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Doom Editing Digest Vol. 01 Nr. 116
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #116
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 11 January 1995 Volume 01 : Number 116
Re: Doom2 Editors
Catestrophic bug in WADED v1.72
RE: Doom2 Editors
FW: Doom2 Editors
Weekly reminder: beginners' questions
Re: Doom2 Editors
Re: Doom2 Editors
EDMAP 1.22 Fix texture list
Re: Doom2 Editors
Re: EDMAP 1.22 Fix texture list
Doom2 Editors
Re: EDMAP 1.22 Fix texture list
Re: EDMAP 1.22 Fix texture list
FLORLIST.TXT [was: Re: EDMAP 1.22 Fix texture list]
Re: Catestrophic bug in WADED v1.72
Re: EDMAP 1.22 Fix texture list
----------------------------------------------------------------------
From: cee@aristotle.algonet.se (Conny Eklund)
Date: Tue, 10 Jan 95 07:39:32 +0100
Subject: Re: Doom2 Editors
> 1.20 1/9/95
>
>Could someone please recommend an editor for doom2.
>I'm just getting in to creating wads and would like any insight from those
>already into it. Also, has anybody done anything (editor-wise) with descent? I
>realize this is a relatively new product but thought I would ask anyway.
>Tim Hawkins
>tim.hawkins@specastro.com
>
>
>
Deu2 is a great Pwadmaker for Doom 2 ..
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 10 Jan 95 09:38:40 GMT
Subject: Catestrophic bug in WADED v1.72
****** WARNING TO ALL USERS OF WADED 1.72 ******
There is a serious bug in this editor: every WAD I editing with it last
night had all soulspheres replaced with an unknown THING 3013. Naturally,
this crashed DOOM. I was not editing THINGS only moving some lines. In fact
I found that it makes this change if you just load and wad and resave
straight away.
And no, before you suggest it, my WADED.T file is not corrupt.
Thought you ought to know...
- -Steve
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 10 Jan 1995 09:01:06 +0000
Subject: RE: Doom2 Editors
Along with many others I'm sure, I use DEU5.21 and wouldn't use
anything else (except perhaps DEU5.3). It has everything you
need, if you are willing to sit down and get used to it.
DC
------------------------------
From: Ken Tittle <kenti@microsoft.com>
Date: Tue, 10 Jan 95 08:28:54 +0100
Subject: FW: Doom2 Editors
I would highly recommend EdMap.... Not as cumbersom as DEU and IMHO
more stable on all my machine configurations.
- -= Ken =-
- ----------
From: Conny Eklund <cee@aristotle.algonet.se>
To: <doom-editing@nvg.unit.no>
Subject: Re: Doom2 Editors
Date: Tuesday, January 10, 1995 7:39AM
- --- Snip ---
> 1.20 1/9/95
>
>Could someone please recommend an editor for doom2.
>I'm just getting in to creating wads and would like any insight from those
>already into it. Also, has anybody done anything (editor-wise) with
descent? I
>realize this is a relatively new product but thought I would ask anyway.
>Tim Hawkins
>tim.hawkins@specastro.com
>
>
>
Deu2 is a great Pwadmaker for Doom 2 ..
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 10 Jan 95 17:08:01 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
because they will be spotted by an automatic mail sorter and brought to my
attention sooner than if I have to plough through my mail-box!**
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: Madis Remmik <h2madis@siil.edu.ee>
Date: Tue, 10 Jan 1995 19:24:12 +0200 (EET)
Subject: Re: Doom2 Editors
>
> Along with many others I'm sure, I use DEU5.21 and wouldn't use
> anything else (except perhaps DEU5.3). It has everything you
> need, if you are willing to sit down and get used to it.
>
> DC
>
Does DEU 5.21 support DooM II .WADs?I don't think so..
Madis Remmik (h2madis@siil.edu.ee)
------------------------------
From: tedv@geom.umn.edu
Date: Tue, 10 Jan 95 12:20:43 CST
Subject: Re: Doom2 Editors
> Does DEU 5.21 support DooM II .WADs?I don't think so..
