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Doom Editing Digest Vol. 01 Nr. 027

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #27
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 30 October 1994 Volume 01 : Number 027

Re: Vid Capture into Doom
blah
Re: Node building
Re: txalign
Re: DUL/DEL license
Welcome to the DOOM editing mailing list
Re: DUL/DEL license
Re: Archvile's 'jump'
Re: Node building
Re: multi-door triggers (was Vid Capture into Doom)
Re: Vid Capture into Doom
Re: txalign
Re: Node building
Re: multi-door triggers (was Vid Capture into Doom)
Re: Node building

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

From: Enigma <hsimpson@unixg.ubc.ca>
Date: Fri, 28 Oct 1994 18:45:41 -0700 (PDT)
Subject: Re: Vid Capture into Doom

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

I knew I was setting a Flame bait when I said that... I'd like to check
out Linux. Does anyone know where I can get a copy on the internet? (FTP
site, www server (preferred)). Thanks! btw: If you want thousands of
peices of software to run on your resource starved PC.. I'm afraid
Windoze isn't such a bad option. I mean give Micro$oft some credit -- if
not for their software then for their ingenious marketing! l8r

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

From: Tom.Holmes%224@satlink.oau.org (Tom Holmes)
Date: 28 Oct 94 18:49:05 -0500
Subject: blah

who doom-editing
end

- --- 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: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Sat, 29 Oct 1994 02:15:10 +0000 (GMT)
Subject: Re: Node building

On Fri, 28 Oct 1994, Scott D. Webster wrote:
>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.

Of course. It's merely when I subscribed it was in response to a message
containing a warning that the list was not for novice users. Personally I
don't mind - I feel this is much better for basic WAD creation questions
than a.g.d. - but I felt some list users might.

> > 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.

Uuurr. How big is this WAD?

David Damerell, GCV Sauricon. djsd100@cus.cam.ac.uk RL: Trinity, Cambridge
WOODHAL2.WAD on infant2. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| All people's aims are unreachable, and their struggles futile. |___|
| | | When you see this true of your own aims, life becomes a vacuum. | | |


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

From: tedv@geom.umn.edu
Date: Fri, 28 Oct 94 22:02:02 CDT
Subject: Re: txalign

> 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.

Well... Those major interface problems have been fixed for DEU 5.3. Oh,
if you're wondering why there's the delay, well... We rewrote a good
portion of the interface to use dialog boxes, but... We want to make it
more keyboard compatable. That means that I have to add some more
windoze/mac-like interface stuff, so we don't scare off all of the less
experienced DEU users. It's still very nice, but we've learned that a
good interface is vital and worth the time.

> 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.

No, alignment is only on a single sidedef. However, you can tweek things
like this by setting or resseting upper/lower unpegged while still
setting offsets. It will give you infinite flexability, but it will
increase what you can do a little more.

- -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: allang@cuug.ab.ca (Geoff Allan)
Date: Fri, 28 Oct 1994 23:54:39 -0600 (MDT)
Subject: Re: DUL/DEL license

=>If you look carefully at your license, you will see that Id is not
=>allowing you to distribute their BSP builder (3, c) (the Utility).
=>You can distribute your editor as much as you like.
=>
=>This also applies to paragraph 4. You cannot distribute maps made using
=>IDBSP, but that is the only restriction!

This is WRONG!!! DON'T MAKE PLANS BASED ON THIS!!!

In actual fact, the original post was correct. You can't distribute PWADS
for anything and still be following the rules of the license.

Perhaps Id has a separate license for PWAD authors?

- --
+-------------------------------+----------------------------------------+
| Replies to allang@cuug.ab.ca |"So I open the door to my enemies, and |
+-------------------------------+ I ask 'could we wipe the slate clean', |
| finger allang@sun.cuug.ab.ca | But they ask me to please go fuck |
| for a status report on DoomEd | myself, You know you just can't win" |
+-------------------------------+--------------------------Pink Floyd----+

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

From: Tom.Holmes%224@satlink.oau.org (Tom Holmes)
Date: 28 Oct 94 23:22:02 -0500
Subject: Welcome to the DOOM editing mailing list

This is the DOOM Editing Mailing List

The purpose of this list is the discussion of *advanced* DOOM editing
techniques. If you don't know what a sector or a reject is, this isn't
the place to ask. Please be sure to read the following reference
sources _before_ asking questions here:

The DOOM Specs, a.k.a. The DOOM Editors' Bible - Matt Fell
The DOOM-Editing FAQ - Tom Neff
The DOOM FAQ - Hank Leukart
The documentation for the particular editor that you use

By doing so, you will save yourself from potential embarrassment and the
readers of this list from minor annoyance. Also, this isn't the place
to discuss QUAKE or other id Software products, unless such discussions
are direct extensions of DOOM editing or shed light on DOOM editing
techniques or issues.

