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Doom Editing Digest Vol. 01 Nr. 043
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #43
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 8 November 1994 Volume 01 : Number 043
Re: Shareware vendors profiting from DEU.
Re: 'Smear' effect; why and how to alleviate?
Re: Node building
Re: Shareware vendors profiting from YEU.
Re: Shareware vendors profiting from DEU.
Infant2
Shareware vendors profiting from DEU.
Re: Infant2
doom-esses..
Re: doom-esses..
Weekly reminder: beginners' questions
Re: doom-esses..
Re: Invunerability factoid
Solid object demo
Re: Infant2
Not Re: Infant2
Fun with final boss in Doom II
Re: 'Smear' effect; why and how to alleviate?
Get me off this list
Re: Infant2
Re: Weekly reminder: beginners' questions
Re: Solid object demo
Re: Invunerability factoid
Re: Fun with final boss in Doom II
----------------------------------------------------------------------
From: Carbon-BasedLifeForm <decerman@ouray.Denver.Colorado.EDU>
Date: Mon, 7 Nov 1994 19:30:30 -0700 (MST)
Subject: Re: Shareware vendors profiting from DEU.
> Most people are pleased to see their work being distributed so greatly. And
> those seeking files can access a great deal of information on one CD, rather
> than slowing the net down by transferring files at relatively slow speeds.
> It's simply an easier form of accessing the files. For any company to have
> any interest in doing this, they have to make some profit. And of course
> enough money to pay employees. The profits also go into making our ftp
> site, wcarchive, bigger and faster. Personally, I'm pleased that my program,
> WADED, is being distributed on our CD, and the many other DOOM oriented CD's
> out there today.
>
> -Matt Ayres
I, for one, would *like* my stuff to get put on a CD. And I think that
$19.95 is quite reasonable for such a collection. The most I might like
in return is notification that my work has been put on CD. That would be
nice. Is there any way I can *get* it on? =-]
__ __
____ /\ \ /\ \ Dan Cerman
/ \ \ / \ \ _\ \ \ University of Colorado at Denver
/ /\ \_\ / /\ \ \ /\_\ \ \
\ \ \ | | \ \/ \_\ \ __ \_\ decerman@ouray.cudenver.edu
\ \/ |_| \ /\/_/ \ \ \/_/
\ / / \ \_\ \ \_\ "I don't get mad. I just
\/_/ \/_/ \/_/ blow holes in people."
------------------------------
From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 7 Nov 1994 18:41:12 -0800
Subject: Re: 'Smear' effect; why and how to alleviate?
>I'll explain the situation then ask for advice.
>
>I am attempting to create a wad of a store in which there are checkout
>lanes. These lanes are large enough to have an enemy or a player between
>them or in front of the cash register area.
>
>For some reason at one angle the texture on the top of the counter bleeds
>off and smears down the screen. This is a 'flat', e.g. a floor value,
>not a wall. And it 'smears' but only from some angles.
>
>Is this fixable? Is it that the sectors are too small or have other
>problems? I'd like to try to figure out why it is doing this. Please
>pass on any assistance you might be able to offer, I can use all the help
>I can get.
>
>Thank you.
Sounds like you are using DEU's node builder (no offense guys). Try
using BSP12x, never any problems for me.
But I did get the described problem with DEU's.
Steve H.B.
------------------------------
From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 7 Nov 1994 18:44:45 -0800
Subject: Re: Node building
>>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).
> Well certainly any programmer can spend the time to code whatever
>if he wants to. I guess my point about not embedding a node builder in an
>editor would be more for anyone who is starting now to create an editor.
>And I understand the historical reason you cited above as I have the tendency
>to think that way myself.
> I suggest then that DEU have the ability to run an external node
>builder. If nothing else, my node builder is significantly faster than
>any of the others (though I do think it creates a better set of nodes most
>of the time).
What are you using as a node-builder? And aslso, BTW, I had a friend
just put a external node-builder directly interfaced with DEU. He just
said it was a simple piece of code to add.
Steve H.B.
------------------------------
From: cgasparo@cymbal.aix.calpoly.edu
Date: Mon, 7 Nov 1994 18:49:11 -0800
Subject: Re: Shareware vendors profiting from YEU.
>> And you heard it here first from Steve and Steve!
>[Stuff from Steve and Steve about ray-tracing deleted]
>
>Alright you guys, let's *see it*. :) Sounds cool -- I wish I had the
>time to spend on ray tracing stuff.
>
>-- sky
Can you wait till the release wad is done. It's just that uploading
things to the net is a major pain in the ass at my site. It won't fit in
my disk quota. It's a 636k file compressed.
Steve (I would think I also speak for Steve on this though his might be
smaller using only one polarization.)
How about a screen shot? Give me a day or two to make it look nicer and
I'll figure out how to uuencode a screen shot. Sound good?
