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Doom Editing Digest Vol. 01 Nr. 061

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Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #61
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 21 November 1994 Volume 01 : Number 061

Re: Quake discussion?
Re: The rec.games.computer.doom.* groups are now available
Re: Yet another new Doom editor
Re: DEU 5.3
Re: DEU 5.3
Policy at ORST
Re: DEU 5.3
Re: DEU 5.3
Re: DEU 5.3 again
Re: DEU 5.3 again
Re: DEU 5.3 again

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

From: hsimpson@unixg.ubc.ca (Enigma)
Date: Sat, 19 Nov 1994 18:37:39 -0800
Subject: Re: Quake discussion?

Thanks to all of you who replied regarding Quake.
- ------------------------66------------------------------------99GO
* Doom Rules //||// enigma <hsimpson@unixg.ubc.ca> ||CA
* Power Rangers Rock /||/ ||NU
* Punk is dead... //||// "640KB is more than enough..." ||CK
- ------------------------99------------------------------------66S!

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 19 Nov 1994 20:49:53 -0800
Subject: Re: The rec.games.computer.doom.* groups are now available

>Would it be possible to have a one way gate? I think that although the
>incoming conversation would be full of crap the outgoing conversation
>would be of great use to people who are not on the list. You see what
>I'm getting at. Make a gate so that mail posted to the list get's posted
>to the newsgroup as well.

I would be against even that. If people want to read the stuff they can
join the list. A one-way gate would probably be more of a hassle than a
two-way gate.
Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 19 Nov 1994 20:59:38 -0800
Subject: Re: Yet another new Doom editor

>Greets all,
[stuff snipped]
>You can d/l it from my BBS at 615-337-9198, and hopefully some kind
>soul will put it on the usual net sites (I have lousy ftp access).
>
>Thanks.

That phone call is too rich for my blood. Anyone out there able to get
it on a site?
Steve H.B.


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 20 Nov 1994 11:09:48 EST
Subject: Re: DEU 5.3

Forgive me if this is bloody obvious.

tedv@geom.umn.edu ,in message <199411181743.AA02208@lovelace.geom.umn.edu>, wro
te:

> 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.

What I don't understand is why someone hasn't taken a day off and just
released a 5.22 that had new tables and grokked MAP%02d. Didn't someone
release a "pirate" deu that did just that?

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

From: Jon Davey <jond@hpbs114.boi.hp.com>
Date: Sun, 20 Nov 94 10:48:55 MST
Subject: Re: DEU 5.3

> What I don't understand is why someone hasn't taken a day off and just
> released a 5.22 that had new tables and grokked MAP%02d. Didn't someone
> release a "pirate" deu that did just that?
>
Why hasn't anybody asked the obvious question?

Why didn't Raphael and the Deu Team release an "official" modified
version of Deu5.21 when Doom II came out? It could have been called
5.22 as Robert suggested. I read a post recently in A.G.D. in which
Raphael stated that when Doom II came out, he modified Deu5.21 in just
five minutes so it could read the Doom II wad file. His post was
in direct response to all the questions and discussion being directed
towards the DEU2 hack.

If it only took Raphael five minutes to modify his code for Doom II,
then another 5 minutes to ftp it to Infant2 at the time, we wouldn't
have to wade through all these "where is DEU5.3 and DEU2" talk.

From what Ted has been saying, it sounds like Raphael gets 90 new
email messages a day asking where DEU5.3 is and this keeps him from
working on the program. Well, how about releasing a modified version
to work with Doom II and then the wait for DEU5.3 will be much
less painful.

Then we can start talking about level editing and Deu again.

Just my 2 cents.

Jon
(A happy Deu5.21 user)

- --
- ---
- ----
- ----- jon davey ----- email: jond@hpbs114.boi.hp.com -----
- ----
- ---
- --


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

From: Jon Davey <jond@hpbs114.boi.hp.com>
Date: Sun, 20 Nov 94 10:54:23 MST
Subject: Policy at ORST

While I'm still in the mood to post, does anyone know what the
policy is concerning the moving of files out of the 'incoming'
directory on the new "official" Doom ftp site? It seems as though
you can never get any newstuff and when you try to ftp out of the
incoming directory, you get a permission denied error. I've
tried the mirror sites, but they don't seem to be mirroring
everyday?