No, but DEU ][ was based on DEU 5.21 and has all the features. Now
we don't officially support it, but it *does* work.
And while I'm at it... How about a DEU 5.3 update.
It looks as if all of our whining paid off. Raphael is finally working
quite hard on the code conversions. In fact, some of us even have segments
of the final DEU 5.3 source code (minus bug fixes, of course). We've
received two DEU 5.3a source packages. Let me check what's done already
and what is still in the works:
Released (to coders):
d_config -- Configuration (stuff like mouse repeat rate, video mode,
main wad file to use, etc.)
d_main -- The core that runs everything.
d_math -- Math functions
d_misc -- Miscellanious functions, such as log errors, log debug message,
beep, memory management, etc.
d_wads -- Basic wad file management
g_gfx -- Graphics routines
g_mouse -- Mouse routines
m_checks -- Wad consistancy checker (we might add additional stuff to
this file before the release if it won't delay the release
any more.)
w_levels -- Management of maps
w_lindef -- Linedef routines and names
w_names -- General names (sector types, angle names, etc.)
w_things -- Thing routines and names (oh, if I'm not mistaken, we're
including juicy information locked deep in the DOOM.EXE file
like how many hits a monster can take. I suggested the
idea that we put an "info" button on the thing editing card
that would pull up this explanation box with all that technical
stuff. You couldn't change it from DEU of course, but you
can at least see it and ask questions like, "is it blocking?")
Yes, this would be very easy to code, and no, we haven't
definately decided either way. It might be something I just
do if I run out of bugs that I personally can fix.
As far as I know that's around... half the files? maybe a little more?
I don't know what progress Raphael has made on the next segment. I won't
bother kidding you guys with a release date. I don't think Raphael knows
when this will get out. I sure as hell don't.
- -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: bren@interlog.com (Bren Lynne)
Date: Tue, 10 Jan 95 13:28 WET
Subject: EDMAP 1.22 Fix texture list
I mentioned a problem I was having in EdMap 1.22 where the "window" which
displays the floor/ceiling wraps the names around, obliterating some of the
menu and making some of the last textures impossible to select.
Someone else posted back mentioning that there was a solution, something to
do with a new FLORLIST.TXT and then recompiling using config?
If anyone knows where I can get this new FLORLIST.TXT, the program to make the
correction, and preferably idiot-proof instructions on making the fix. It
would be very much appreciated. The TLITES series of textures are unavailable
and they are some of my FAVORITES!
Thanks.
*********************************************************************
* __________________ *
* Brennie Lynne \----------------/ *
* | | ______ *
* | |/_____ | *
* Incredibly convincing ____________|_______ |/ || *
* E-mail Reply Daemon ( * /||||||||||\* * ) | || *
* available at: ( * ** * * * * * ) |____ // *
* ( ) |_____/ *
* bren@interlog.com ( )______/ *
* (________________) *
* *
*********************************************************************
------------------------------
From: BlindGypsy@aol.com
Date: Tue, 10 Jan 1995 14:25:35 -0500
Subject: Re: Doom2 Editors
No, DEU 5.21 doesn't support DOOM II, But there are several WAD conversion
files available. Better to convert a first-rate WAD, and replace the
textures, than generate a bland DOOM II map from scratch with a shoddy
editor. Raphael and the boys got it right!
------------------------------
From: Ed Phillips <flaregun@udel.edu>
Date: Tue, 10 Jan 1995 16:47:44 -0500 (EST)
Subject: Re: EDMAP 1.22 Fix texture list
On Tue, 10 Jan 1995, Bren Lynne wrote:
>
> I mentioned a problem I was having in EdMap 1.22 where the "window" which
> displays the floor/ceiling wraps the names around, obliterating some of the
> menu and making some of the last textures impossible to select.
>
> Someone else posted back mentioning that there was a solution, something to
> do with a new FLORLIST.TXT and then recompiling using config?
