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Doom Editing Digest Vol. 01 Nr. 095

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Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #95
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 22 December 1994 Volume 01 : Number 095

Re: heretic beta available
Heretic wad file
minor save bug
Re: heretic beta available
Re: new mission editor
Re: new mission editor
Re: minor save bug
heretic resources
minor save bug in Heretic
Re: minor save bug in Heretic
Re: new mission editor
Re: new mission editor
Heretic Editing Notes
Beginners' questions: temporary suspension of service
Re: minor save bug
Using DXF files in DOOM
Message panels in DOOM II; automatic death triggers
Re: Heretic Editing Notes
Teleporter Tricks
Re: Teleporter Tricks
Teleporter Tricks

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

From: Ethan Brodsky <ERICBRODSKY@psl.wisc.edu>
Date: Wed, 21 Dec 94 19:32 CST
Subject: Re: heretic beta available

You wrote:
> So, perhaps I will release a Heretic editor after I get back from spring
>break :)

Actually, deu 5.2 works on Heretic. Run deu using "-w heretic1.wad" and it
will use the Heretic IWAD. (If you are using the DJGPP protected mode version,
you will need GO32 in the heretic directory or in your path) Deu claims that
it is the shareware version of Doom so it will not allow you to make PWADS and
the lines on the screen are miscolored. (Deu must use the IWAD palette) It
will edit levels and display textures.

Ethan Brodsky (Author of Crusher)

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 21 Dec 1994 20:38:48 EST
Subject: Heretic wad file

A stab in the dark reveals that very little has changed from DOOM.
The WAD structures are virtually identical. I loaded it up into the
Purple Frog Mission Editor and BANG, I was viewing the goop.

The only difficulties I found were in the flats:


Warning: gnarley flat size in flat section (FLTFLWW1=4160)truncating flat
Warning: gnarley flat size in flat section (FLTFLWW2=4160)truncating flat
Warning: gnarley flat size in flat section (FLTFLWW3=4160)truncating flat
Warning: gnarley flat size in flat section (FLTLAVA1=4160)truncating flat
Warning: gnarley flat size in flat section (FLTLAVA2=4160)truncating flat
Warning: gnarley flat size in flat section (FLTLAVA3=4160)truncating flat
Warning: gnarley flat size in flat section (FLTLAVA4=4160)truncating flat

I think these flats have an extra row. Ditching the last 64 bytes
results in a normal-looking flat.

Obviously the list of thing and linedef types is going to be
different, but I was astonished to find that the teleporters used the
same numeric code as the DOOM engine, doors seem to use similar codes,
and some of the special sector types appeared to correspond.

(random note: The river in mission 1 is sector type 50.)

The TEXTURES resources are identical in format to DOOM. Any mission
editor that reads from the IWAD will be able to show you the wall
textures.

I encourage you to hop in with your favorite DOOM I EDITORS (!) and
take a look at E1M3 and then email me with a list of thing types,
linedef codes, and sector codes :)

In the mean time I'm going to play the damn game :)


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 21 Dec 1994 22:29:44 EST
Subject: minor save bug

When saving a game I encountered a minor bug.

I had saved in slot one as "Hammor Party". I later saved in slot two as
spam. Future saves in slot two would append "r Party" to the "spam" that
was already in there when I hit return the first time (which allows you to
edit the label). The characters weren't actually saved in the label, they
were just drawn there.

You might want to make sure you can save in slots 5 and 6 :).

Anyone tried network games?