Is it just me and is everyone else getting new files everyday?
I need my Doom fix!

Thanks, - Jon


- --
- ---
- ----
- ----- jon davey ----- email: jond@hpbs114.boi.hp.com -----
- ----
- ---
- --


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

From: "Ryan Drake" <RTD114@psuvm.psu.edu>
Date: Sun, 20 Nov 94 12:59 EST
Subject: Re: DEU 5.3

> What I don't understand is why someone hasn't taken a day off and just
>released a 5.22 that had new tables and grokked MAP%02d. Didn't someone
>release a "pirate" deu that did just that?

Yes. I got ahold of it once to take a look at it. It "works" but has several
serious flaws... The good thing is that once 5.3 comes out :) no one will even
use "DEU II"

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

From: tedv@geom.umn.edu
Date: Sun, 20 Nov 94 12:31:12 CST
Subject: Re: DEU 5.3

> > 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.
>
> What I don't understand is why someone hasn't taken a day off and just
> released a 5.22 that had new tables and grokked MAP%02d. Didn't someone
> release a "pirate" deu that did just that?

There's more to it than that. If it was that simple, I would have done it
myself, because I'm tired of waiting for Raphael to release that patch.

Do to for DOOM ][ conversion:
* Correct Identification of IWAD as authentic DOOM ][ wad (to enable saving
and so DEU knows which wall textures to open up)
* Change load/create level to MAPxx instead of ExMx.
* Add in new monsters and decorations in thing type editor.

What I don't know how to do is correctly indentify the IWAD as a DOOM ][
wad. I suppose you could just get for a set of DOOM ][ specific sprites,
like VILExxxx, KEENxxxx, etc, etc. But this is neccesary because we need
to know if this is just the shareware DOOM.WAD renamed to DOOM2.WAD, which
would allow level saving (though in the MAPxx format). Yes, you couldn't
play those levels, but iD has stated that no one with a shareware version
of DOOM should be able to create any add-on files for DOOM I or ][.

I want to chat with Raphael before I change the load/create level stuff,
because it will have a nicer interface in DEU 5.3, and I'm not sure how
much creame he wants in the interface (we could, for example, have it
display the name of the level in a scrollbox, or XXXXXX.WAD if you have a
patch wad. But we don't want to add in little goodies like this if it's
just taking up memory and no one cares.)

The new monsters have been added to DEU 5.3. I haven't been able to add
in the new decorations or test if we have the monster radii correct yet,
because I can't edit levels to check if I got the right sprite reference
call (remember, 5.3 displays the picture on screen.)

Yes, someone released a pirate DEU ][. Delete it if you have it. It's
illegal because it lets people save levels without having the registered
or commercial verion of DOOM. I also think that it wasn't distributed with
the source, but I'm not sure. Ok, so maybe it's not a big deal if you
paid for DOOM ][, but please don't distribute it. Newbie users of that
program might go to the DEU crew for support on that, and it's not a
program we support.

- -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: Jon Davey <jond@hpbs114.boi.hp.com>
Date: Sun, 20 Nov 94 14:36:54 MST
Subject: Re: DEU 5.3 again

> Yes, someone released a pirate DEU ][. Delete it if you have it. It's
> illegal because it lets people save levels without having the registered
> or commercial verion of DOOM. I also think that it wasn't distributed with
> the source, but I'm not sure. Ok, so maybe it's not a big deal if you
> paid for DOOM ][, but please don't distribute it. Newbie users of that
> program might go to the DEU crew for support on that, and it's not a
> program we support.
>
> -Ted

Saturday night, I downloaded another version of the DEU2 pirated copy
of Deu5.21. It was on the Software Creations BBS. It was again called
DEU2, but this was version C. This is how the "file_id.diz" file
described the new version: "A more complete Deu for Doom 2. Allows use
of all textures, linedef types and things. Much more complete than
Adler's Deu2. Many features to come. Allows you to run your wads
without exiting Deu".