Steve
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 07 Nov 94 19:15:09 -0800
Subject: Re: Shareware vendors profiting from DEU.
Carbon-BasedLifeForm <decerman@ouray.Denver.Colorado.EDU> said...
>> Most people are pleased to see their work being distributed so greatly. And
>> those seeking files can access a great deal of information on one CD, rather
>> than slowing the net down by transferring files at relatively slow speeds.
>> It's simply an easier form of accessing the files. For any company to have
>> any interest in doing this, they have to make some profit. And of course
>> enough money to pay employees. The profits also go into making our ftp
>> site, wcarchive, bigger and faster. Personally, I'm pleased that my program,
>> WADED, is being distributed on our CD, and the many other DOOM oriented CD's
>> out there today.
>>
>> -Matt Ayres
>
>I, for one, would *like* my stuff to get put on a CD. And I think that
>$19.95 is quite reasonable for such a collection. The most I might like
>in return is notification that my work has been put on CD. That would be
>nice. Is there any way I can *get* it on? =-]
Almost everything on the official doom ftp site ends up on the disc. I know
it's currently bouncing around, actually the official site is going to be ours,
wcarchive (ftp.cdrom.com) To make sure it gets on the disc, you can send me
private email telling me the file name and what it is. Make sure it contains
no copyrighted material (music, graphics, etc.). If it does, it won't end up
on the disc.
- -Matt Ayres
------------------------------
From: Tom.Holmes%224@satlink.oau.org (Tom Holmes)
Date: 07 Nov 94 12:01:04 -0500
Subject: Infant2
Could some kind soul please explain what is going on with respect to the
'official' DOOM ftp site? I know that Pitts is no longer admin at
Infant2, but could somebody flesh out the story for us all?
- --- Blue Wave/RA v2.12 [NR]
- --
|Fidonet: Tom Holmes 1:363/224
|Internet: Tom.Holmes%224@satlink.oau.org
|
| Standard disclaimer: The views of this user are strictly his own.
| From C.F.Satlink +1-407-240-7781 (ANSI or Vt-100 _required_).
------------------------------
From: Tom.Holmes%224@satlink.oau.org (Tom Holmes)
Date: 07 Nov 94 11:55:03 -0500
Subject: Shareware vendors profiting from DEU.
Not to be a wet blanket guys, but I think we've covered all of the
relevant points possible on this issue. Unless you have something
particularly illuminating to say about it, let's please return to our
previously scheduled programming. Thanks guys.
tom the caretaker
- --- Blue Wave/RA v2.12 [NR]
- --
|Fidonet: Tom Holmes 1:363/224
|Internet: Tom.Holmes%224@satlink.oau.org
|
| Standard disclaimer: The views of this user are strictly his own.
| From C.F.Satlink +1-407-240-7781 (ANSI or Vt-100 _required_).
------------------------------
From: hsimpson@unixg.ubc.ca (Enigma)
Date: Mon, 07 Nov 1994 23:02:57 -0800
Subject: Re: Infant2
>Could some kind soul please explain what is going on with respect to the
>'official' DOOM ftp site? I know that Pitts is no longer admin at
>Infant2, but could somebody flesh out the story for us all?
infant2 is now temporarily offline. You can find all you need from
ftp.orst.edu (in Oregon) or one of infant's many mirrors. orst.edu is always
online!
------------------------------
From: MATTHEW J LEDDINGTON-HILL <n1419587@student.fit.qut.edu.au>
Date: Tue, 8 Nov 1994 18:44:46 +1000 (EST)
Subject: doom-esses..
according to forsman:
>
> I have a female roommate who would love this patch so where is it?
>
add one more to the female doom editor/player list... there must be more
out there.. are they to afraid to enter discussion here perhaps? ;-)
mlh
*++- _['>_ ---===Matthew Leddington-Hill===--- _<`]_ -++*
|= / \ / \ Flame me... / \ / \ =|
|= | ) ( | ...and I'll frag your ass! | ) ( | =|
*++- |/`W'\| ---=============================--- |/`W'\| -++*
==n1419587@water.qut.edu.au==
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 8 Nov 94 09:29:38 GMT
Subject: Re: doom-esses..
mlh said:
>add one more to the female doom editor/player list... there must be more
>out there.. are they to afraid to enter discussion here perhaps? ;-)
>
Probably just got better things to do ;) If any Doom-esses are out there
listening, they may like to know that my DOOM editing web pages are written
without any assumed gender for player or wadster! If any-one finds any
slips, could they let me know please? Ta.
- -Steve
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 8 Nov 94 09:34:04 GMT
Subject: Weekly reminder: beginners' questions
This message is being posted at the request of the list caretaker:
The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:
Steve Benner : S.Benner@lancaster.ac.uk
Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing. If your questions are prefixed with the code
WQ: (for 'WAD query') in the subject field (e.g. Subject: WQ: Sprites),
they will be processed quicker.