In this list you will find most of the luminaries of the DOOM phenomena.
Membership includes the authors of most (if not all) of the DOOM
editors; staff members from id Software; authors of DOOM utilities; and
authors of numerous guides and FAQs.

In short, if you can't find the answer here, there probably isn't an
answer yet. Your contributions are welcome and I personally hope that
the time you spend reading this list proves to be fruitful and
interesting.

Tom Holmes
Caretaker
DOOM-Editing Mailing List
tom.holmes%224@satlink.oau.org


- --- 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: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Sat, 29 Oct 1994 12:29:25 -0300
Subject: Re: DUL/DEL license

On Sat, 29 Oct 1994, Geoff Allan wrote:

> In actual fact, the original post was correct. You can't distribute PWADS
> for anything and still be following the rules of the license.
>
> Perhaps Id has a separate license for PWAD authors?
>
I expect the licenses are really just there to protect Id.. so they can
sue who they want to, so to speak, but not necessarily everybody.

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ."


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

From: gt3026a@prism.gatech.edu
Date: Sat, 29 Oct 1994 14:31:46 -0400 (EDT)
Subject: Re: Archvile's 'jump'

> Stephen Wassell wrote:
> > If a weapon, say the fist was set up to cause Archvile fire on the player
> > who fired it, there would be another new thing to put in PWADs - gaps
> > that must be jumped across, not just ran. We'd probably lose the Archvile,
> > though.
> >
> I don't understand. The player would just kill himself - if the code didn't
> get confused trying to determine line of sight between the player and himself.
>
> Whoah. I just understood your message now. But it would be extremely
> annoying timing! Or no - you get thrown backwards, right? In that case,
> just annoying aiming the jump. And annoying wasting invulnerability each
> time. And the LOS thing may be a problem. But hey, go ahead!

Hmm. Perhaps you could take away the damage it did? Just keep the
bounce. Also, it will make you leap forward if you are already running
forward.

- --
"Beep Beep" said the Road Runner.

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

From: "Scott D. Webster" <webstes@iia.org>
Date: Sat, 29 Oct 1994 14:42:12 -0400 (EDT)
Subject: Re: Node building

On Sat, 29 Oct 1994, D.J.S. Damerell wrote:

> > > 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.
>
> Uuurr. How big is this WAD?

Very small - 7856 bytes. One main room w/ a few little offshoot rooms.
Like I said - I'm a beginner. :-)

I acuired some other node builders which I haven't had a chance to try
yet. Hopefully they'll work better. I've been spending all my time lately
trying to figure out filter so I can have all my doom-editing mail go
into one folder. :-)


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: Satanic Psycho <spsycho@netcom.com>
Date: Sat, 29 Oct 1994 12:44:58 -0700 (PDT)
Subject: Re: multi-door triggers (was Vid Capture into Doom)

On Fri, 28 Oct 1994 cgasparo@cymbal.aix.calpoly.edu wrote:

> 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.
>

The following was posted to the list a few months ago concerning Doom
II. I believe all these linedefs work for Doom I v1.666 also. Enjoy...

From johnr@idcube.idsoftware.com Sat Sep 3 00:58:46 1994
Date: Fri, 2 Sep 94 15:38:57 -0600
From: John Romero <johnr@idcube.idsoftware.com>
Reply to: DOOM editing mailing list <doom-editing@nvg.unit.no>
To: DOOM Editing List <doom-editing@nvg.unit.no>
Subject: DOOM II Info

Hey, everybody! Thanks a lot for downloading DOOM II -- that's really "cool".
We love it when we send evaluation copies to magazine editors and some piece of
shit uploads the thing. The DOOM II out there is the master copy we sent to GT
Interactive, our distributor. If your GUS sound doesn't work, it's probably
because your IRQ is > 7. Our sound code dork broke part of the sound support
while he was "expanding" it, so IRQs > 7 don't work, Pro Audio Spectrum owners
now have to run their SB-emulation driver (no more native support), etc. The
sound guy is a real shithead. All these fuckups are in v1.666 as well --
sorry. We have NO time to wait and hope that sound-dork fixes these problems,
as he's demonstrated in the past year and a half that he's incompetent.

