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Doom Editing Digest Vol. 01 Nr. 025

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #25
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 28 October 1994 Volume 01 : Number 025

Re: Transparent switches?
Re: Vid Capture into Doom
Re: Transparent switches?
Re: Vid Capture into Doom
Re: Vid Capture into Doom
Sprites/floors
Re: Vid Capture into Doom
Re: Vid Capture into Doom
Re: Sprites/floors
Re: Sprites/floors
dmspec
Archvile's 'jump'
Re: swimming pool effect thoughts
Re: Sprites/floors
Re: Vid Capture into Doom
Re: Vid Capture into Doom
Re: Transparent switches?
Node building
Reject editing
Re: Vid Capture into Doom
DEU Node Building Bugs... Bah!
Re: Vid Capture into Doom
Re: Reject editing
Re: Node building
Re: Reject editing
Re: Reject editing
multi-door triggers (was Vid Capture into Doom)
Re: Archvile's 'jump'

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

From: Gordon_Mulcaster@mindlink.bc.ca (Gordon Mulcaster)
Date: Thu, 27 Oct 94 01:30:11 -0800
Subject: Re: Transparent switches?

Gregory Alan Lewis <gregl@umich.edu> writes:

> This would work, except (I think) there would be a problem with having a
> multi-patch switch texture on a 2S linedef. There would be the Medusa
> effect. I'm still waiting for someone to confirm that though...

Yes you would get the Medusa effect, so you'll have to make it using a single
Patch. I thought of this after I posted, I'm glad you caught it...
- --
"How can I be wrong? I have a badge!" -- Groo
Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 27 Oct 94 09:49:51 GMT
Subject: Re: Vid Capture into Doom

>On Wed, 26 Oct 1994 IJOHNSON@kuhub.cc.ukans.edu wrote:
>
>> It seems, then that the resizing/shrinking step is the most important
>> one in keeping a quality image. Does anyone have any suggestions for a
>> program that does this well?
>
>I use Corel Photopaint, Adobe Photoshop, or whatever's lying around.
>Truth is, there aren't many good freeware programs that do the job
>(unless you consider pirating freeware...) It's worthwhile to use the
>expensive ones because they tend to do a better job.

Serif's Photo Plus is excellent and cheap. It's bundled with their Page
Plus DTP package but I think it's available separately.

- -Steve



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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Thu, 27 Oct 1994 12:12:26 +0100
Subject: Re: Transparent switches?

Gordon Mulcaster <Gordon_Mulcaster@mindlink.bc.ca> writes:

> Gregory Alan Lewis <gregl@umich.edu> writes:
>
> > This would work, except (I think) there would be a problem with having a
> > multi-patch switch texture on a 2S linedef. There would be the Medusa
> > effect. I'm still waiting for someone to confirm that though...
>
> Yes you would get the Medusa effect, so you'll have to make it using a single
> Patch. I thought of this after I posted, I'm glad you caught it...

Right. The solution is to use a good tool such as DeuTex and replace
one SW1xxxx texture with a single patch texture (with the switch on
it and transparent bits where needed). Then replace the corresponding
SW2xxxx texture with the same picture, except that the switch is
lowered/activated.

This means that you will have to create two new patches and rebuild
one TEXTURES structure so that it uses these patches instead of the
multiple patches used previously by the original SW1xxxx and SW2xxxx
textures (once again, DeuTex is useful for this).

I don't have my PC here, so I cannot do this now. Could someone try
this and post the results?

- -Raphael

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

From: pdeupree@netcom.com (Patrick Deupree)
Date: Thu, 27 Oct 1994 05:49:57 -0700 (PDT)
Subject: Re: Vid Capture into Doom

> I believe the way they did it at id was to paint (onto real paper!) all
> of the frames for the spider demon. They then scanned it a high
> resolution (relative), and shrank it using some sort of nearest neighbour
> algorithm.

This is a piddly little detail, but an article I read about Doom said
that they take the models they create for the monsters, put them on a
rotating platform, and take 8 perspective shots of the model. I don't
think they ever put anything on paper (at least for monsters).