This reminder will be posted here weekly, with the same subject title.
==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html
------------------------------
From: KIRSTEN J CORNEY <n1249479@student.fit.qut.edu.au>
Date: Tue, 8 Nov 1994 19:35:23 +1000 (EST)
Subject: Re: doom-esses..
>
> according to forsman:
> >
> > I have a female roommate who would love this patch so where is it?
> >
>
> add one more to the female doom editor/player list... there must be more
> out there.. are they to afraid to enter discussion here perhaps? ;-)
>
> mlh
>
>
> *++- _['>_ ---===Matthew Leddington-Hill===--- _<`]_ -++*
> |= / \ / \ Flame me... / \ / \ =|
> |= | ) ( | ...and I'll frag your ass! | ) ( | =|
> *++- |/`W'\| ---=============================--- |/`W'\| -++*
> ==n1419587@water.qut.edu.au==
>
Does that bring the official count up to 3?
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
()---() Es war die Nacht vor Weihnachten ...
` o o ' Kirsten Corney
.-\ /-. ---===---o0o---===---
`= " =' n1249479@water.qut.edu.au
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
------------------------------
From: MATTHEW J LEDDINGTON-HILL <n1419587@student.fit.qut.edu.au>
Date: Tue, 8 Nov 1994 20:11:24 +1000 (EST)
Subject: Re: Invunerability factoid
According to Fenske:
>
> Being invunerable does not prevent you from getting blown apart
> when someone teleports on top of you.
>
Try out telefrag.wad. It demostrates this. Initially there is one
teleporter that has an invun sphere on it; a player can pick up the
sphere but can still get fragged.
<plug mode on>
telefrag.wad: eight seperate l-shaped corridors connected by teleports;
race round in circles after each other guaranteed frag a minute fun.
<plug mode off>
etiam Fenske scripsit:
>
> But, invunerability does not wear off while you are dead. So you can
> be dead as long as you want and not get hurt.
>
On first reading, this sounds stupid (come to think of it, second time
around it still does) ;-)
mlh
/=== __,;,__ ===========---=========== __,;,__ ===\
[: \'o.o`/ Matthew Leddington-Hill \'o.o`/ :]
[: =(_Y_)= n1419587@water.qut.edu.au =(_Y_)= :]
\===== `-' ============:-o-:============ `-' =====/
------------------------------
From: "S. McCrea" <sm@eng.cam.ac.uk>
Date: Tue, 08 Nov 1994 11:10:31 GMT
Subject: Solid object demo
I have put a WAD on alt.binaries.doom demoing the raytraced object
we were talking about. It's not _great_ and the WAD was certainly
nowhere near completion when I stopped working on it, but you get
the idea.
The message subject is: steve's doom-editing test post
and the WAD size zipped is about 70k.
Let me know what you think.
Steve.
------------------------------
From: reedmagn <reedmagn@helios.aston.ac.uk>
Date: Tue, 8 Nov 1994 13:18:55 +0100
Subject: Re: Infant2
Please could somebody tell me how to get out of this Doom-Editing mailing list.
It would be much appreciated as I can't take much more.
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 8 Nov 94 13:11:33 GMT
Subject: Not Re: Infant2
>Please could somebody tell me how to get out of this Doom-Editing mailing list.
>It would be much appreciated as I can't take much more.
I just did. Anyone else who lost their instructions & wants to know, mail
me, not the list.
- -Steve
------------------------------
From: lorenzo@cs.wisc.edu (Matt Feifarek)
Date: Tue, 8 Nov 1994 08:55:21 -0600 (CST)
Subject: Fun with final boss in Doom II
My brother and I were looking at the last level of Doom II with an editor
trying to figure out how it worked. We hacked on the first level and were
able to get the final boss spitting out cubes in the courtyard. We had
John Romero's head sitting out there in the middle of the courtyard.
We noticed a few things, 1) the monster's ammo has no effect on it; i.e.
we couldn't get one of the arachnatrons to kill it. 2) If you are standing
right next to Romero's head when the archville does his little dance, the
boss brain will take a hit. 3) When you kill the boss brain the level
ends. 4) If you only have one spawning spot, and the monsters do not become
activated or do not have enough time to get out of the way, they start to
"pile up". 5) If you are standing on a spawning spot, you die.
After playing around with this, we came up with some neat ideas for levels.
I've played with dehacked a little, but I'm far from proficient at it. I
was wondering if anyone knew how to change the boss brain, so that when you
kill it, it doesn't end the level, and also to change the rate at which
the boss shooter spits out cubes.