>
> If anyone knows where I can get this new FLORLIST.TXT, the program to make the
> correction, and preferably idiot-proof instructions on making the fix. It
> would be very much appreciated. The TLITES series of textures are unavailable
> and they are some of my FAVORITES!
>
Could someone post FLORLIST.TXT to the list? I haven't been able
to find this either.
Thanks,
Ed
/****************************************************************************/
/* Ed Phillips flaregun@udel.edu University of Delaware */
/* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */
/****************************************************************************/
------------------------------
From: brad.willman@uniserve.com (Brad Willman)
Date: Tue, 10 Jan 1995 13:19:00 -1320
Subject: Doom2 Editors
damn can't quote.. :)
um...
I can reccomend WADED as a good Doom2 editor....
um... and I have done some Descent Level editor thing so far...
it sort of looks like 3d studio(Tm) :) right at this moment....
but the vertexes on the X and Y axis aredisplayed on a FRONT and TOP
view and the Z axis is shown on the Front/side views....
also like 3DS...
I have included a "User" window where you can rotate in and out and stuff...
sound good?
this was made in 5 hours by me... (after the origional 5 hours of work on
DumbEd for Doom/doom2/heretic.... the editor now will ONLY be a descent/3d
level creator... :)
its fun... :)
now... all i need to know are the following...
HOW i should save the information....
and what the THINGS are called/numbered...
and TEXTURES... fun... :)
anyone who worked on descent please email me at
Brad.willman.bbs.uniserve.com.... thanx...
i need the info... or even better... your editor... :)
- -----------------------------------------------------------------------------
brad.willman@uniserve.com (Brad Willman)
------------------------------
From: Shriker <GILLS@qucdn.queensu.ca>
Date: Tue, 10 Jan 95 17:10:50 EST
Subject: Re: EDMAP 1.22 Fix texture list
Hi all:
I just HAPPENED to have this handy. :)
I saved it from a post in alt.games.doom and should be what you all are
looking for...
Hope it helps,
- -Shriker
>>>>>> DOOM: the only place where I *like* to get "blue balls" <<<<<<
**************************************
Subject: ** New FLORLIST.TXT for EdMap **
;
; sorry! i included the wrong FLORLIST.TXT
; in the v1.23 package.. this is the *correct* version.
; these lines above the "*********" line may be delete
; (or, all lines beginning with ";" can be removed)
; or just leave this entire file as it is.
;
; just copy this posting to a file and save it as
; FLORLIST.TXT in the data-directory, then run
; > EDMAPCFG REBUILD
; sorry 'bout this inconvience..
; -jeff
;
;*********************************************
;
;FLORLIST.TXT for EdMap v1.20x+
;
;lines starting with ";" are ignored
;
;description entry format:
;
; <texture name> [*]<description>
;
;<texture name> is the name of the texture, as used by DOOM.EXE
;[*] indicates a texture only in DOOM2. (all floor textures in DOOM1 are
; also used in DOOM2.)
;<description> is a brief description of the texture, shown on the panel
; when choosing a floor/ceiling texture. this description must
; be short enough to fit on the panel; if the text runs longer
; than the space given, it may write over existing text or run
; off the panel onto the map. only 68 characters are recorded
; for the description.