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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Thu, 27 Oct 1994 14:20:53 +0100
Subject: Re: Vid Capture into Doom

Enigma <hsimpson@unixg.ubc.ca> writes:

> On Wed, 26 Oct 1994 IJOHNSON@kuhub.cc.ukans.edu wrote:
> > It seems, then that the resizing/shrinking step is the most important
> > one in keeping a quality image. Does anyone have any suggestions for a
> > program that does this well?
>
> I use Corel Photopaint, Adobe Photoshop, or whatever's lying around.
> Truth is, there aren't many good freeware programs that do the job
> (unless you consider pirating freeware...) It's worthwhile to use the
> expensive ones because they tend to do a better job. [...]

I do it in two steps:
- - first, I take the pictures with a video camera connected to a
Parallax board on a Sun Sparc 10. Then I use XV (a nice X Window
program) to crop, resize and smooth the image. When I think the
image is OK, I save it in 8-bit GIF format. I do the pixel-by-pixel
editing with XPaint (another X Window program), then I save the
result on a floppy disk.
- - later, I take the GIF image(s) on my PC and (sometimes) I do
more editing with simple bitmap editors. I don't need any
expensive programs (I have no money to spend on them - maybe
I should _sell_ DEU...). :-)

So the hard part (shrinking the image) is done with XV. Its color
editing features are very powerful. If you don't have a Sparc,
you can still use XV - it compiles well under Linux. Of course,
you have to install Linux on your PC, but what is a PC without Linux?

- -Raphael

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

From: Gregory Alan Lewis <gregl@umich.edu>
Date: Thu, 27 Oct 1994 10:07:46 -0400 (EDT)
Subject: Sprites/floors

Can someone give the official word on including sprites and floor
textures in PWADs? Is it possible, easy, tough, not possible, etc in
Doom 1.666/1.7? I've heard floor textures are still undoable, but that
sprites can be included. Correct? Thanks.

Greg ("Tree")


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

From: Chainsaw Jim <jimu@point.cs.uwm.edu>
Date: Thu, 27 Oct 1994 09:19:56 -0500 (CDT)
Subject: Re: Vid Capture into Doom

>
> Enigma <hsimpson@unixg.ubc.ca> writes:
>
> > On Wed, 26 Oct 1994 IJOHNSON@kuhub.cc.ukans.edu wrote:
> > > It seems, then that the resizing/shrinking step is the most important
> > > one in keeping a quality image. Does anyone have any suggestions for a
> > > program that does this well?

Paint Shop Pro works great for resizing/shrinking/cropping. It also does a
great job of converting images to the doom color palette.

machine ftp.winternet.com
cd /users/jasc
get pspro201.zip

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

From: Paul Francis Turnbull <stenger@engin.umich.edu>
Date: Thu, 27 Oct 1994 10:32:18 -0400 (EDT)
Subject: Re: Vid Capture into Doom

On Wed, 26 Oct 1994 IJOHNSON@kuhub.cc.ukans.edu wrote:

>
> It seems, then that the resizing/shrinking step is the most important
> one in keeping a quality image. Does anyone have any suggestions for a
> program that does this well?
>
>
> Ian
The unix program xview has a smoothing function that works well for me.

Paul


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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Thu, 27 Oct 1994 16:52:11 +0100
Subject: Re: Sprites/floors


> Can someone give the official word on including sprites and
> floor textures in PWADs?

This is by no means "official", but, anyway...

a) Id says, neither floors nor sprites work from PWADs
(american, carmack)

b) nobody I know of has got it working

c) there is a hack to "extend" sprites: include S_END
at the end of a PWAD, and DOOM seems to accept
*additional* sprites (names not used in the IWAD).
This has been used for Michel Kelsey's DOOM2NME.WAD
and Douglas Beck's GREANDE2.WAD.

d) somebody (Alden Bates, I think) posted that
floors *can* be replaced from PWADs in some
way. I don't know, haven't checked it out.