At this very moment, the v1.2->v1.666 patches are being generated. They will
be uploaded...probably tonight or tomorrow. Or in two weeks. :)

Anyway, here's DOOM II's final linedef list:
- --------------------------------------------------------------------------
numspecials: 141
123:Button_BlazeDownWaitUpStay
116:Button_Blazing_Door_Close
115:Button_Blazing_Door_Open
114:Button_Blazing_Door_Raise
99:Button_BlzOpenDoor_Blue
134:Button_BlzOpenDoor_Red
136:Button_BlzOpenDoor_Yellow
42:Button_Close_Door
139:Button_Light_TurnOff
138:Button_Light_TurnOn
43:Button_Lower_Ceiling_To_Floor
45:Button_Lower_Floor
60:Button_Lower_Floor_To_Lowest
61:Button_Open_Door
62:Button_Plat_Down_Wait_Up_Stay
63:Button_Raise_Door
64:Button_Raise_Floor
66:Button_Raise_Floor_24
67:Button_Raise_Floor_32
65:Button_Raise_Floor_Crush
68:Button_Raise_Floor_Near&Change
132:Button_Raise_Floor_Turbo
69:Button_Raise_To_Nearest_Floor
70:Button_Turbo_Lower_Floor
48:Effect_Firstcol_Scroll
46:Impact_OpenDoor
24:Impact_RaiseFloor
47:Impact_RaiseFloorNear&Change
118:Manual_Blazing_Door_Open
117:Manual_Blazing_Door_Raise
31:Manual_Door_Open
32:Manual_Door_Open_Blue
33:Manual_Door_Open_Red
34:Manual_Door_Open_Yellow
1:Manual_Door_Raise
26:Manual_Door_Raise_Blue
28:Manual_Door_Raise_Red
27:Manual_Door_Raise_Yellow
120:Retrigger_BlazeDownWaitUpStay
107:Retrigger_Blazing_Door_Close
106:Retrigger_Blazing_Door_Open
105:Retrigger_Blazing_Door_Raise
72:Retrigger_Ceiling_Crush
73:Retrigger_Ceiling_Crush_&_Raise
74:Retrigger_Ceiling_Crush_Stop
75:Retrigger_Close_Door
76:Retrigger_Close_Door_30
77:Retrigger_Fast_Crush_&_Raise
80:Retrigger_Light_Turn_On
81:Retrigger_Light_Turn_On_255
79:Retrigger_Lights_Very_Dark
78:Retrigger_LightsToDimmestNear
83:Retrigger_Lower_Floor
84:Retrigger_Lower_Floor_&_Change
82:Retrigger_Lower_Floor_To_Lowest
85:Retrigger_LwrFloorRaiseCeiling
86:Retrigger_Open_Door
87:Retrigger_Perpetual_Plat_Raise
88:Retrigger_PlatDownWaitUpStay
89:Retrigger_Platform_Stop
90:Retrigger_Raise_Door
91:Retrigger_Raise_Floor
92:Retrigger_Raise_Floor_24
94:Retrigger_Raise_Floor_Crush
129:Retrigger_Raise_Floor_Turbo
