip the paper over (of course you could probably do this by
changing the printer's settings), or even print two pages half-size on one
side of the paper. This would give the user the option of whether to use the
programs or not and not result in multiple versions of the .ps file.

> I might make two files, one
> with the odd pages, one with the even...

That would work well.

> But good thought, I'll have to make sure I leave enough room for binding on
> the ASCII version, how much should I indent everything? 10 characters?

I just tried three-hole-punching a document and it seems that it only
messes up the first three characters or so. A five character offset would
probably be safe. I would suppose that hole punchers are fairly
standardized.

> > I have stacks of printouts surrounding me here in my basement (the doom faq,
> > etc) that I've printed and would like to punch holes in to put in a
> > notebook, but the left margin doesn't leave room.
> If I had thought anyone wanted them, I would have uploaded .ps versions to
> infant2 after I finished reformatting them. Unfortunatly I deleted them once I
> printed them...

Too bad. I thought of trying to convert them to some other format, but
decided that would just be too time consuming. I'm thinking about buying
a program called clickbook which allows you to print multiple pages on
one sheet of paper to make little booklets. That would probably be the most
time-efficient method.

<see my .sig below>

> A whizzywig would whiz,
> as many wigs as a whizzywig could whiz,
> if a whizzywig could whiz wigs.

I am of the belief that a whizzywig would whiz only as many wigs as was
neccesary. Unless, of course, he had a fetish for whizzing wigs, in
which case he might whiz wigs in excess.


Scott D. Webster Junior, Computer Science - William Paterson College
webstes@iia.org ??????????????????????????????????????????
scottw@deathstar.wilpaterson.edu ?? How many wigs would a whizzywig whiz ??
?? if a whizzywig could whiz wigs? ??
??????????????????????????????????????????


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

End of doom-editing-digest V1 #32
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