I hate to say it, but until the Deu team releases version 5.3 (which
by the way looks great from the screen shots), these pirated versions
will continue under the name of Deu.

I'm a loyal Deu follower, but I'm also addicted to Doom and I want
to be able to create Doom II wad files, so how can I not at least try out
these various versions until the real McCoy comes out?

Just another 2 cents worth.

Jon


- --
- ---
- ----
- ----- jon davey ----- email: jond@hpbs114.boi.hp.com -----
- ----
- ---
- --


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

From: bmetz@gcr.com (Brent Metz)
Date: Sun, 20 Nov 1994 19:07:08 -0500 (EST)
Subject: Re: DEU 5.3 again

Could someone, on the DEU team or all-knowing, please give us a list of
features that will be in 5.3, and that will have to wait for 6.0? These are
the ones that I can think of :
Doom 1 & 2 editing
Printing
Improved interface(from the screen shots)
Dialog Boxes
Texture viewing without switching video modes
3D Preview Mode (I REALLY want to know about this)
No more opening text-mode thing
Ports to Windows, OS/2, and X-Windows

I haven't heard about it, but I'd like to know: will DEU 5.3 or 6.0 have
sound editing features? By this, I mean : If I had a Sound Blaster, could I
record/playback sounds within DEU? Also, are there any plans of adding
DeHackEd-like features to DEU? DEU is a very good freeware product, and
the effort put into it alone makes it deserve to win the ongoing
"my-editor-is-better-than-yours" wars.

P.S.: DEU *IS* better than yours. :)
- --
Brent Metz -- bmetz@gcr.com & bmetz@tjhsst.edu
WWW to http://www.tjhsst.edu/home/iris/bmetz/

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

From: tedv@geom.umn.edu
Date: Sun, 20 Nov 94 18:45:02 CST
Subject: Re: DEU 5.3 again

> Could someone, on the DEU team or all-knowing, please give us a list of
> features that will be in 5.3, and that will have to wait for 6.0? These are
> the ones that I can think of :

> Doom 1 & 2 editing
Status: UNKNOWN

> Printing
Status: DONE

> Improved interface(from the screen shots)
Status: ALMOST DONE

> Dialog Boxes
Status: DONE

> Texture viewing without switching video modes
Status: DONE

> 3D Preview Mode (I REALLY want to know about this)
Status: UNKNOWN (sorry)

> No more opening text-mode thing
This will not be in 5.3 as far as I know. 6.0 will be pure graphics though.

> Ports to Windows, OS/2, and X-Windows
Windows: UNKNOWN
OS/2: UNKNOWN
X: IN PROGRESS
As far as I know... Some guy out of the blue presented Raphael with a
version of DEU 5.21 that was ported to SGI X. I don't think he was part
of the DEU crew (though he might have been). He is now though. :P He's
working on making sure it runs under Linux and porting the 5.3 Alpha to
X. I don't know for sure, but I think it'll run under Sun X. Hell,
DOOM won't even run on a Sun! :)

(Actually... If you log into linux or an sgi, you can set your display to
the sun machine you are on and play at a somewhat slow rate. But we'll
ignore that for now.)

> I haven't heard about it, but I'd like to know: will DEU 5.3 or 6.0 have
> sound editing features? By this, I mean : If I had a Sound Blaster, could I
> record/playback sounds within DEU? Also, are there any plans of adding
> DeHackEd-like features to DEU? DEU is a very good freeware product, and
> the effort put into it alone makes it deserve to win the ongoing
> "my-editor-is-better-than-yours" wars.

I have heard rumors that there will be a way to load in sounds into patch
wads like dmaud. I have no idea how complex this will be. Someone has
also tried to do GIF import/export code. No idea if this will actually
be working at the time of DEU 5.3 release.

> P.S.: DEU *IS* better than yours. :)

Is, and will be. :) But I'd rather stop talking and start working.

- -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)

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

End of doom-editing-digest V1 #61
*********************************

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