96:Retrigger_Raise_ToShortTexture
93:Retrigger_RaiseFloor24_&_Change
95:Retrigger_RaiseFloorNear&Change
128:Retrigger_RaiseToNearestFloor
97:Retrigger_TELEPORT
126:Retrigger_TELEPORT_MonsterONLY
98:Retrigger_Turbo_Lower_Floor
122:Switch_BlazeDownWaitUpStay
113:Switch_Blazing_Door_Close
112:Switch_Blazing_Door_Open
111:Switch_Blazing_Door_Raise
133:Switch_BlzOpenDoor_Blue
135:Switch_BlzOpenDoor_Red
137:Switch_BlzOpenDoor_Yellow
7:Switch_Build_Stairs
127:Switch_BuildStairsTurbo16
49:Switch_CeilingCrush&Raise
9:Switch_Change_Donut
50:Switch_Close_Door
11:Switch_EXIT
41:Switch_Lower_Ceiling_To_Floor
102:Switch_Lower_Floor
23:Switch_Lower_FloorToLowest
103:Switch_Open_Door
21:Switch_PlatDownWaitUpStay
29:Switch_Raise_Door
101:Switch_Raise_Floor
131:Switch_Raise_Floor_Turbo
55:Switch_Raise_FloorCrush
15:Switch_RaiseFloor24
14:Switch_RaiseFloor32
140:Switch_RaiseFloor512
20:Switch_RaiseFloorNear&Change
18:Switch_RaiseToNearestFloor
51:Switch_SecretExit
71:Switch_Turbo_Lower_Floor
121:Trigger_BlazeDownWaitUpStay
110:Trigger_Blazing_Door_Close
109:Trigger_Blazing_Door_Open
108:Trigger_Blazing_Door_Raise
8:Trigger_Build_Stairs
100:Trigger_BuildStairsTurbo16
44:Trigger_Ceiling_Crush
25:Trigger_CeilingCrush&Raise
57:Trigger_CeilingCrushStop
3:Trigger_Close_Door
16:Trigger_CloseDoor30
52:Trigger_EXIT
6:Trigger_Fast_Crush_&_Raise
104:Trigger_Lights_To_Dimmest_Near
35:Trigger_Lights_Very_Dark
12:Trigger_LightTurnOn
13:Trigger_LightTurnOn255
38:Trigger_Lower_Floor_To_Lowest
19:Trigger_LowerFloor
37:Trigger_LowerFloor&Change
40:Trigger_LowerFloorRaiseCeiling
2:Trigger_Open_Door
53:Trigger_PerpetualPlatformRaise
10:Trigger_PlatDownWaitUpStay
54:Trigger_PlatformStop
4:Trigger_Raise_Door
5:Trigger_Raise_Floor
58:Trigger_Raise_Floor_24
59:Trigger_Raise_Floor_24&Change
130:Trigger_Raise_Floor_Turbo
56:Trigger_Raise_FloorCrush
22:Trigger_RaiseFloorNear&Change
119:Trigger_RaiseToNearestFloor
30:Trigger_RaiseToShortTexture
124:Trigger_SecretEXIT
141:Trigger_SilentCeilCrush&Raise
17:Trigger_StartSlowStrobing
39:Trigger_TELEPORT
125:Trigger_TELEPORT_MonsterONLY
36:Trigger_Turbo_Lower_Floor

