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Doom Editing Digest Vol. 01 Nr. 026

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #26
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 29 October 1994 Volume 01 : Number 026

giving different sounds to ...
DOOM engine intinsics: help wanted
Re: Node building
Re: Node building
Re: swimming pool effect thoughts
Re: Vid Capture into Doom
Re: Node building
Re: Node building
txalign
Re: Node building
Re: Node building
Re: multi-door triggers (was Vid Capture into Doom)
Re: giving different sounds to ...
Re: Node building
Re: txalign
Re: Node building
Re: Node building

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Fri, 28 Oct 1994 09:41:16 -0400 (EDT)
Subject: giving different sounds to ...

Hi,
is there any way to change the sound thats tagged to
certain doom thinks, like the switch or the lift. I
don't mean using dmaud (which is great), but by changing
the source pointer or something. Say the sound that is used
when you move your cursor on the menu screen, can i make it
use sound #10 instead of #18 or whatever? Dito with sounds
tagged to particular line defs, like switches, and sounds tagged
to actions like lifts stopping?

brian


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

From: Olivier Montanuy <montanuy@LANNION.cnet.fr>
Date: Fri, 28 Oct 1994 14:47:06 +0100
Subject: DOOM engine intinsics: help wanted

A student, Dirk.Lotter@RZ.TU-Ilmenau.DE, asked me:

I'm looking for any informations about the doom engine, especially the
texturemapping. How it works in real time ? Whats the technique ?

This is not only a privat interest, I'm a student in computer science
and I must write a paper about this theme.

I send him pointers to the FAQ, the specs and the main guru.
Anyone who has some additional time to help him or want a friend
in Germany might wish to contact him. :-)

Sorry for the nuisance :-)

Olivier Montanuy
ps: and before you even wish to ask: DeuTex 2.5? 2 weeks.


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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Fri, 28 Oct 94 08:48:32 CDT
Subject: Re: Node building

> Here's a thought (if Raphael is listening) - if, in fact deu's node
>building isn't so good and the authors haven't improved it because of the glut
>of other good node builders, what about putting support for external node
>builders into deu? Or better yet turn it into a shell from which any
>doom related utility (maybe even doom itself) can run?

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.


Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 28 Oct 94 14:25:32 GMT
Subject: Re: Node building

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.

- -Steve



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 28 Oct 1994 11:04:52 EDT
Subject: Re: swimming pool effect thoughts

fenske@rocke.electro.swri.edu (Robert Fenske Jr) ,in message <9410272013.AA0912
9@rocke.electro.swri.edu>, wrote:

> I'm not sure I understand your musing about the floor anomalies.
> It seems from what you describe that you would lose the two-level effect
> and end up with a pool with just one level.

After looking at the UDS and spending the time to figure out how the
SSECTORS work, I have found you are right. I was hoping that the BSP tree
had a mention of the sector in the final SSECTOR, but it seems not. I was
hoping that it would figure your height was the lower sector's, but draw the
floor as if it was one homogenous sector.

> And in any event, you
> probably can't ever get rid of all the anomalies with such effects since
> they ask things of the DOOM engine that it wasn't designed to do.

"If you don't have source, you don't have dick"

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 28 Oct 1994 11:09:27 EDT
Subject: Re: Vid Capture into Doom

Enigma <hsimpson@unixg.ubc.ca> ,in message <Pine.SOL.3.91.941027155052.29721B-1
00000@interchg.ubc.ca>, wrote:

> I've used XV. It's a useful little utility. Oh and about Linux... What's
> Linux when you have Chicago?

POSIX compliant.

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

From: KIRSTEN J CORNEY <n1249479@student.fit.qut.edu.au>
Date: Sat, 29 Oct 1994 03:57:20 +1000 (EST)
Subject: Re: Node building

>
> Robert Fenske, Jr. wrote:
> (her? are there any women doom players/designers
> out there?) o

'Fraid so... The official count is 1, any more out there?

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
()---() Es war die Nacht vor Weihnachten ...
` o o ' Kirsten Corney
.-\ /-. ---===---o0o---===---
`= " =' n1249479@water.qut.edu.au
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++






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

From: Der Gestiefelter Kater <janos@io.com>
Date: Fri, 28 Oct 1994 13:32:18 -0500 (CDT)
Subject: Re: Node building

On Fri, 28 Oct 1994, 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

EdMap 1.20b does ...