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

From: djr@infinet.com (Dan J. Rockwell)
Date: Wed, 21 Dec 1994 22:59:32 -0500 (EST)
Subject: Re: heretic beta available

>
> You wrote:
> > So, perhaps I will release a Heretic editor after I get back from spring
> >break :)
>
> Actually, deu 5.2 works on Heretic. Run deu using "-w heretic1.wad" and it
> will use the Heretic IWAD. (If you are using the DJGPP protected mode version,
> you will need GO32 in the heretic directory or in your path) Deu claims that
> it is the shareware version of Doom so it will not allow you to make PWADS and
> the lines on the screen are miscolored. (Deu must use the IWAD palette) It
> will edit levels and display textures.
>
> Ethan Brodsky (Author of Crusher)
>

Well Edmap works as well, at least on the surface. You can load the Heretic
wad file, and look at it, try and edit it, but it wont compile /build/ run
it with heretic. You can look at the textures and sprites to some limited
extent, but I hardly call that editing. Actually I think Edmap builds the
map, but Heretic doesn't seem to like it. I bet alot of the -devpram
options have been removed from the commandline and put into the DM.EXE.
Course the final release may be different.

Heretic is very nice, I think anyone with talent, time, and concept can do
anything with the doom engine.

Heretic editors will just around the corner I'm sure...

Dan Rockwell


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

From: Andrew McNamara <andrewm@connect.com.au>
Date: Thu, 22 Dec 1994 15:26:22 +1100
Subject: Re: new mission editor

> I've been working on a new mission editor for the last two months. Since
>I am most familiar with DEU it functions very similarly to DEU. All I need
>to do is write in a save feature and some docs and I think it will be ready
>for alpha test.

Hi... couple of little problems:
- - The resource it appears to look for when it starts is 'pfme' rather
than PurpleFrog (the name of the app-defaults file).
- - I get 'Fatal error. Unable to load doom palette' when I start it. I
presume this is because I have too few palette entries free?
- --
Andrew McNamara
Systems Engineer
Connect.com.au Pty. Ltd.

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

From: Andrew McNamara <andrewm@connect.com.au>
Date: Thu, 22 Dec 1994 16:20:04 +1100
Subject: Re: new mission editor

Some comments on 'pfme':

- - No explaination when open failes.

- - core dump, unknown cause, give me symbols!!!! 8-)
PC = 0x1e21e, thing mode, right mouse button.
PC = 0x1e21e, sector mode, enter
Related to "fatal" error - Unable to load doom palette?

- - Shift+middle mouse, scroll beautifully smooth.

- - scale: +/-, make -/= acceptable also (numeric keypad vers don't work
either?)

- - Undo function?

- - Should merge sectors remove linedefs?
- --
Andrew McNamara
Systems Engineer
Connect.com.au Pty. Ltd.

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

From: Mark Snell <kram_llens@rmit.edu.au>
Date: Thu, 22 Dec 1994 16:24:03 +1100 (EDT)
Subject: Re: minor save bug

> You might want to make sure you can save in slots 5 and 6 :).
these seem to be fine
> Anyone tried network games?
Yep ,but only 2 player.
Oposition is a bit hard to see, especially in that first room.
The egg you can fick up is great. throw it, and any monster/player it
hits is turned into a chicken....very cute

only problems i had were with skill settings using DM, they just dont stick.
the timer didnt seem to work either, it just threw me out..

all in all a brilliant job

Kram


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 22 Dec 1994 00:36:16 EST
Subject: heretic resources

I decided to take a stab at figuring out what all the items are and
started going through the sprites. This is what I've figured out so far:

MAPE1 the inter-mission map
FaceAn picture of player n+1 face
FaceBn dead player faces
LTFACE
RTFACE
LTFCTOP
RTFCTOP
BARBACK
CHAINBAC
CHAIN
LIFEGEM0
LIFEGEM1
LIFEGEM2
LIFEGEM3
ARTIBOX
SELECTBO
USEARTIA
USEARTIB
USEARTIC
USEARTID
USEARTIE
INVGEML1
INVGEMR1
INVGEML2
INVGEMR2
STATBAR
INVBAR
BKEYICON
GKEYICON
YKEYICON
BLACKSQ
ARMCLEAR
IN0
IN1
IN2
IN3
IN4
IN5
IN6
IN7
IN8
IN9
NEGNUM
LAME
SMALLIN0
SMALLIN1
SMALLIN2
SMALLIN3
SMALLIN4
SMALLIN5
SMALLIN6
SMALLIN7
SMALLIN8
SMALLIN9
INAMGLD
INAMBOW
INAMBST
BORDL
BORDR
BORDT
BORDB
BORDTL
BORDTR
BORDBL
BORDBR
LIFEBAR
SPINBK0
SPINBK1
SPINBK2
SPINBK3
SPINBK4
SPINBK5
SPINBK6
SPINBK7
SPINBK8
SPINBK9
SPINBK10
SPINBK11
SPINBK12
SPINBK13
SPINBK14
SPINBK15
SPFLY0
SPFLY1
SPFLY2
SPFLY3
SPFLY4
SPFLY5
SPFLY6
SPFLY7
SPFLY8
SPFLY9
SPFLY10
SPFLY11
SPFLY12
SPFLY13
SPFLY14
SPFLY15
GOD1
GOD2 bits of status bar?
m_htic ?
m_slctr1 ?
m_slctr2 ?
m_sklnn spinning gold skull
M_SLDLT ?
M_SLDMD1 ?
M_SLDMD2 ?
M_SLDRT ?
M_SLDKB ?
M_FSLOT ?
PAUSED ?
FONTA?? characters in a font
FONTb?? characters in another font
STFF?? image of the staff weapon
puf3?? impact puff
puf4?? another impact puff
gwnd?? image of gem wand weapon
FX01?? gem wand blast in flight?
puf2?? gem wand blast impact?
crbw?? image of crossbow weapon
FX03???? crossbow bolt in flight?
BLSR?? image of claw orb weapon
FX17?? claw orb blast in flight
gaun?? image of gauntlet weapon
puf1?? something in flight
beaka0 image of a beak weapon
PLAY???? player sprite set
bskl?? red&brown ball?
chkn???? chicken sprite set (what the fuck?)
impx???? flying red imp sprite set
fx10?? imp fireball
mumm???? mummy sprite set
shrd?? bits of wounded mummy?
FX15???? flying gold flaming head?
KNIG?? horned axe-throwing knight
spax???? green spinning axe
raxe???? the occasional red spinning axe
WZRD???? wizard? (grey-robed, hooded dude without a face or feet)
fx11?? wizard fireballs?
head???? big helmeted skull (he gives me the willies)
fx05?? blue Mr Skull Head blasts?
fx06?? red&yellow blasts?
FX07?? grey tornado
Kgz1a0 statue: winged grey serpent/demon with arms up
Kgzya0 Yellow ball
KgzBa0 Blue ball
KgzGa0 Green ball
AKYY?? spinning green key
BKYY?? spinning blue key
cKYY?? spinning yellow key
Kfr1?? demon statue holding bowl of flame
TGLT?? red teleporter sparkle by itself?
tele?? teleporter effect?
blod?? blood spatter
skh1a0 skull hanging from rope, facing left
skh2a0 skull hanging from rope, facing right
skh3a0 skull hanging from short rope, facing left
skh4a0 skull hanging from short rope, facing right
srtc?? serpentW/hornedskull torch
chdl?? chandelier
smpla0 weird grey pedestal
barla0 mundane barrel
stgsa0 small stalagmite (floor)
stgla0 large stalagmite (floor)
spsh?? water splash
LVAS?? lava splash?
sldg?? sludge splash?
ppod?? pop-pods. shoot to cause chain reaction
Wtrh?? wall torch
XPL1?? explosion
WBOWa0 crossbow weapon item
wgnta0 gauntlet weapon item
wblsa0 claw orb weapon item
aclo?? blue explosion
Ptn2?? purple potion
artiptn2 purple potion (inventory?)
soar?? flying spell?
artisoar flying spell (inventory?)
fbmb?? time-delay bomb
artifbmb time-delay bomb (inventory?)
INVU?? invulnerability?
artiINVU invulnerability? (inventory?)
pwbka0 power book
artipwbk power book (inventory?)
invsa0 invisibility
artiinvs invisibility (inventory?)
eggc?? morph ovum
eggc?? morph ovum (inventory?)
trch?? torch
artitrch torch (inventory?)
eggm?? morph ovum in flight
ptn1?? 10-point health potion
shlda0 shield
bagha0 bag of holding
spmpa0 scroll of mapping
amg1?? gem wand charge
amg2?? big gem wand charge
amc1?? ethereal crossbow bolts
amc2?? quiver of bolts
amb1?? claw orb charge
amb1?? big claw orb charge