Terry Henning
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 08 Nov 1994 12:59:04 EST
Subject: Re: 'Smear' effect; why and how to alleviate?
cgasparo@cymbal.aix.calpoly.edu ,in message <9411080241.AA65616@cymbal.aix.calp
oly.edu>, wrote:
> Sounds like you are using DEU's node builder (no offense guys). Try
> using BSP12x, never any problems for me.
> But I did get the described problem with DEU's.
> Steve H.B.
Speakin of node builders. I have a wad that has a switchback staircase and
I decided rather than use dead space I'd use a linedef with 2 sides that was
IM,!2S and put textures on the normal. Anyway, BSP seems to do REALLY weird
things with it. I think I can see through one wall. I'm going to check my
sidedefs and try to figure out if it's really a 128-linedef problem (highly
unlikely). If it's really BSP, then I'll have something for the BSP author
to play with.
------------------------------
From: mtshea@sdcc10.ucsd.edu (Matthew Shea)
Date: Tue, 8 Nov 1994 11:24:06 -0800 (PST)
Subject: Get me off this list
Hey Steve, get me off this list
mtshea@ucsd.edu
Thanks
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Tue, 08 Nov 94 12:08:20 -0800
Subject: Re: Infant2
Tom.Holmes%224@satlink.oau.org (Tom Holmes) said...
>
>Could some kind soul please explain what is going on with respect to the
>'official' DOOM ftp site? I know that Pitts is no longer admin at
>Infant2, but could somebody flesh out the story for us all?
As far as I've heard, ftp.orst.edu is the temp site for now. Yesterday
morning I learned our site, ftp.cdrom.com, will become the official doom
site. Pitts already has an account on our site, and will be maintaining it
there. That's news as of yesterday morning, haven't heard anything else
since then.
-Matt A.
------------------------------
From: Matthew Ayres <ayres@cdrom.com>
Date: Tue, 08 Nov 94 12:12:13 -0800
Subject: Re: Weekly reminder: beginners' questions
S.Benner@lancaster.ac.uk (Steve Benner) said...
>This message is being posted at the request of the list caretaker:
>
>The purpose of this list is to discuss *advanced* DOOM editing techniques.
>In order to keep it that way, if you have a question but don't know whether
>it's advanced or not, mail it in the first instance to:
>
> Steve Benner : S.Benner@lancaster.ac.uk
Steve is God! Well, close enough. ;-)
>Your question will either be answered or, if deemed suitable, forwarded to
>the list. This is offered as a potential red-face saving and
>list-annoyance abatement service. Feel free to send questions at any level
>on any topic of WAD editing. If your questions are prefixed with the code
>WQ: (for 'WAD query') in the subject field (e.g. Subject: WQ: Sprites),
>they will be processed quicker.
This sounds like a good idea since half the time this mailing list seems
to be a newbie corner, or chit-chat not regarding doom-editing (including
our two messages, eh?).
-Matt A.
------------------------------
From: btodorof@hmc.edu (Brian Todoroff)
Date: Tue, 8 Nov 1994 13:47:48 -0800
Subject: Re: Solid object demo
>I have put a WAD on alt.binaries.doom demoing the raytraced object
>we were talking about. It's not _great_ and the WAD was certainly
>nowhere near completion when I stopped working on it, but you get
>the idea.
>
>The message subject is: steve's doom-editing test post
>and the WAD size zipped is about 70k.
>
>Let me know what you think.
>
>Steve.
Unfortunatly I can't get a.g.d.b on this newsserver. Any chance you could
e-mail it to me?
Thanks,
Brian
Brian Todoroff
Harvey Mudd College
Class of '97
btodorof@hmc.edu
------------------------------
From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Tue, 8 Nov 94 15:03:27 CST
Subject: Re: Invunerability factoid
>>
>> But, invunerability does not wear off while you are dead. So you can
>> be dead as long as you want and not get hurt.
>>
>
>On first reading, this sounds stupid (come to think of it, second time
>around it still does) ;-)
>
>mlh
Yes, the last sentence was for the humor impaired. I figure if
you are going to be dead you might as well be invulnerable while doing
it. Then I suppose if your body gets smashed in a closing door you would
become invunerable goo. Sort of like a T1000 Terminator.
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: brian@phyast.pitt.edu (Brian K. Martin)
Date: Tue, 8 Nov 1994 16:16:37 -0500 (EST)
Subject: Re: Fun with final boss in Doom II
>
> After playing around with this, we came up with some neat ideas for levels.
> I've played with dehacked a little, but I'm far from proficient at it. I
> was wondering if anyone knew how to change the boss brain, so that when you
> kill it, it doesn't end the level, and also to change the rate at which
> the boss shooter spits out cubes.
>
I would try editing the frame tables. Change the duration of the waiting
frame between shots to shoot faster, to make it not end the level, try
to skip the last frame of the death sequence.
brian
------------------------------
End of doom-editing-digest V1 #43
*********************************