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Doom Editing Digest Vol. 01 Nr. 130

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #130
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 21 January 1995 Volume 01 : Number 130

Re: Paint Shop Pro
Re: Windy sectors
Re: Paint Shop Pro
Re: FW:
Re: your mail
Re: New DEU feature suggestions
DMapEdit v4.0 beta 2
Re: New DEU feature suggestions
Re: New DEU feature suggestions
Re: New DEU feature suggestions
Re: Troopers keep falling on my head...
Re: Troopers keep falling on my head...
Hank wants to know

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

From: "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu>
Date: Thu, 19 Jan 1995 23:19:48 -0500 (EST)
Subject: Re: Paint Shop Pro

> ____________________________________
> o O / If con is the opposite of pro, is \
> `\|||/ | Congress the opposite of progress? |
> (o o) \____________________________________/

I just had to reply to this tag line.

Most definitely.



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

From: TWM2029@aol.com
Date: Fri, 20 Jan 1995 02:18:01 -0500
Subject: Re: Windy sectors

Here is a list of the special sectors for Heretic.

Windy sectors start at #20 and go through 51

Sec. # : Flows :Strength : Animated or Not
- --------------------------------------------------------------
20 East - Weak - Animated / 21 East - Medium - Animated
22 East - Strong - Animated / 23 East - Very Strong - Animated
24 East - VeryVery Strong - Animated / 25 North - Weak
26 North - Medium / 27 North - Strong
28 North - Very Strong / 29 North - VeryVery Strong
30 South - Weak / 31 South - Medium
32 South - Strong / 33 South - Very Strong
34 South - VeryVery Strong / 35 West - Weak
36 West - Medium / 37 West - Strong
38 West - Very Strong / 39 West - VeryVery Strong
40 East - Weak / 41 East - Medium
42 East - Strong / 43 North - Weak
44 North - Medium / 45 North - Strong
46 South - Weak / 47 South - Medium
48 South - Strong / 49 West - Weak
50 West - Medium / 51 West - Strong

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

From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Fri, 20 Jan 1995 00:39:24 -0800
Subject: Re: Paint Shop Pro

>Does anyone know the filename of Paint Shop Pro shareware v2(as mentioned
>in the DeuTex docs) or/and where I might find it? Thanks.
______________________________________________
> o O / If con is the opposite of pro, is \
> `\|||/ | Congress the opposite of progress? |
> (o o) \____________________________________/
>ooO_(_)_Ooo_________________________________________________________________
>_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|____
>__|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_
>_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|____
>Travis Veldkamp tveldkam@cse.unl.edu
>
Painst Shop Pro : Seen as both PSP.ZP or PSP201.ZIP these are the
Compuserve Zip File names. The PSP seems to refer to ver 2.0 and other is
2.01. Not sure where they'ed be for ftp tho. Its what I use with DeuTex
and the Doom Palette is very nicely implemented with this program. Great
for practically any graphics conversion needs.
regards,
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com

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

From: Arnt Gulbrandsen <agulbra@nvg.unit.no>
Date: Fri, 20 Jan 1995 11:45:19 +0100 (MET)
Subject: Re: FW:

> since yesterday noon I have got everything in duplicate,
> the second one being some error retransmission. Here is the
> latest example, with header info. Can you do something to it?

Certainly.

The problem is a horribly misconfigured mailer at uwcmail.uwc.edu (the
mailer bounced mail to the wrong address). I have unsubscribed the
address involved, deleted some of the junk from the mail queue and will be
complaining to the postmaster at uwc.edu in a separate message (to avoid
the possibility that his mailer decides to send a non-delivery notice to
all the recipients of this message.)

- --Arnt


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

From: Bill Bessette <dsquid@li.net>
Date: Fri, 20 Jan 1995 08:31:15 -0500 (EST)
Subject: Re: your mail

Why am I getting duplicate messages?
Could the list admin take a look at the included text below?
I get one without the garbage, and one with.
Thanks,
Bill
+====================+========================================+
| William Bessette |"The most merciful thing in the world, |
| Systems Analyst | I think, is the inability of the human |
| New York, NY | mind to correlate all its contents." |
+====================+========================================+
| dsquid@li.net | http://www.li.net/~dsquid/sepia.html |
+====================+========================================+

On Fri, 20 Jan -1 doom-editing@nvg.unit.no wrote:

> >From doom-editing Thu Jan 19 23:19:48 0500 1995 remote from nvg.unit.no
> Received: (from bin@localhost) by sabre-wulf.nvg.unit.no (8.6.9/8.6.9) id FAA02016 for doom-editing-outgoing; Fri, 20 Jan 1995 05:19:59 +0100
> Received: from suntan.eng.usf.edu (ccampbel@suntan.eng.usf.edu [131.247.101.4]) by sabre-wulf.nvg.unit.no (8.6.9/8.6.9) with ESMTP id FAA02011 for <doom-editing@nvg.unit.no>; Fri, 20 Jan 1995 05:19:53 +0100
> Received: (ccampbel@localhost) by suntan.eng.usf.edu (8.6.9/8.6.5) id XAA00262; Thu, 19 Jan 1995 23:19:49 -0500
> Date: Thu, 19 Jan 1995 23:19:48 -0500 (EST)
> From: "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu>
> X-Sender: ccampbel@suntan
> To: doom-editing@nvg.unit.no
> cc: doom-editing@nvg.unit.no
> Subject: Re: Paint Shop Pro
> In-Reply-To: <9501200006.AA06433@cse.unl.edu>
> Message-ID: <Pine.SUN.3.91.950119231900.171A-100000@suntan>
> MIME-Version: 1.0
> Sender: owner-doom-editing@nvg.unit.no
> Precedence: bulk
> Reply-To: doom-editing@nvg.unit.no
> Content-Type: TEXT/PLAIN; charset=US-ASCII
> Content-Length: 279
>
>
>
> > ____________________________________
> > o O / If con is the opposite of pro, is \
> > `\|||/ | Congress the opposite of progress? |
> > (o o) \____________________________________/
>
>
> I just had to reply to this tag line.
>
> Most definitely.
>
>
>

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

From: Robert E Arthur <rea@st-andrews.ac.uk>
Date: Fri, 20 Jan 1995 15:30:07 +0100
Subject: Re: New DEU feature suggestions

On Thu, 19 Jan 1995, Madis Remmik wrote:

> 1)SPEED. Does DEU relly have to refresh after any action taken?Even
> when deleting objects?.It's very difficult to make levels with over a few
> hundred line-defs on a 486SX.The scrolling is very poor also,because
> of the full redraw and grid drawing while doing it.One should see WADED
> for a proper example.

You think you've got problems? I'm on a 386SX16 - 20 secs for one
redraw. I did send a message to Raphael about this, and was given the
reason as being tied down by DOS memory restrictions. This is where the
GO32 versions could *really* improve matters.

> 2)Removing sidedefs.Maybe I'm a fool or whatsoever,but I don't know
> how to turn a 2S linedefs with sidedef(s) to a normal ones.

Because of the way the wad is stored, linedefs and sidedefs are separate
objects, with each linedef containing two pointers to their sidedefs.
To change into a 1S line, edit the linedef, and go to the bit which says
`2nd Sidedef tag' (or something like that), and change to -1. If you
then run a consistency check on cross-references, it will tell you about
this sidedef floating in limbo, and ask to delete it. I agree this
could be made simpler, but such is life...:)

Byeeeeee,
Bob.

...Life is like z^2+1=0 - complex, with no real solutions...


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

From: Jason Hoffoss <hoffo002@gold.tc.umn.edu>
Date: Fri, 20 Jan 1995 08:47:59 -0600 (CST)
Subject: DMapEdit v4.0 beta 2

Ok, I went ahead and released a public beta of DMapEdit v4.0. If you
want to beta test it, or just take a look at it, or whatever, it's on
ftp.cdrom.com/pub/doom/incoming/dme40bt2.zip. Most likely there are
several errors that will pop up, but as far as I know, it's working ok.
Memory is a little cramped, so use the '-n' switch if you need more
memory. The DJGPP version won't have any problems with too little
memory, and it will be quite a bit faster. Still working out the
port-bugs for it right now. Later..

-Jason


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 20 Jan 1995 10:31:54 EST
Subject: Re: New DEU feature suggestions

tedv@geom.umn.edu ,in message <199501191642.AA16263@bers.geom.umn.edu>, wrote:

> > 1)SPEED. Does DEU relly have to refresh after any action taken? Even when
...
> Actually... I think there are bios routines for scroll screen up/down. We
> might be able to use those and only redraw sections...
>
> Only two problems with that.
> #1: Compatability
> It wouldn't run under XFree86, Iris, Solaris (well not much runs on Solaris
> ;) Sun OS, Windoze, or anything else DEU is currently ported to.

XCopyArea is a standard function in Xlib. I use it for scrolling in the PFME.

> I also highly recommend the DJGPP compiled version. It's literally twice as
> fast.

Oh yeah, and it also supports 1280x1024 on my card.

> (Hey, if you ca
>> n
> answer all of these questions, I'm happy to work on it, but no promises for
> DEU 5.3. Sorry... Even I don't know what to expect about it...)

I'm interested in the answers too.

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

From: Greg Lewis <gregl@umich.edu>
Date: Fri, 20 Jan 1995 11:22:57 -0500 (EST)
Subject: Re: New DEU feature suggestions

> > 1)SPEED. Does DEU relly have to refresh after any action taken?Even
> > when deleting objects?.It's very difficult to make levels with over a few
> > hundred line-defs on a 486SX.The scrolling is very poor also,because
> > of the full redraw and grid drawing while doing it.One should see WADED
> > for a proper example.
>
> You think you've got problems? I'm on a 386SX16 - 20 secs for one
> redraw. I did send a message to Raphael about this, and was given the
> reason as being tied down by DOS memory restrictions. This is where the
> GO32 versions could *really* improve matters.

