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Doom Editing Digest Vol. 01 Nr. 087

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Doom editing
 · 8 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #87
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 15 December 1994 Volume 01 : Number 087

Re: lindef questions
Doom ][ Gore FEST
MULTIPLE PLAYER 1 STAR
DOOM2?
Re: DOOM2?
Crushing ceiling
-avg option
Re: Crushing ceiling
Re: -avg option
Re: Crushing ceiling
Re: lindef questions
Re: Crushing ceiling
Announce: UDS 1.666
Re: dmspec16.zip
Max Jumping Distance
Re: Crushing ceiling
Re: dmspec16.zip
Re: Crushing ceiling
Re: Max Jumping Distance
Crushers
matters not, you skim them all
Re: Max Jumping Distance
Trajectories
Re: screen shots
DOOM
DOOM

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

From: mark.mathews@channel1.com (Mark Mathews)
Date: Wed, 14 Dec 1994 20:48:00 -0400
Subject: Re: lindef questions

- -> > 2) I'm having problems with LineDef type # 20 (S1 Raise floor to >
- -> match next floor, texture, and type. When the floor raises it >
- -> does not match the next floor texture. Why? Is DOOM looking for >
- -> an adjacent sectors? next floor? sectors numbers? what?
- ->
- -> I think the floor, texture that it matches are actually the floor and
- -> texture of the sector on the first sidedef of the switch itself, not
- -> on an adjecent sector to the sector that's moving. I remember some
- -> talk about that last July when I was working on a WAD of mine, and
- -> that's what the conclusion was. That might be wrong though, because
- -> those linedefs are a bit tricky to deal with...

You win! The floor texture now works correctly. Who should we send this
info to? Matt? Neff? Anybody?

Mark Mathews

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

From: chall@tcpet.uscg.mil
Date: Wed, 14 Dec 94 22:11:21 -0800
Subject: Doom ][ Gore FEST

Rise of the Triad looks like a cool game... for one reason.. it is a
major blood fest. Doom ][ can be as good. All I ask is that someone make a
graphic and sound patch for Doom ][ to replace the death scenes with bloody,
gut-spewing carnage. The death sounds on Doom ][ are too lame.. I
made a wad to replace these with sounds from the movie Aliens... Now the
possessed soldiers scream when they die and monsters hiss and screech. Doom
is a lot more "evil" with these sounds... all I need now is better
graphics.. Any responses... post to the list or e-mail me... mancubus1@aol.com

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

From: malcolm.liu@ednet.bc.ca
Date: Wed, 14 Dec 94 22:21:14
Subject: MULTIPLE PLAYER 1 STAR

> When you put more than one player one start in a .WAD,
> player one "ghosts" appear at the extra player one
> starts, which, if hurt, cause the real player 1 to get
> hurt. I have used this a couple of times and have seen
> it used (remember HOCKEY?) but I was wondering if you
> could come up with any more good ideas for it. Thanks!

Multiple player 1 starting points are interesting, however they can be
dangerous to use. If you have more than one "double" and injure one then kill
the other you become a sort of ghost in limbo. Your gun goes away(no more
shooting), enemies no longer see you and you can no longer be hurt, however all
other functions are unaffected (linedef triggering, item pickup, etc.). It's
not very fun to play like this and the only way to get out of this mode is to
start a new game. So be warned!


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

From: malcolm.liu@ednet.bc.ca
Date: Wed, 14 Dec 94 22:21:21
Subject: DOOM2?

Just wondering if it's alright to discuss DOOM 2 editing here and not just DOOM
1. Thanks.

Malcolm Liu


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

From: rrward@netcom.com (Richard Ward)
Date: Wed, 14 Dec 1994 23:45:32 -0800 (PST)
Subject: Re: DOOM2?

malcolm.liu@ednet.bc.ca asks:
>
> Just wondering if it's alright to discuss DOOM 2 editing here and not just DOOM
> 1. Thanks.