That's all I know. So far it's still DeuSF, DMADDS, DMGRAPH
or any tool of choice.

B.


P.S.: DMADDS for DOOM 1.666 and DOOM ][ is ready, but I still
haven't received my copy if DOOM ][, thus I'm still misssing
the test results for DOOM ][.


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

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

From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
Date: Thu, 27 Oct 1994 18:25:42 +0100
Subject: Re: Sprites/floors

Gregory Alan Lewis <gregl@umich.edu> writes:

> Can someone give the official word on including sprites and floor
> textures in PWADs? Is it possible, easy, tough, not possible, etc in
> Doom 1.666/1.7? I've heard floor textures are still undoable, but that
> sprites can be included. Correct? Thanks.
>

Well, this is in no way an "official" word, but here is what I know:
- - I read (I think it was from the great John Romero himself) that Doom 1.666
would allow new sprites, but not flats (floors and ceilings).
- - As expected, Doom 1.666 ignores flats in a PWAD.
- - But Doom 1.666 doesn't ignore the new sprites. Instead, it just crashes!

Unless I missed something, it seems that Doom 1.666 is not better than 1.2
or any earlier version, regarding the sprites. Too bad. Of course, I could
be wrong. Maybe I missed something fundamental in the format of the sprites.
Or maybe there are some additional requirements that I'm not aware of.

I have not tried with Doom II (v1.7) yet, because I don't have it. I will
try to find a shop which has the 1.7 version on CD-Rom and buy it. I hope
it is fixed in this version.

Maybe someone at Id Software could comment on this? John, are you reading
this?

- -Raphael

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 27 Oct 1994 13:46:17 EDT
Subject: dmspec

Hey, Matt. Do you use any sort of document system to generate the UDS? If
so, can you generate postscript as well as ASCII? (I find typeset documents
are a LOT more compact than ASCII printouts.)

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

From: SWassell@sv.span.com (Stephen Wassell)
Date: Tue, 25 Oct 94 20:17:43 GMT
Subject: Archvile's 'jump'

Has anyone else been trying to harness to power of the Archvile's flame?
The way you jump after being hit seemed useful, but I can't work out
a way of using it. I think it must be like BFG shots, ie the code used
isn't referred to be Dehacked, but maybe not?

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.

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell 8 Caithness Close, Oakley,
\____ \ \ \/\/ / SWassell@sv.span.com Basingstoke, Hants,
(_____/ \_/\_/ Try coopers.wad! RG23 7NG, England.


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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Thu, 27 Oct 94 15:13:02 CDT
Subject: Re: swimming pool effect thoughts

> What happens if you generate a BSP tree for a two-level swimming pool,
>then go in and edit the linedefs so that instead of pointing to the upper
>level outside and the lower level inside, that they point to the upper
>level on both sides? Would it eliminate the floor anomolies?
>
> I think you would have to leave a few linedefs outside the map that
>referred to the lower sector (I use rooms like this all the time to
>control the behavior of visible sectors to achieve effects not normally
>doable with the ID linedefs).

With the exception of IDBSP (which I hear does some weird things),
I don't think any of the BSP generators care how the sectors are arranged.
You don't need the sector information to generate the BSP tree. So whether
you edit the LINEDEFS before or after building the nodes should be
irrelevant.

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. 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.


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: "Kram Llens" <kram_llens@rmit.edu.au>
Date: Fri, 28 Oct 1994 08:18:09 EST-10
Subject: Re: Sprites/floors

> Date: Thu, 27 Oct 1994 18:25:42 +0100
> From: quinet@stud.montefiore.ulg.ac.be (Raphael Quinet)
> To: doom-editing@nvg.unit.no
> Subject: Re: Sprites/floors
> Reply-to: doom-editing@nvg.unit.no