Janos

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

From: Paul Falstad <pf@zoof.cts.com>
Date: Fri, 28 Oct 1994 11:58:23 -0700
Subject: txalign

Anyone interested in testing txalign, a texture alignment utility I've
written? You can ftp it from crash.cts.com; it's at /pub/pjf/txalign.zip.
I've included the .txt file below. Are there any other texture
alignment utilities out there that I should be aware of?

- ----
This is an alpha test of a texture alignment utility. It performs
x- and y-alignment of adjacent panels with the same texture. By "panels"
I mean upper, normal, and lower textures. It also sets the upper/lower
unpegged bits when appropriate.

Usage: txalign filename [level]

Example: txalign foo.wad E1M1 will align the textures in level E1M1 in
foo.wad. (E1M1 must be all caps.) If no level is specified, txalign
will align textures in the first level in the wad.

txalign makes changes directly on the filename you give it. I suggest
you make a copy of your .wad first before trying this program out on it.
txalign outputs a list of changes it's making to the wad as it runs;
if you don't want to see this, redirect it somewhere else.

Deficiencies in txalign include:

1. hasn't been tested enough.

2. isn't always able to align all textures on linedefs with multiple panels
(e.g. lines with both an upper and a lower texture). The doom engine
doesn't give txalign enough freedom to do this; you can't set the x and
y offsets on independent panels. Still, txalign could be smarter
about it.

3. when a wall is adjacent to two other walls with the same texture,
txalign can only fix the alignment between two of the walls involved,
not all three.

4. txalign only understands the standard textures for doom 1 and 2.
It has the sizes of these textures compiled in. It doesn't work with
custom textures.

5. txalign only sets the upper and lower unpegged bits; it never clears them.

I intend to make some big changes to txalign to fix some of these problems.
However, I thought I'd release what I've got so far first, to see if
there's interest, and to try to get some initial bug reports and
test cases.

Hope txalign helps you!

- - Paul Falstad (pjf@cts.com)


- --
Paul Falstad, pjf@cts.com 619-673-9939

Teamwork is essential -- it allows you to blame someone else.

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

From: sky@verity.com (Sky Golightly)
Date: Fri, 28 Oct 1994 13:06:59 -0700
Subject: Re: Node building

> On Oct 29, 3:57, KIRSTEN J CORNEY wrote:
> >
> > Robert Fenske, Jr. wrote:
> > (her? are there any women doom players/designers
> > out there?) o
>
> 'Fraid so... The official count is 1, any more out there?
>
> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> ()---() Es war die Nacht vor Weihnachten ...
> ` o o ' Kirsten Corney
> .-\ /-. ---===---o0o---===---
> `= " =' n1249479@water.qut.edu.au
> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>
>-- End of excerpt from KIRSTEN J CORNEY

Our sysadmin's wife plays. So, there's at least one more, female DOOM
player that is.

- --
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: "Scott D. Webster" <webstes@iia.org>
Date: Fri, 28 Oct 1994 16:41:32 -0400 (EDT)
Subject: Re: Node building

On Fri, 28 Oct 1994, D.J.S. Damerell wrote:

> On Thu, 27 Oct 1994, Scott D. Webster wrote:
> > I'm new to doom editing so get used to me - you'll probably hear lots
> > of questions from me. :)
>
> That's not really what the list is for.

Hmmm... What _IS_ the 'doom editing' list for, other than for asking
questions about doom editing? What's Joost Schuur's opinion on this? As
the list maintainer I think _he_ is the one who decides what the list it for.


> [He found DEU's nodebuilder isn't up to much.]
> > A few people responded that deu's node building isn't very good and
> > the nodebld isn't so great either, so I should use bsp12x. I tried it and
> > it gives me the HOM again. What gives? Are there other good node
> > builders I should try?
>
> BSP1.2X is fine. You did notice that it saves the file as tmp.wad, and
> you did therefore use 'doom -file deu\tmp.wad' (or whatever), didn't you?

Yes. I deliberately let it create tmp.wad so I would still have the
original to test it against. The original (which I used doomcad's
nodebld on) runs fine, but tmp.wad has the HOM.


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: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 28 Oct 1994 15:21:53 -0700
Subject: Re: multi-door triggers (was Vid Capture into Doom)

Hmmm.... where can I find a list of the new linedef types for 1.666 engine.
Even a partial list would be nice for use with DEU's decimal function.
Steve H.B.

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 28 Oct 1994 15:26:44 -0700
Subject: Re: giving different sounds to ...