And here's the latest list of Things:
- --------------------------------------------------------------------------
numthings: 120
Armor_1 = 180 2018 10 (0.400006 0.398083 0.392361) NOICON
Armor_2 = 90 2019 7 (0.400006 0.398083 0.392361) NOICON
Block_BigTree = 0 54 7 (0.180319 0.326609 0.765511) NOICON
Block_Blue_Torch = 0 44 7 (0.180319 0.326609 0.765511) NOICON
Block_Blue_Torch_Short = 90 55 7 (0.180319 0.326609 0.765511) NOICON
Block_Burnt_Tree = 0 43 7 (0.180319 0.326609 0.765511) NOICON
Block_EvilEye = 270 41 7 (0.180319 0.326609 0.765511) NOICON
Block_FloatSkull = 225 42 15 (0.180319 0.326609 0.765511) NOICON
Block_GpillarBig = 0 30 7 (0.180319 0.326609 0.765511) NOICON
Block_GpillarHeart = 90 36 7 (0.180319 0.326609 0.765511) NOICON
Block_GpillarShort = 270 31 7 (0.180319 0.326609 0.765511) NOICON
Block_Green_Torch = 0 45 7 (0.180319 0.326609 0.765511) NOICON
Block_Green_Torch_Short = 0 56 7 (0.180319 0.326609 0.765511) NOICON
Block_Red_Torch = 0 46 7 (0.180319 0.326609 0.765511) NOICON
Block_Red_Torch_Short = 90 57 7 (0.180319 0.326609 0.765511) NOICON
Block_RpillarBig = 0 32 7 (0.180319 0.326609 0.765511) NOICON
Block_RpillarSkull = 0 37 7 (0.180319 0.326609 0.765511) NOICON
Block_Stalagmite = 225 47 15 (0.180319 0.326609 0.765511) NOICON
Block_Techno_Pillar = 315 48 7 (0.180319 0.326609 0.765511) NOICON
Bonus_Health_Potion = 0 2014 7 (0.703452 0.655202 0.000000) NOICON
Bonus_Spirit_Armor = 315 2015 7 (0.703452 0.655202 0.000000) NOICON
Card_Blue = 315 5 15 (0.103107 0.115299 1.000000) NOICON
Card_Blue_Skull = 0 40 7 (0.103107 0.115299 1.000000) NOICON
Card_Red = 180 13 7 (1.000000 0.040452 0.053346) NOICON
Card_Red_Skull = 90 38 7 (1.000000 0.040452 0.053346) NOICON
Card_Yellow = 270 6 7 (1.000000 0.911176 0.021317) NOICON
Card_Yellow_Skull = 270 39 7 (1.000000 0.911176 0.021317) NOICON
Dead_BottomMe = 270 12 7 (0.917234 0.081606 0.531129) NOICON
Dead_Gibs = 225 24 7 (0.917234 0.081606 0.531129) NOICON
Dead_Head = 0 22 7 (0.462065 0.041108 0.267556) NOICON
Dead_Player = 270 15 7 (0.917234 0.081606 0.531129) NOICON
Dead_PossHuman = 0 18 7 (0.917234 0.081606 0.531129) NOICON
Dead_PossShotgunman = 0 19 7 (0.917234 0.081606 0.531129) NOICON
Dead_Sergeant = 0 21 7 (0.462065 0.041108 0.267556) NOICON
Dead_TorsoMe = 270 10 7 (0.917234 0.081606 0.531129) NOICON
Dead_Trooper = 225 20 7 (0.462065 0.041108 0.267556) NOICON
Demon = 0 3002 6 (0.441374 0.000000 0.000000) NOICON
Demon_Arachnotron = 270 68 4 (0.383694 1.000000 0.464583) NOICON
Demon_ArchVile = 45 64 15 (0.383694 1.000000 0.464583) NOICON
Demon_Baron_O_Hell = 90 3003 6 (0.441374 0.000000 0.000000) NOICON
Demon_BossBrain = 0 88 7 (0.448271 0.164541 0.022843) NOICON
Demon_BossShooter = 0 89 7 (0.448271 0.164541 0.022843) NOICON
Demon_Cacodemon = 0 3005 6 (0.441374 0.000000 0.000000) NOICON
Demon_Cyberdemon = 270 16 6 (0.441374 0.000000 0.000000) NOICON
Demon_HellKnight = 315 69 4 (0.441374 0.000000 0.000000) NOICON
Demon_Imp = 0 3001 15 (0.441374 0.000000 0.000000) NOICON
Demon_LostSoul = 180 3006 15 (0.441374 0.000000 0.000000) NOICON
Demon_Mancubus = 90 67 7 (0.383694 1.000000 0.464583) NOICON
Demon_PainElemental = 0 71 15 (0.383694 1.000000 0.464583) NOICON
Demon_PossChaingunner = 90 65 14 (0.383694 1.000000 0.464583) NOICON
Demon_PossHuman = 135 3004 7 (0.441374 0.000000 0.000000) NOICON
Demon_PossShotgunman = 90 9 9 (0.441374 0.000000 0.000000) NOICON
Demon_Revenant = 90 66 14 (0.383694 1.000000 0.464583) NOICON
Demon_Spawnspot = 0 87 7 (0.862072 0.785668 0.272530) NOICON
Demon_Spectre = 270 58 12 (0.441374 0.000000 0.000000) I_BFG9K
Demon_SpiderMastermind = 45 7 6 (0.441374 0.000000 0.000000) NOICON
Demon_Woflenstein_SS = 0 84 6 (0.441374 0.000000 0.000000) NOICON
Fred_Barrel = 0 2035 7 (0.027329 0.093890 0.248283) NOICON
Fred_Bloody_Twitcher = 270 49 7 (0.708853 0.069277 0.917234) NOICON
Fred_Bloody_TwitcherNoblock = 0 63 7 (0.708853 0.069277 0.917234) NOICON
Fred_BloodyBrainAndStem = 0 81 7 (0.708853 0.069277 0.917234) NOICON