> Gregory Alan Lewis <gregl@umich.edu> writes:
>
> > Can someone give the official word on including sprites and floor
> > textures in PWADs? Is it possible, easy, tough, not possible, etc in
> > Doom 1.666/1.7? I've heard floor textures are still undoable, but that
> > sprites can be included. Correct? Thanks.
> >
>
> Well, this is in no way an "official" word, but here is what I know:
> - I read (I think it was from the great John Romero himself) that Doom 1.666
> would allow new sprites, but not flats (floors and ceilings).
> - As expected, Doom 1.666 ignores flats in a PWAD.
> - But Doom 1.666 doesn't ignore the new sprites. Instead, it just crashes!
>
> Unless I missed something, it seems that Doom 1.666 is not better than 1.2
> or any earlier version, regarding the sprites. Too bad. Of course, I could
> be wrong. Maybe I missed something fundamental in the format of the sprites.
> Or maybe there are some additional requirements that I'm not aware of.
>
> I have not tried with Doom II (v1.7) yet, because I don't have it. I will
> try to find a shop which has the 1.7 version on CD-Rom and buy it. I hope
> it is fixed in this version.
>
> Maybe someone at Id Software could comment on this? John, are you reading
> this?
>
> -Raphael
>
I Believe DEUTEX has a way to do it.
It can merge a PWAD into the IWAD and take it out again

See the docs for more detailed info

Kram
Kram_Llens@rmit.edu.au RMIT, Melbourne, Australia
Ph (03) 660 5378 Fax (03) 660 5342
"I bought some dehydrated water, but I don't
know what to add to it" -Steven Wright

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

From: Enigma <hsimpson@unixg.ubc.ca>
Date: Thu, 27 Oct 1994 15:52:47 -0700 (PDT)
Subject: Re: Vid Capture into Doom

> So the hard part (shrinking the image) is done with XV. Its color
> editing features are very powerful. If you don't have a Sparc,
> you can still use XV - it compiles well under Linux. Of course,
> you have to install Linux on your PC, but what is a PC without Linux?
>
> -Raphael

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

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

From: John Doggett <dogman@u.washington.edu>
Date: Thu, 27 Oct 1994 18:56:57 -0700 (PDT)
Subject: Re: Vid Capture into Doom

On Thu, 27 Oct 1994, Enigma wrote:

> > So the hard part (shrinking the image) is done with XV. Its color
> > editing features are very powerful. If you don't have a Sparc,
> > you can still use XV - it compiles well under Linux. Of course,
> > you have to install Linux on your PC, but what is a PC without Linux?
> >
> > -Raphael
>
> I've used XV. It's a useful little utility. Oh and about Linux...

Little?!? It has a manual the size of Microsoft Word's!

/-------John Doggett@the--------\ : What syllable are you seeking,
/----University of Washington-----\ : Vocalissimus,
/Go Huskies! Take the money and run.\ : In the distances of sleep?
/-------------------------------------\ : Speak it.


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

From: "Scott D. Webster" <webstes@iia.org>
Date: Thu, 27 Oct 1994 22:05:11 -0400 (EDT)
Subject: Re: Transparent switches?

On Thu, 27 Oct 1994, Gordon Mulcaster wrote:

> Gregory Alan Lewis <gregl@umich.edu> writes:
> > This would work, except (I think) there would be a problem with having a
> > multi-patch switch texture on a 2S linedef. There would be the Medusa
> > effect. I'm still waiting for someone to confirm that though...
>
> Yes you would get the Medusa effect, so you'll have to make it using a single
> Patch. I thought of this after I posted, I'm glad you caught it...
> Gordon_Mulcaster@mindlink.BC.CA -or- a7902@mindlink.BC.CA

I've used startan3 and another "multipatch texture" (i forget the name
it's the one that looks kind of like a scan of aquarium gravel) on a 2S
linedef for a 'walk thru' wall & no medusa effect. One side _was_ using the
horizontal moving effect though. Might that have been what made the
difference?