>Hi,
>is there any way to change the sound thats tagged to
>certain doom thinks, like the switch or the lift. I
>don't mean using dmaud (which is great), but by changing
>the source pointer or something. Say the sound that is used
>when you move your cursor on the menu screen, can i make it
>use sound #10 instead of #18 or whatever? Dito with sounds
>tagged to particular line defs, like switches, and sounds tagged
>to actions like lifts stopping?
>
>brian

On a similiar vien, what tells the program to select from multiple
sounds for an object? (imps near/demon soldier near/etc..)
I had wanted to test this but the non-functioning sound listener in
dehacked has paused my effort for now.
Steve H.B.
PS-Can someone tell me if my feed is getting through now? I belive I
fixed the problem.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 28 Oct 1994 15:30:45 -0700
Subject: Re: Node building

> >
> > Robert Fenske, Jr. wrote:
> > (her? are there any women doom players/designers
> > out there?) o
>
> 'Fraid so... The official count is 1, any more out there?

I know one but she doesn't wish to join the list, one of my female
housemates doesn't edit but she draws maps for me.
Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 28 Oct 1994 15:39:21 -0700
Subject: Re: txalign

>Anyone interested in testing txalign, a texture alignment utility I've
>written? You can ftp it from crash.cts.com; it's at /pub/pjf/txalign.zip.
>I've included the .txt file below. Are there any other texture
>alignment utilities out there that I should be aware of?
[text file snizked]

>- Paul Falstad (pjf@cts.com)
>
Well, I personally am very happy with DEU's texture alignment as it
gives me flexibility I enjoy as well as determinig the parameters I
wish. My only (small) beef is the fact that if I wish to align an upper
or lower texture in DEU I must have a normal texture or it will conk. A
simple way to fix this is to make sure that the normal texture you
temporarily add is of the same width(and maybe hight if you needed it)
of the upper or lower texture you wish to define, or the same as both to
do both. There aren't strict guidelines but enough to give anyone out
there who might have been stuck on this point an idea.

One more quick question: Does the Doom engine support seperate alignment
of the upper and lower textures or only for the 1st and 2nd sidedef.
Just wondering if it was there but not supported. My guess is that there
is not.

Steve H.B.

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

From: "Marco M.A. Rotelli" <mmar1@tower.york.ac.uk>
Date: Sat, 29 Oct 1994 00:40:04 +0100
Subject: Re: Node building

On Fri, 28 Oct 1994, Robert Fenske Jr wrote:

> > Here's a thought (if Raphael is listening) - if, in fact deu's node
> >building isn't so good and the authors haven't improved it because of the glut
> >of other good node builders, what about putting support for external node
> >builders into deu? Or better yet turn it into a shell from which any
> >doom related utility (maybe even doom itself) can run?
>
> 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.
>
>
> Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
> Electromagnetics Division /R---\ |
> Southwest Research Institute | I | | "The Martian canals were the
> San Antonio, Texas USA \----/ | Martians' last ditch effort."
>

Another good editor that suports this feature is Edmap, just now version
2.0 has been relesed. The only problem is that it usese the ID node
builder. So you get the problem of the grouped sectors. But in any case
is only a matter of editing a .BAT file to use eny kind of node generator
you like.

Marco "Trouble" Rotelli


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

From: "Marco M.A. Rotelli" <mmar1@tower.york.ac.uk>
Date: Sat, 29 Oct 1994 01:44:10 +0100
Subject: Re: Node building

On Sat, 29 Oct 1994, Marco M.A. Rotelli wrote:

>
>
> On Fri, 28 Oct 1994, Robert Fenske Jr wrote:
>
> > > Here's a thought (if Raphael is listening) - if, in fact deu's node
> > >building isn't so good and the authors haven't improved it because of the glut
> > >of other good node builders, what about putting support for external node
> > >builders into deu? Or better yet turn it into a shell from which any
> > >doom related utility (maybe even doom itself) can run?
> >
> > 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.
> >
> >
> > Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
> > Electromagnetics Division /R---\ |
> > Southwest Research Institute | I | | "The Martian canals were the
> > San Antonio, Texas USA \----/ | Martians' last ditch effort."
> >
>
> Another good editor that suports this feature is Edmap, just now version
> 2.0 has been relesed. The only problem is that it usese the ID node
> builder. So you get the problem of the grouped sectors. But in any case
> is only a matter of editing a .BAT file to use eny kind of node generator
> you like.
>
> Marco "Trouble" Rotelli
>
Oops....
I ment Edmap V1.22

Marco


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

End of doom-editing-digest V1 #26
*********************************

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