Well, seeing as the same theory applies to DOOM as DOOM ][ (save for
differences in MAPxx/ExMx designations and monster types), I'd have to say
that both are equally welcom.

Richard


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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 15 Dec 1994 08:42:44 +0000
Subject: Crushing ceiling

Is there a linedef type that will start a crushing ceiling from
a switch, and then one that'll stop it from a switch? I'm trying
to create a "mouse trap" in a deathmatch level, but at the
moment I have to have lines to walk accross to do this.

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

From: Christopher Michael Holland <cmhollan@socs.uts.edu.au>
Date: Thu, 15 Dec 1994 21:20:46 +1100 (EST)
Subject: -avg option

Tomorrow we are having a doom comp, and I was wondering if anyone knows
if the 20min time limit the -avg option enforces can be changed to 10 or
15 min by hacking the exe.

For the number of people we have 20 minutes might be a bit long.

Thanks in advance.

PS. The wad we will be using for the comp will be released soon...so look
out for

.....SoCS.wad.... :)

Chris.

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 15 Dec 94 11:18:18 GMT
Subject: Re: Crushing ceiling

>Is there a linedef type that will start a crushing ceiling from
>a switch, and then one that'll stop it from a switch? I'm trying
>to create a "mouse trap" in a deathmatch level, but at the
>moment I have to have lines to walk accross to do this.

Sounds like you need a copy of the Doom specs by your elbow.

No. All crushers are W activated.

- -Steve



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

From: Greg Lewis <gregl@umich.edu>
Date: Thu, 15 Dec 1994 07:03:41 -0500 (EST)
Subject: Re: -avg option

> Tomorrow we are having a doom comp, and I was wondering if anyone knows
> if the 20min time limit the -avg option enforces can be changed to 10 or
> 15 min by hacking the exe.

Try using -timer 10 or -timer 15. -avg is equivalent to -timer 20.

Greg


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

From: tedv@geom.umn.edu
Date: Thu, 15 Dec 94 7:40:31 CST
Subject: Re: Crushing ceiling

> >Is there a linedef type that will start a crushing ceiling from
> >a switch, and then one that'll stop it from a switch? I'm trying
> >to create a "mouse trap" in a deathmatch level, but at the
> >moment I have to have lines to walk accross to do this.
>
> Sounds like you need a copy of the Doom specs by your elbow.
>
> No. All crushers are W activated.

I don't know about a S to stop a crushing ceiling, but check out DOOM ][
level 6. That DEFINATELY has a S1 Start Crush.

- -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: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 15 Dec 1994 09:45:36 EST
Subject: Re: lindef questions

mark.mathews@channel1.com (Mark Mathews) ,in message <40.697526.700@channel1.co
m>, wrote:

> -> > 2) I'm having problems with LineDef type # 20 (S1 Raise floor to >
> -> match next floor, texture, and type. When the floor raises it >
> -> does not match the next floor texture. Why? Is DOOM looking for >
> -> an adjacent sectors? next floor? sectors numbers? what?

> You win! The floor texture now works correctly. Who should we send this
> info to? Matt? Neff? Anybody?

Mat knows.

20 Floor S1& mover slow - TX up to nhEF

T Trigger model, see note 11 below.
N Numeric model, see note 11 below.
X Floor texture is transferred, and Sector type 0.

11. Some line types cause floor textures and/or some special sector types
(see [4-9-1]) to transfer to the tagged sector. The tagged sectors' floor
and/or special sector (SS) type will change to match that of the "model"
sector. The TRIGGER model gets the info from the sector that the
activating line's right side faces. The NUMERIC model gets the info
from the sector on the other side of the lowest numbered two-sided
linedef that has one side in the tagged sector.
All of these "change" line types transfer the floor texture. Also,
they all can pass a special sector trait of "0" or "nothing", i.e. if
the destination is an acid-floor or "damaging" sector, then any of these
lines can erase the damaging effect. Lines 59, 93, 37, 84, and 9 (see
note 12 for more specifics on line type 9) also have the ability to
transfer the "secret" trait of SS 9, and the damaging traits of SS
4, 5, 7, 11, and 16. None of the "blinking light" effects of SSs can be
transferred. SS 4 "blinks" and causes damage, but only the damaging part
can be transferred. SS 11 also turns off god-mode and causes a level END
when health <11%, this characteristic is part of SS 11, and cannot be
isolated via fancy transfers.