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: "Scott D. Webster" <webstes@iia.org>
Date: Thu, 27 Oct 1994 22:36:34 -0400 (EDT)
Subject: Node building

I'm new to doom editing so get used to me - you'll probably hear lots
of questions from me. :)
I asked question a few days ago about problems with node building in
deu 521 gcc. I got an inexplicable HOM after saving from deu then ran it
through doomcad and it worked. I tried deu again thinking maybe it was
just a fluke and then same HOM appeared. I then used doomcad's separate
nodebld program, which got rid of the HOM.
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?
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?

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: "Scott D. Webster" <webstes@iia.org>
Date: Thu, 27 Oct 1994 22:43:18 -0400 (EDT)
Subject: Reject editing

Just a question I was wondering about. Since so many of you guys
seem to have an intimate understanding of the viscera of doom, I've seen
programs like reject10 and rmb that edit the reject data in a pwad. Reject
in particular asks you for a threshold number. It would seem that there
would be some sort of lower boundry for that threshold after which doom
would flake out on you. Any ideas on what that lower boundry is and what
exactly would go wrong and why?

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: Enigma <hsimpson@unixg.ubc.ca>
Date: Thu, 27 Oct 1994 19:47:04 -0700 (PDT)
Subject: Re: Vid Capture into Doom

> Little?!? It has a manual the size of Microsoft Word's!

I didn't mean little in that way. XV is a nice big application!

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

From: cant@softchoice.com (Christian Antkow)
Date: Thu, 27 Oct 94 22:52:39 -0800
Subject: DEU Node Building Bugs... Bah!

Has anyone noticed a wierd effect of DEU Node building... Here's an
example
+--------------------------------+
| |
| Z |
| |
+----+--+------+--+----+---------+
| A | | B | | C |
+----+ +------+ +----+
| D | | E | | F |
+----+ +------+ +----+
| G | | H | | I |
+----+----+--+------+--+----+-----+
| |
| |
| X |
+---------------------------------+

Sectors X and Z have a floor and cieling of 0 and 200 respectively.
Sectors A B C D E F G H I have floors and cielings of 0 and 128 resp.
( All upper textures have been set where required...)

All linedefs connecting the sectors are two sided. Sector E is a door
connecting Sectors B & H. Sectors ADG & CFI are "Windows".

Linedefs AD DG CF & FI have the first sides main texture as MIDBARS1
(A see through bars texture...)

When looking in from X into Z through GDA & IFC, everything appears
fine and I can see clear into the next sector through the bars...

On the other hand, when I look from sector Z into sector X through
sectors ADG, the linedef between AZ gives me a NASTY HOM which appears
to be syncronized with the opening and closing of sector E (The door).
Ie, when sector E is closed, linedef AZ gives a nasty HOM. However when
I open the door (sector E) and run back quickly, I can see the HOM
on linedef AZ, going up, syncronized with the opening of the door
revealing the sectors behind them eventually looking through to sector
X... and, looks like the light levels from sector A "Bleed" into sector
Z. This does not happen between linedef CZ however, just linedef AZ.

This is driving me crazy because I can't find the source of the problems...

Any help would be GREATLY appreciated...


- --
+----------------------------------------------------------------------------+
Christian Antkow (SoftChoice Information Group) cant@softchoice.com
173 Dufferin Street, Suite 110 Sales: (800) 268-7638
Toronto, Ontario, Canada (416) 588-9000
M6K 1Y9 Fax: (416) 588-9001
Opinions are my own and in no way reflect those of the SoftChoice Corporation
+----------------------------------------------------------------------------+


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

From: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Fri, 28 Oct 1994 05:05:21 +0000 (GMT)
Subject: Re: Vid Capture into Doom

On Thu, 27 Oct 1994, Enigma wrote:
> I've used XV. It's a useful little utility. Oh and about Linux... What's
> Linux when you have Chicago?

Linux is what I deleted the pirate Chicago (well, I wouldn't pay for it,
so if I have it I can only conclude the obvious...) from my harddrive to
make room for. Linux is also *free* unlike MicroSloth crap. But I
digress: I've got a WR Open Door turbo opening some of the sectors it's
tagged to and not others. Any ideas?