;
blood1 Animated blood
ceil1_1 Wood square
ceil1_2 metal grate (light)
ceil1_3 wood grate (light)
ceil3_1 2 brn rectangles
ceil3_2 2 tan rectangles
ceil3_3 tan squares
ceil3_4 tan squares:light
ceil3_5 grey bricks
ceil3_6 grey bricks:light
ceil4_1 blue mesh
ceil4_2 blue grid
ceil4_3 blue grid:shine
ceil5_1 gritty dark grey
ceil5_2 grainy grey/brown
comp01 light grey:2 panels
cons1_1 console
cons1_5 console (flipped)
cons1_7 console (right)
cratop1 light grey
cratop2 tan
dem1_1 demon, upper-left
dem1_2 demon, upper-right
dem1_3 demon, lower-left
dem1_4 demon, lower-right
dem1_5 marble square
dem1_6 marble, quartered
f_sky1 (transparent: sky)
flat1 grey, diagonal lines
flat1_1 stone
flat1_2 stone
flat1_3 stone:grate
flat10 coarse brown
flat14 coarse blue
flat17 lt grey: rect light
flat18 lt grey 2 rects
flat19 lt grey
flat2 lt grey: square lt
flat20 lt grey tiny sqrs
flat22 polished:blue dish
flat23 polished grey
flat3 4 grey squares
flat4 grate
flat5 small tan hexes
flat5_1 wood, quartered
flat5_2 wood strips
flat5_3 gritty red
flat5_4 gritty grey
flat5_5 gritty tan
flat5_6 skulls
flat5_7 grey rocks
flat5_8 grey rocks (dark)
flat8 small bricks (tan)
flat9 2 grey ovals
floor0_1 tan patchwork
floor0_2 brown patchwork
floor0_3 grey patchwork
floor0_5 grey tiles
floor0_6 grey tiles
floor0_7 grey tiles: stain
floor1_1 coarse blue logo
floor1_6 red mesh
floor1_7 red mesh: light
floor3_3 weathered tile
floor4_1 weathered step
floor4_5 weathered step
floor4_6 tan tiny "L"`s
floor4_8 metal hex
floor5_1 metal hex, stained
floor5_2 brown hex
floor5_3 brown hex
floor5_4 small bricks
floor6_1 coarse rocky red
floor6_2 coarse rocky grey
floor7_1 brown dirt
floor7_2 marble
fwater1 Animated water
gate1 sign 1, red
gate2 sign 2, red
gate3 sign 3, red
gate4 sign 3, grey
grass1 *grass
grass2 *grass
grnlite1 *green, round lights
grnrock *green stone
lava1 Animated lava
mflr8_1 grey bricks
mflr8_2 gritty brown
mflr8_3 white stones
mflr8_4 wavy gritty grey
nukage1 radioactive sludge
rrock01 *stone: red
rrock02 *stone: yellow
rrock03 *dirt
rrock04 *stone: black
rrock05 *pulsating stone
rrock09 *rock side
rrock10 *bricks
rrock11 *cemented stone
rrock12 *stone walk
rrock13 *stone
rrock14 *bricks
rrock15 *fine walk
rrock16 *root & mold
rrock17 *rocks, coarse
rrock18 *rocks, fine
rrock19 *moss
rrock20 *grassy
sflr6_1 tentcle, tan
sflr6_4 tentcle, red
sflr7_1 tentcle, tan-red
sflr7_4 tentcle, red-tan
slime01 *brown sludge
slime05 *more sludge
slime09 *red stone
slime13 *slimed bricks
slime14 *metal plates
slime15 *metal plates
slime16 *metal plates
step1 steps (left/right)
step2 steps (up/down)
tlite6_1 dk gry:dmnd lt
tlite6_4 gry/brn:dmnd lt
tlite6_5 dk gry:4 lts
tlite6_6 gry/brn:4 lts
zzzzxxxx Unused
------------------------------
From: Christopher Wise <WISE@eng2.eng.monash.edu.au>
Date: Wed, 11 Jan 1995 09:31:09 GMT+1100
Subject: Re: EDMAP 1.22 Fix texture list
Here it is
Chris Wise
- ---------Fowarded Message Follows--------------
From: araya@wam.umd.edu (Jeff Rabenhorst)
Subject: ** New FLORLIST.TXT for EdMap **
Date: 10 Dec 1994 17:55:03 GMT
;
; sorry! i included the wrong FLORLIST.TXT
; in the v1.23 package.. this is the *correct* version.
; these lines above the "*********" line may be delete
; (or, all lines beginning with ";" can be removed)
; or just leave this entire file as it is.
;
; just copy this posting to a file and save it as
; FLORLIST.TXT in the data-directory, then run
; > EDMAPCFG REBUILD
; sorry 'bout this inconvience..