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 15 Dec 1994 09:56:26 EST
Subject: Re: Crushing ceiling

tedv@geom.umn.edu ,in message <199412151340.AA15092@lovelace.geom.umn.edu>, wro
te:

> I don't know about a S to stop a crushing ceiling, but check out DOOM ][
> level 6. That DEFINATELY has a S1 Start Crush.

Holy shit. You know that linedef is mislabeled in my prerelease specs.
Matt, Linedef 49 is a crushing ceiling of some sort. Somebody take a look
at 44 and 72 as well.

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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Thu, 15 Dec 1994 16:54:07 +0100
Subject: Announce: UDS 1.666

- ----------------------------------------------------------
Announcing: The Unofficial DOOM Specs 1.666
- ----------------------------------------------------------

With permission by the author, I uploaded the
current version of the UDS as DMSPEC16.ZIP on
ftp.cdrom.com:/pub/doom/incoming. It should be available
as soon as moved from incoming. If you want to suggest
another ftp site, please send mail to

bernd@nero.uni-bonn.de,

and please report any corrupted file mistakes to
this address, too.


B.


Note that ftp.orst.edu is *NOT* the primary doom ftp site
any more, but a mirror of ftp.cdrom.com.

- ----------------------------------------------------------
THIS SPACE INTENTIONALLY
Bernd.Kreimeier@nero.uni-bonn.de LEFT BLANK ...
- ----------------------------------------------------------


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 15 Dec 1994 11:19:11 EST
Subject: Re: dmspec16.zip

Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de> ,in messa
ge <199412151551.QAA13148@colossus.nero.uni-bonn.de>, wrote:

> Please announce it as ftp.cis.ufl.edu:/pub/staff/thoth/doom/contrib/dmspec16.
>> zip
> (right ?) at your convience (doom-editing?).

You can get a version of the 1.6 Unofficial Doom Specs from
ftp.cis.ufl.edu in /pub/staff/thoth/doom/contrib/dmspec16.zip.

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

From: dethlejd@galt.osd.mil
Date: Thu, 15 Dec 94 11:33:00 -0500
Subject: Max Jumping Distance

Hey all you DEs (Doom Engineers),

Has anybody figured out trajectories for walk, run and crabrun? I saw
the one for what appears to be F1=F2 distances, but is there a
formula(?!) to calculate distances possible between disparate elevations?

____________________________________________________________________________
| | |
| Jim Dethlefsen | #include std_disclaimer.h |
| Systems Engineer | |
| Electronic Data Systems, Inc. | (703)695-1312 dethlejd@galt.osd.mil |
| OSD Backbone Services | |
|________________________________|___________________________________________|
| |
| "We really don't know how many of the blasted things we sold; |
| we were keeping track on one of them..." - Unnamed Pentium Engineer |
|____________________________________________________________________________|

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

From: dethlejd@galt.osd.mil
Date: Thu, 15 Dec 94 11:35:28 -0500
Subject: Re: Crushing ceiling

Put a crusher linedef in front of a non-tagged switch. You'll get the
satisfying 'ka-chunk' of the switch being thrown, and trip the 'def as
you go for it.

- - Jim

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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Thu, 15 Dec 1994 18:09:57 +0100
Subject: Re: dmspec16.zip

You can also get a version of the 1.6 Unofficial Doom Specs from
ftp2.montefiore.ulg.ac.be in /pub/doom/docs/dmspec16.zip or
dmspec16.txt.