Fred_BunchO'Heads = 0 28 7 (0.708853 0.069277 0.917234) NOICON
Fred_Burning_Barrel = 90 70 7 (0.027329 0.093890 0.248283) NOICON
Fred_Candelabra = 315 35 7 (0.180319 0.326609 0.765511) NOICON
Fred_Candle = 315 34 7 (0.180319 0.326609 0.765511) NOICON
Fred_ColonGibs = 90 79 15 (0.708853 0.069277 0.917234) NOICON
Fred_Hanging = 0 50 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingKeen = 0 72 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingLeg = 180 52 6 (0.708853 0.069277 0.917234) NOICON
Fred_HangingLegNoblock = 225 59 8 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoblock = 0 60 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoGuts = 0 73 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoGutsNoBrain = 0 74 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoLeg = 270 51 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoLegNoblock = 0 61 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoLookingDown = 0 75 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoLookingUp = 0 77 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoNoBrain = 0 78 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoOpenSkull = 0 76 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTwoLegs = 270 53 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTwoLegsNoblock = 90 62 0 (0.708853 0.069277 0.917234) NOICON
Fred_HeadOnAStick = 0 27 7 (0.708853 0.069277 0.917234) NOICON
Fred_Heads&Candles = 0 29 7 (0.708853 0.069277 0.917234) NOICON
Fred_OnAStick_Dead = 0 25 7 (0.708853 0.069277 0.917234) NOICON
Fred_OnAStick_Live = 0 26 7 (0.708853 0.069277 0.917234) NOICON
Fred_Small_Pool_o_Gibs = 0 80 7 (0.708853 0.069277 0.917234) NOICON
Fred_TechLightColumn = 135 85 7 (0.180319 0.326609 0.765511) NOICON
Fred_TechLightColumnShort = 270 86 23 (0.180319 0.326609 0.765511) NOICON
Health_Medikit = 270 2012 7 (0.000000 0.682760 0.007965) NOICON
Health_MegaSphere = 180 83 7 (0.862072 0.568941 0.546663) NOICON
Health_Soul_Sphere = 0 2013 7 (0.862072 0.568941 0.546663) NOICON
Health_Stimpack = 180 2011 7 (0.000000 0.682760 0.007965) NOICON
Player_1_start = 90 1 7 (0.358623 0.031907 0.207663) NOICON
Player_2_start = 90 2 7 (0.358623 0.031907 0.207663) NOICON
Player_3_start = 90 3 7 (0.358623 0.031907 0.207663) NOICON
Player_4_start = 90 4 7 (0.358623 0.031907 0.207663) NOICON
Player_Deathmatch = 90 11 7 (0.241386 0.241386 0.241386) NOICON
Pow1_Invulnerable = 45 2022 7 (0.038163 1.000000 0.614551) NOICON
Pow2_Berserk = 90 2023 7 (0.038163 1.000000 0.614551) NOICON
Pow3_Invisible = 90 2024 7 (0.038163 1.000000 0.614551) NOICON
Pow4_Radiation_Suit = 315 2025 7 (0.038163 1.000000 0.614551) NOICON
Pow5_SuperMap = 0 2026 7 (0.038163 1.000000 0.614551) NOICON
Pow6_Light_Amplification = 135 2045 7 (0.038163 1.000000 0.614551) NOICON
TeleportMan = 270 14 7 (0.862072 0.785668 0.272530) NOICON
Wammo_Backpack = 180 8 7 (0.862072 0.000000 0.000000) NOICON
Wammo_Cell = 270 2047 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Cell_Pack = 225 17 15 (0.862072 0.223045 0.000000) NOICON
Wammo_Clip = 180 2007 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Clips_o_Plenty = 270 2048 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Rocket = 270 2010 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Rockets_o_Plenty = 270 2046 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Shells = 225 2008 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Shells_o_Plenty = 270 2049 6 (0.862072 0.223045 0.000000) NOICON
Weapon_BFG9000 = 270 2006 23 (0.448271 0.164541 0.022843) I_BFG9K
Weapon_Chaingun = 90 2002 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Chainsaw = 270 2005 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Plasma_Gun = 90 2004 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Rocket_Launcher = 90 2003 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Shotgun = 270 2001 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Supershotgun = 90 82 3 (0.448271 0.164541 0.022843) NOICON