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

From: mark.mathews@channel1.com (Mark Mathews)
Date: Thu, 22 Dec 1994 00:50:00 -0400
Subject: minor save bug in Heretic

Did anyone notice the the cpu clock is 2 or 3 times faster after playing
Heretic?

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

From: ah289@freenet.carleton.ca (Jonathan Mavor)
Date: Thu, 22 Dec 1994 01:36:55 -0500
Subject: Re: minor save bug in Heretic

>
>
>Did anyone notice the the cpu clock is 2 or 3 times faster after playing
>Heretic?
>
>
I think it's about 4 times. I also reported it to
the heretic bug report site.

L8r,
Jon


- --
==== Jonathan Mavor [DP] ==== X X X X X X X X X X X X X X X X X
= ah289@Freenet.Carleton.Ca = X X X X X X X X X X X X X X X X X

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

From: Andrew McNamara <andrewm@connect.com.au>
Date: Thu, 22 Dec 1994 17:45:19 +1100
Subject: Re: new mission editor

>Hi... couple of little problems:
>- The resource it appears to look for when it starts is 'pfme' rather
> than PurpleFrog (the name of the app-defaults file).
>- I get 'Fatal error. Unable to load doom palette' when I start it. I
> presume this is because I have too few palette entries free?

Apologies all... This wasn't intended for the list. I stuffed up. Didn't
check the To: address.
- --
Andrew McNamara
Systems Engineer
Connect.com.au Pty. Ltd.

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

From: Andrew McNamara <andrewm@connect.com.au>
Date: Thu, 22 Dec 1994 17:58:47 +1100
Subject: Re: new mission editor

>Some comments on 'pfme':

Argh! Did it twice. Apologies again. Please don't hurt me! 8-)
- --
Andrew McNamara
Systems Engineer
Connect.com.au Pty. Ltd.

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 21 Dec 1994 22:20:00 -0500
Subject: Heretic Editing Notes

My initial 30 minutes into the world of Heretic editing:

I loaded the levels into DoomCAD with very little problem. It looks
like the structure is identical, although I remember John R saying at
one point there was an extra sector field for being x units underwater.
This doesn't look true.

Map headers are of the Doom 1 (ExMy) format.

It MAY use the same LineDef flags (Doom/switch, etc), although this
isn't verified (the first door I looked at was still a Doom Door LineDef
type.

We may just need a new Thing list and be done w/ it! HereticCAD 1.0 on
it's way soon!

matt tag

- ---------------------------------------------------------------
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: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 22 Dec 94 12:49:05 GMT
Subject: Beginners' questions: temporary suspension of service

Please note that because of the Christmas hols, I have to temporarily
suspend the Beginners' Questions service from 12.00 GMT 23 Dec 1994 until
09.00 GMT on 4th Jan 1995. Feel free to mail during this period, but don't
expect any answers until the service resumes!

Merry Christmas to everyone on the list. Assuming any of you look up from
Heretic enough to notice that it _is_ Christmas!! ;-)

Take care, one and all. See you in the New Year.

- -Steve

..... NO!! Not THAT switch.........




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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 22 Dec 1994 11:12:53 EST
Subject: Re: minor save bug

Mark Snell <kram_llens@rmit.edu.au> ,in message <199412220524.QAA26698@minyos.x
x.rmit.EDU.AU>, wrote:

> Oposition is a bit hard to see, especially in that first room.
> The egg you can fick up is great. throw it, and any monster/player it
> hits is turned into a chicken....very cute

oh, killer. That's what the chicken sprite is for.