This site should only be used by european users, because the
traffic on the US-Europe link is already high enough. :-)

- -Raphael

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

From: sky@verity.com (Sky Golightly)
Date: Thu, 15 Dec 1994 09:30:24 -0800
Subject: Re: Crushing ceiling

> On Dec 15, 11:35, dethlejd@galt.osd.mil wrote:
>
> Put a crusher linedef in front of a non-tagged switch. You'll get the
> satisfying 'ka-chunk' of the switch being thrown, and trip the 'def as
> you go for it.

In EdMap v1.22 (haven't got 1.23 working just yet :):

DOOM ][ Level 06

Line 587:
trigger type: 49 Ceiling down to 8 above floor
trigger id: 13

Line 303:
trigger type: 74 Stop crushing
trigger id: 13

Sector 115:
trigger id: 13

So, yes, a switch can start a crusher (at least in DOOM 2/v1.6+).



- --
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: tedv@geom.umn.edu
Date: Thu, 15 Dec 94 13:12:31 CST
Subject: Re: Max Jumping Distance

> Hey all you DEs (Doom Engineers),
>
> Has anybody figured out trajectories for walk, run and crabrun? I saw
> the one for what appears to be F1=F2 distances, but is there a
> formula(?!) to calculate distances possible between disparate elevations?

Well... Lets work it out.

We know that we can jump 138 (=>17*8) from a normal run and 176 from a
"crabrun" (=>22). Interestingly enough, 176 < 128 * SQRT(2) < 184

So when we move 138 units during a run, we drop 31 units (32 would mean we
couldn't walk up the "Step".) Actually, this number might be 28. Anyone
care to make a wad in the spirit of jump.wad to test? Anyway. I'll assume
31.

Let me make the following defines:
/* Side note: Does anyone want to test the exact numbers? Like... do
checks for values between 138 and 146? And Between 176 and 184. */
/* Note that a platform might be small enough that you can't get up to
the full speed of 138 */
#define MAX_RUN_SPEED 138 /* Set to 176 for crab run */
#define MAX_STEP_UP 31 /* This is anywhere between 31 and 28 */

/* Lets say you have two variables: w is the width of the chasm, h is the
height distance (positive if the start platform is higher than the end
platform) */
int w, h, drop;

h = start_h - end_h;
/* Setting w is more complex. You need to parse through all of the vertexes
used in the starting sector and then parse through each vertex in the
end sector and take the min distance between vertexes. */
w = compute_nifty_stuff(nifty_info);

/* Now we're down to a set of proportions. */

drop = w * MAX_STEP_UP / MAX_RUN_SPEED;

return (drop - h < MAX_STEP_UP); /* TRUE if you can make the jump */

/* #include <COPYLEFT>
If you use this algorithm in any of your code, you must credit me,
Ted Vessenes (tedv@geom.umn.edu). You may not sell this code, any
program that uses this code must be distributed with this portion
of the source or tell the end user where this source code can be
located. */

- -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: Ian Springer <ips@eden.rutgers.edu>
Date: Thu, 15 Dec 94 15:08:22 EST
Subject: Crushers

> On Dec 15, 11:35, dethlejd@galt.osd.mil wrote:
>
> Put a crusher linedef in front of a non-tagged switch. You'll get the
> satisfying 'ka-chunk' of the switch being thrown, and trip the 'def as
> you go for it.

In EdMap v1.22 (haven't got 1.23 working just yet :):

DOOM ][ Level 06

Line 587:
trigger type: 49 Ceiling down to 8 above floor
trigger id: 13

Line 303:
trigger type: 74 Stop crushing
trigger id: 13

Sector 115:
trigger id: 13

So, yes, a switch can start a crusher (at least in DOOM 2/v1.6+).