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: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Fri, 28 Oct 1994 05:06:40 +0000 (GMT)
Subject: Re: Reject editing

On Thu, 27 Oct 1994, Scott D. Webster wrote:
> Reject
> in particular asks you for a threshold number. It would seem that there
> would be some sort of lower boundry for that threshold after which doom
> would flake out on you. Any ideas on what that lower boundry is and what
> exactly would go wrong and why?

It should be the longest possible line of sight in your WAD. If it goes
below that, monsters wouldn't always be able to see you.

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: "D.J.S. Damerell" <djsd100@cus.cam.ac.uk>
Date: Fri, 28 Oct 1994 05:09:37 +0000 (GMT)
Subject: Re: Node building

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.

[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?
BTW, Raphael, could 5.3 please have a 'remove nodebuild query' option, or
better still include BSP1.2X?

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: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Fri, 28 Oct 1994 09:28:19 +0100 (MET)
Subject: Re: Reject editing

> Just a question I was wondering about. Since so many of you guys
> seem to have an intimate understanding of the viscera of doom, I've seen
> programs like reject10 and rmb that edit the reject data in a pwad. Reject
> in particular asks you for a threshold number. It would seem that there
> would be some sort of lower boundry for that threshold after which doom
> would flake out on you. Any ideas on what that lower boundry is and what
> exactly would go wrong and why?

Warning: written by the author of RMB:

This is one of the points where the difference between
Reject10 and RMB shows the most. RMB can in most cases
build a good reject map without any threshold,
whereas reject10 will only build a reject map
that's sure to change the monster behaviour at long
distances. Besides reject10 isn't very
good when it processes large rooms, as it
measures the distance between two rooms as
the centre to centre distance. RMB uses edge to edge
distance, and as I said before usually RMB
doesn't even need a distance.

If you want me to say how high the distance should be set
I'd say that you have to set it so high that you
can't see any monsters behave differently. This means
that there is no 'safe' distance setting.
It depends on the size of the wad.

Jens Hykkelbjerg

- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last." (NN)
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 28 Oct 94 11:55:11 GMT
Subject: Re: Reject editing

David 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.

Take no notice of 'em, Scott - you ask all you want! I bet most of the
folk on the list want to ask and just daren't. ;) [I mean - have you seen
how many subscribe, compared with how many 'speak'?] OK, so you bore the
great gurus, but we all gotta learn somehow...

On Thu, 27 Oct 1994, Scott D. Webster wrote:
> Reject
> in particular asks you for a threshold number. It would seem that there
> would be some sort of lower boundry for that threshold after which doom
> would flake out on you. Any ideas on what that lower boundry is and what
> exactly would go wrong and why?

Get RMB 2.0, Scott: apart from being a great REJECT builder it has this
wonderful new manual that explains everything you wanted to know about
REJECTS.... ;)

- -Steve
[Co-author, RMB 2.0 user manual]




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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 28 Oct 94 12:29:03 GMT
Subject: multi-door triggers (was Vid Capture into Doom)

David Damerell wrote:

>I've got a WR Open Door turbo opening some of the sectors it's
>tagged to and not others. Any ideas?
>

I've had similar problems: are your doors all the same height (i.e. of the
same floor-ceiling distance when open)? DOOM seems to stop all doors
triggered off the same trigger as soon as one of them gets to its fully
open position. So, with turbo doors it could be that you have a small door
that is opening fully too fast for another door to have responded? I
didn't investigate the effect fully, so I may be wrong: but my problem went
away when I made all of the doors (with the one tag) the same height (by
putting same-height doorway sectors immediately adjacent to my door
sectors). They were all (co-incidentally) at the same floor height, but I
can't see that that mattered. Hope this helps. Or at least triggers some
flack ;)

- -Steve



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

From: "S. McCrea" <sm@eng.cam.ac.uk>
Date: Fri, 28 Oct 1994 13:22:48 GMT
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!

Steve.

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

End of doom-editing-digest V1 #25
*********************************

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