I'm in the process of figuring out what things there are. I'm on the verge
of creating an IWAD with every thing number in it (since it won't load PWADS,
imagine that).

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

From: Paul Robinson <paul@tdr.com>
Date: Thu, 22 Dec 1994 11:40:06 -0500 (EST)
Subject: Using DXF files in DOOM

From: Paul Robinson <paul@tdr.com>
Organization: Tansin A. Darcos & Company, Silver Spring, MD USA
- -----
C.S. Campbell, whose E-Mail address doesn't appear in his message, asks
if it was possible to use DXF files in DOOM wads.

The short short answer is "Yes".

The long answer is, "Yes, if someone will make me a photocopy of the
specifications for DXF files from the appendix in the Autocad manual."
I
am under the impression that the specification for DXF files is stated in
an appending in said book.

The statement says it all; if the specs are given, it is possible to
convert Text DXF files to Wad Map Format, or perhaps even Binary DXF files
to Wad Map format. In fact, I am working on revising Tom Neff's text map
format to a generic unitary mapping specification for general purpose
single height maps and drawings.

If someone is interested in sending me a photocopy of the appendix pages
to try and do this, write me a message. Alternatively if you're local to
the Washington DC area, you can fax the pages to me at +1 301 588 1720,
provided you put my name on the cover sheet and then send me an E-Mail
message confirming the transmission; this is a fax machine at a local
stationery store that only charges 5c a page for incoming faxes. If
that's long distance but you could otherwise fax the material to me, let
me know and I can move my fax modem to my 1-800 number and I could
retransmit the material myself.

I can pay reasonable photocopy costs of up to 25c/page plus mailing costs
if someone prefers to mail me the pages; I am assuming the specifications
aren't more than 10-20 pages. If it's going to cost you money that you
would like to be reimbursed for, send me an E-Mail message first, e.g.
also so I don't end up with 50 copies of the same material from people
all expecting the $3 they spent to mail it to me. :)

Paul Robinson <PAUL@TDR.COM>
- ---
The following Automatic Fortune Cookie was selected only for this message:

Today I am feeling ane, ept and sipid.


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

From: Paul Robinson <paul@tdr.com>
Date: Thu, 22 Dec 1994 11:58:15 -0500 (EST)
Subject: Message panels in DOOM II; automatic death triggers

From: Paul Robinson <paul@tdr.com>
Organization: Tansin A. Darcos & Company, Silver Spring, MD USA
- -----
There are two features present in DOOM II that I'd like to know if they
are fixed, selectable and if they can be changed.

1. On some levels, the game brings up a message panel similar to the one
at the end of Levels I, II and III of DOOM I that gives a story line to
date in the game. Is this message panel fixed to those levels, or can it
be done on different levels (or eliminated)?

2. On some levels, killing the last of a certain enemy caused a linedef
to be triggered, either opening some rooms or somesuch, similar to
linedef 666 being triggered in E1 M8 whenever the last baron was killed.
Is this specific to certain levels? Does it apply only to certain enemies
or can it be tied to different ones? Can the effect be done more than
once in the same level?

For extra credit, does anyone know how these are triggered, e.g. in DOOM
I, the first demo is an .LMP binary stored under the directory name of
DEMO1, and so on; in E1M8 the barons' death triggers any linedef numbered
666, etc.

- ---
The following Fortune Cookie was selected only for this message:

And I beheld another beast coming up out of the earth; and he had two
horns like a lamb, and he spake as a dragon... Here is wisdom; let him
that hath understanding count the number of the beast; for it is the
number of a man; and his number {is} Six hundred threescore {and} six.
- Revelations 13:11,18


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 22 Dec 1994 12:30:05 EST
Subject: Re: Heretic Editing Notes

matt.tagliaferri@pcohio.com (Matt Tagliaferri) ,in message <24.91692.5@pcohio.c
om>, wrote:

> I loaded the levels into DoomCAD with very little problem. It looks
> like the structure is identical, although I remember John R saying at
> one point there was an extra sector field for being x units underwater.
> This doesn't look true.