- --
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

Sky -

I wouldn't consider the "crusher" on level 6 to be a crusher type
(technically speaking)...linedef types that are defined as crushers create
sectors with ceilings that go down to 8 pix above the floor and then
rise back up to the ceiling (repeatedly until a stop crusher linedef
is crossed or triggered)..It is simply a ceiling-to-8-above-floor type
linedef which is used as a "crusher" (in the literal sense). Just my
own interpretation of the thing...:>

- --------------------------< Ian Springer (RC '98) >----------------------------
ips@eden.rutgers.edu (general) ips@remus.rutgers.edu (computer science)
ips@usacs.rutgers.edu (USACS) ips@gandalf.rutgers.edu (honors program)
- -------------------------------------------------------------------------------


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

From: MSFell@aol.com
Date: Thu, 15 Dec 1994 15:28:02 -0500
Subject: matters not, you skim them all

>maximum jump...is anybody keeping notes on all these tidbits?

Yeah, sort of.

>1) I need a Linedef type # that is WR Raise Floor to match next floor
> texture and type. I have a sector that will raise when walked on
> one end and then lowers at the other end. Both are Walk over and
> repeatable. Is there such a linetype?

Nope. Sectors that have had their floor texture changed and/or type
changed cannot undergo further altitude changes.

Matt Fell
msfell@aol.com

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

From: jeffery galinovsky - EUCD <jgalinov@pcocd2.intel.com>
Date: Thu, 15 Dec 94 12:37:06 PST
Subject: Re: Max Jumping Distance

>
> Hey all you DEs (Doom Engineers),
>
> Has anybody figured out trajectories for walk, run and crabrun? I saw
> the one for what appears to be F1=F2 distances, but is there a
> formula(?!) to calculate distances possible between disparate elevations?
>

Hey all,

This would be an easy calculation if we knew how fast our hero falls.
Does anyone know what that rate might be?

- - Jeff Galinovsky jgalinov@pcocd2.intel.com

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

From: sarice@snotty.edaca.ingr.com (Steve Rice)
Date: Thu, 15 Dec 94 12:53:18 PST
Subject: Trajectories

I think there is also a 'ramp' effect in the trajectory.

Here's a side view of part of my wad. Each line is about
8 high.

____
|
| A
|____________________________________________ B
|______

A player starting at 'A' running full speed to the left
cannot get up the step. However, a player starting at
'B' running full speed to the left can get up the step.

I think that the delta-y from running up the ramp from
B to A has been added into the trajectory...

Steve


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

From: MrHowse@aol.com
Date: Thu, 15 Dec 1994 16:10:42 -0500
Subject: Re: screen shots

> Is there a way to take a snap shot of a screen in DEU or another
> DOOM editor? I'd like to be able to print out or view online any
> levels that I create.
>
> #1: You can load a TSR that lets you screen dump.
>
> #2: DEU 5.3 has support for printing to PS files.

Or you could use DoomEd to export your map to WMF (yeah, I
know, Windoze sux), then use nearly any utility to convert or print it.

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

From: "Benjamin Thurston" <benjamin@ctron.com>
Date: Thu, 15 Dec 1994 16:17:49 -0500
Subject: DOOM

Ahh, what is this doom thing everybody keeps mentioning?

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

From: "Benjamin Thurston" <benjamin@ctron.com>
Date: Thu, 15 Dec 1994 16:18:19 -0500
Subject: DOOM

Could someone tell me what doom is ?

- --

.
.:.
.:::.
***.:::::.***
*****.:::::::.***** Captain Benjamin A. Thurston
*******.:::::::::.*******
********.:::::::::::.******** USS Spectros
********.:::::::::::::.********
*******.::::::'***`::::.******* Nashua Sector III
******.::::'*********`::.******
****.:::'*************`:.**** E-hail: benjamin@ctron.com
*.::'*****************`.*
.:' *************** .
.
THE UNITED FEDERATION OF PLANETS

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

End of doom-editing-digest V1 #87
*********************************

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