I've got the same type of problems on my 386/40, redraws are fairly
slow. I ended up going into the code and rewriting it slightly to
improve the speed... it turns out Raphael was (is) drawing every single
line/vertex/thing on the whole level every time, and relying on the line
function to clip it to the screen. VERY time-consuming, esp. when you're
zoomed in close to the map. I just did a check to see whether the line
was actually ON the screen or not, and then drew it... doubled the speed
of redraws or so.

Greg


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

From: tedv@geom.umn.edu
Date: Fri, 20 Jan 95 12:28:08 CST
Subject: Re: New DEU feature suggestions

> I'm interested in the answers too.
[About DEU 5.3]

Well, I did find out a little from Raphael about the release date.
Apparently there is a rigid release date of January 27th (because after
this Raphael is gone for 2 weeks or something like that). So no more of
this "we'd really like to maybe possibly get this out by October 10th, or
at least within 2 iD-weeks[tm] of then.

Raphael said he should have at least 80% of the source code compiliable by
early next week. I'm sort of pushing him to get it to use (the coders)
even sooner, because there are a few interface things I want to redo (like
the level selection box, and, if I'm feeling inspired, the save wad box.)

If I can find another hour or two, I'll also add in an "Object Details"
info box, telling you juicy information like the object's flags, radius,
hits, frame root string, damage, etc, etc. You couldn't edit this, of
course. Well... If you did, it would need to edit its own DEH file,
something that would require the newer text based format of DEH files...
Ie, something that would take long enough to delay the 5.3 release. Maybe
later though.

- -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: doomedit@softchoice.com (Doom-Editing Mail List)
Date: Fri, 20 Jan 95 14:56:14 -0800
Subject: Re: Troopers keep falling on my head...

In <Pine.3.89.9501141053.A20623-0100000@netcom9> Anthony Spataro <ads@netcom.com> writes:
>I'm foolin' around, and I notice something weird. I'm making a level
>with a bunch of walk-through sectors (all double-sided with no full
>texture, etc). They work fine, but whenever I enter one, I see a flash
>of black, then it's normal. Having played around with it for awhile I
>think it has something to do with the game showing me the full texture
>(which is black, since there is none) for a split second as I pass
>through the linedef. Anybody know how to get rid of this?

>Also, what's so great about Heretic? I got the SW version, seems like
>one humongous PWAD for Doom. I thought it was slightly more 3D or something.

Lemme guess, you have a HUGE ceiling and it flashes black when you exit
the huge ceilinged rooom into another room.

I had the same problem. Working with a PWAD that has a floor of -1000 and a
height of 1000. I had the same problem. I'm trying to find out what the maximum
upper and lower limits are before this "non-feature" sets in...


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

From: tedv@geom.umn.edu
Date: Fri, 20 Jan 95 14:51:23 CST
Subject: Re: Troopers keep falling on my head...

> >I'm foolin' around, and I notice something weird. I'm making a level
> >with a bunch of walk-through sectors (all double-sided with no full
> >texture, etc). They work fine, but whenever I enter one, I see a flash
> >of black, then it's normal. Having played around with it for awhile I
> >think it has something to do with the game showing me the full texture
> >(which is black, since there is none) for a split second as I pass
> >through the linedef. Anybody know how to get rid of this?
>
> Lemme guess, you have a HUGE ceiling and it flashes black when you exit
> the huge ceilinged rooom into another room.
>
> I had the same problem. Working with a PWAD that has a floor of -1000 and a
> height of 1000. I had the same problem. I'm trying to find out what the
> maximum upper and lower limits are before this "non-feature" sets in...

You might look for sidedefs longer than 512. I had a sort of large PWAD with
a similar error (also in a tall room, but not THAT tall. maybe 600 or so)
for a couple months. When I split the sidedefs into 512 lengths, everything
fixed itself.

- -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: MSFell@aol.com
Date: Fri, 20 Jan 1995 18:04:03 -0500
Subject: Hank wants to know

> Hey... I was just wondering if you could give me a slightly more
>specific description of Doom does not work with sprites/flats in the PWAD
>but does work with wall textures. I know it has something to do with the
>PNAMES resource holding a catalog of wall patches, but why don't the
>sprites/flats have a similar resource and why does this stop them from
>working? Thanks...

It's a good question. Does anyone have any ideas of WHY it is so?
I know there's at least one person out there who actually knows the
real reason... :-)

Matt Fell
msfell@aol.com

PS The Heretic textures rule. So do the levels' designs.
PPS The KFC-9000 rules. Keep at it, Greg.

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

End of doom-editing-digest V1 #130
**********************************

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