And here's the latest Sector specials list:
- --------------------------------------------------------------------------
numspecials: 16
6:Ceiling_Crush&Raise
5:Damage_HellSlime
7:Damage_Nukage
16:Damage_SuperHellSlime
4:Damage_SuperStrobe
10:Door_Close_in_30
14:Door_Raise_in_5_Mins
11:Exit_SuperDamage
2:Light_Fast_Strobe
17:Light_Fire_Flickering
1:Light_Flickering
8:Light_Glowing
3:Light_Slow_Strobe
13:Light_SynchStrobeFast
12:Light_SynchStrobeSlow
9:SecretArea

I think that's about it for all the info you WADsters need. Have fun.

John Romero
id Software, inc.

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 29 Oct 1994 15:16:32 -0700
Subject: Re: Vid Capture into Doom

>> > I've used XV. It's a useful little utility. Oh and about Linux... What's
>> > Linux when you have Chicago?
>>
>> POSIX compliant.
>
>I knew I was setting a Flame bait when I said that... I'd like to check
>out Linux. Does anyone know where I can get a copy on the internet? (FTP
>site, www server (preferred)). Thanks! btw: If you want thousands of
>peices of software to run on your resource starved PC.. I'm afraid
>Windoze isn't such a bad option. I mean give Micro$oft some credit -- if
>not for their software then for their ingenious marketing! l8r

I personally like dos. I've always used it. But this isn't the
operating-systems.advocacy is it? *grin*
Steve 'back to editing' H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 29 Oct 1994 15:27:33 -0700
Subject: Re: txalign

>Well... Those major interface problems have been fixed for DEU 5.3. Oh,
>if you're wondering why there's the delay, well... We rewrote a good
>portion of the interface to use dialog boxes, but... We want to make it
>more keyboard compatable. That means that I have to add some more
>windoze/mac-like interface stuff, so we don't scare off all of the less
>experienced DEU users. It's still very nice, but we've learned that a
>good interface is vital and worth the time.

You're not making it a windoze app are you?!?!? Please say you just
meant a GUI? I assume thats what you meant. BTW: What is the ETA of 5.3?

>> 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.
>
>No, alignment is only on a single sidedef. However, you can tweek things
>like this by setting or resseting upper/lower unpegged while still
>setting offsets. It will give you infinite flexability, but it will
>increase what you can do a little more.

Could you clarify that last bit. It almost made it sound like you could
do seperate alignment of uppers and lowers and norms.

Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 29 Oct 1994 15:33:18 -0700
Subject: Re: Node building

>> > > 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.
>>
>> Uuurr. How big is this WAD?
>
>Very small - 7856 bytes. One main room w/ a few little offshoot rooms.
>Like I said - I'm a beginner. :-)
>
>I acuired some other node builders which I haven't had a chance to try
>yet. Hopefully they'll work better. I've been spending all my time lately
>trying to figure out filter so I can have all my doom-editing mail go
>into one folder. :-)

Umm... silyl question I know but you are using 1.666 yes? And all of the
sector references on your linedefs are facing the correct sectors?
You're not missing any textures? Do you pass all of DEU's checks?(if you
use DEU)
Steve H.B.


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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Sat, 29 Oct 1994 15:40:07 -0700
Subject: Re: multi-door triggers (was Vid Capture into Doom)

Wonderful! Psycho, thank you very much for this wonderful list. I will have fun trying to decode it until an editor (DEU) comes out that includes it in english.
To think I went for sooo long without this mailing-list. I don't know how I did it. Thanks again John Romero for posting it in the first place.
Steve H.B.
(I'm sure no one is upset I didn't quote the whole thing.)

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

From: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Sat, 29 Oct 1994 23:42:47 +0000 (GMT)
Subject: Re: Node building

On Sat, 29 Oct 1994, Scott D. Webster wrote:
> > Uuurr. How big is this WAD?
> Very small - 7856 bytes. One main room w/ a few little offshoot rooms.

Uuencode it and mail it to me.

David Damerell, GCV Sauricon. djsd100@cus.cam.ac.uk RL: Trinity, Cambridge
WOODHAL2.WAD on infant2. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| All people's aims are unreachable, and their struggles futile. |___|
| | | When you see this true of your own aims, life becomes a vacuum. | | |

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

End of doom-editing-digest V1 #27
*********************************

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