I'm fairly certain that "water" and currents are handled with a special
sector type.

> We may just need a new Thing list and be done w/ it! HereticCAD 1.0 on
> it's way soon!

I'm working on it :)

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

From: Paul Robinson <paul@tdr.com>
Date: Thu, 22 Dec 1994 12:13:45 -0500 (EST)
Subject: Teleporter Tricks

From: Paul Robinson <paul@tdr.com>
Organization: Tansin A. Darcos & Company, Silver Spring, MD USA
- -----
Here are a couple of tricks that have been used with teleporters; the
first is fairly well known, the second is very interesting. Note that
the second trick also works with lines that require someone to walk over
them.

1. Teleporter frag. Anyone on a teleporter when someone else arrives is
killed by the incoming party; the incoming party may never even notice
that someone was incinerated.

I implemented this in a wad where a cyberdemon was stuck inside a small
area large enough to turn around but not allowing him to leave, then
telported onto him; he exploded same as if I had thrown 50 simultaneous
rockets.

I can't remember having seen anyone use teleporter frags effectively
as a strategy in a wad, but the possibility is there. E.G. put an
apparently unbeatable room with 6 cyberdemons, when the solution is
to step on and off the correct sequence of teleport pads before they
can shoot at you, by fragging them.

2. Barrel effects. A moving barrel, such as one moving as a result of
being shot at or punched, or barrels which have exploded are not marked
with the 'automatics' indicator that applies to gunsots and rockets.
For example; shooting across a walk-over linedef will not trigger the
action of that linedef; a bullet or rocket shot at a teleporter will
not be teleported and instead will continue on through the teleporter.

However, a moving barrel or a "traveling explosion" of either as a
result of a barrel careening across a room or from something
detonating it, or being set off by someone else, can travel a
distance, can set off linedefs that require someone walk across
them, AND CAN BE TELEPORTED ELSEWHERE.

One wad I've seen requires you shoot a barrel, then get out of the
way as the explosion is carried forward and around in a circle to
open a door next to you that you can't open from your side. If you
don't get out of the way, you get splashed by the explosion.

Another wad puts you in a field of barrels, and a sign in front of
you says, "ZAP ME!". Shooting the barrel in front of you causes its
explosion to be teleported some distance away. After you shoot two
or three out of the way, and then wait for the explosion to end, you
can cross the teleporter too, where you continue the game.

These are both nice features.


- ---
The following Fortune Cookie was selected only for this message:

"It would sharpen you up for a bit of the old ultraviolence."
- A Clockwork Orange



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 22 Dec 1994 13:27:31 EST
Subject: Re: Teleporter Tricks

Paul Robinson <paul@tdr.com> ,in message <01.1994Dec22.12h13m45s.PAUL@TDR.COM>,
wrote:

> Here are a couple of tricks that have been used with teleporters; the
> first is fairly well known, the second is very interesting.

The second trick was used in Barrel.wad.

I hope to soon have a list of all Heretic things and their sprite
prefixes. Well, not all. Just all the ones that appear in the shareware
wad file.

Give me a minute to boot DOS.

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

From: dubois@hydrogen.geoworks.com (Paul DuBois)
Date: Thu, 22 Dec 94 10:50:00 PST
Subject: Teleporter Tricks

>>>>> Paul Robinson writes:
> 2. Barrel effects. A moving barrel, such as one moving as a result of
[...]
> One wad I've seen requires you shoot a barrel, then get out of the
> way as the explosion is carried forward and around in a circle to
> open a door next to you that you can't open from your side. If you
> don't get out of the way, you get splashed by the explosion.

I have seen this used on occasion. A niftier version is one which requires
you to punch the barrel onto a teleporter -- if one is berserk, barrels can
travel relatively far.

p


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

End of doom-editing-digest V1 #95
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