; -jeff
;
;*********************************************
;
;FLORLIST.TXT for EdMap v1.20x+
;
;lines starting with ";" are ignored
;
;description entry format:
;
; <texture name> [*]<description>
;
;<texture name> is the name of the texture, as used by DOOM.EXE
;[*] indicates a texture only in DOOM2. (all floor textures in DOOM1
are
; also used in DOOM2.)
;<description> is a brief description of the texture, shown on the
panel
; when choosing a floor/ceiling texture. this description
must
; be short enough to fit on the panel; if the text runs longer
; than the space given, it may write over existing text or run
; off the panel onto the map. only 68 characters are recorded
; for the description.
;
blood1 Animated blood
ceil1_1 Wood square
ceil1_2 metal grate (light)
ceil1_3 wood grate (light)
ceil3_1 2 brn rectangles
ceil3_2 2 tan rectangles
ceil3_3 tan squares
ceil3_4 tan squares:light
ceil3_5 grey bricks
ceil3_6 grey bricks:light
ceil4_1 blue mesh
ceil4_2 blue grid
ceil4_3 blue grid:shine
ceil5_1 gritty dark grey
ceil5_2 grainy grey/brown
comp01 light grey:2 panels
cons1_1 console
cons1_5 console (flipped)
cons1_7 console (right)
cratop1 light grey
cratop2 tan
dem1_1 demon, upper-left
dem1_2 demon, upper-right
dem1_3 demon, lower-left
dem1_4 demon, lower-right
dem1_5 marble square
dem1_6 marble, quartered
f_sky1 (transparent: sky)
flat1 grey, diagonal lines
flat1_1 stone
flat1_2 stone
flat1_3 stone:grate
flat10 coarse brown
flat14 coarse blue
flat17 lt grey: rect light
flat18 lt grey 2 rects
flat19 lt grey
flat2 lt grey: square lt
flat20 lt grey tiny sqrs
flat22 polished:blue dish
flat23 polished grey
flat3 4 grey squares
flat4 grate
flat5 small tan hexes
flat5_1 wood, quartered
flat5_2 wood strips
flat5_3 gritty red
flat5_4 gritty grey
flat5_5 gritty tan
flat5_6 skulls
flat5_7 grey rocks
flat5_8 grey rocks (dark)
flat8 small bricks (tan)
flat9 2 grey ovals
floor0_1 tan patchwork
floor0_2 brown patchwork
floor0_3 grey patchwork
floor0_5 grey tiles
floor0_6 grey tiles
floor0_7 grey tiles: stain
floor1_1 coarse blue logo
floor1_6 red mesh
floor1_7 red mesh: light
floor3_3 weathered tile
floor4_1 weathered step
floor4_5 weathered step
floor4_6 tan tiny "L"`s
floor4_8 metal hex
floor5_1 metal hex, stained
floor5_2 brown hex
floor5_3 brown hex
floor5_4 small bricks
floor6_1 coarse rocky red
floor6_2 coarse rocky grey
floor7_1 brown dirt
floor7_2 marble
fwater1 Animated water
gate1 sign 1, red
gate2 sign 2, red
gate3 sign 3, red
gate4 sign 3, grey
grass1 *grass
grass2 *grass
grnlite1 *green, round lights
grnrock *green stone
lava1 Animated lava
mflr8_1 grey bricks
mflr8_2 gritty brown
mflr8_3 white stones
mflr8_4 wavy gritty grey
nukage1 radioactive sludge
rrock01 *stone: red
rrock02 *stone: yellow
rrock03 *dirt
rrock04 *stone: black
rrock05 *pulsating stone
rrock09 *rock side
rrock10 *bricks
rrock11 *cemented stone
rrock12 *stone walk
rrock13 *stone
rrock14 *bricks
rrock15 *fine walk
rrock16 *root & mold
rrock17 *rocks, coarse
rrock18 *rocks, fine
rrock19 *moss
rrock20 *grassy
sflr6_1 tentcle, tan
sflr6_4 tentcle, red
sflr7_1 tentcle, tan-red
sflr7_4 tentcle, red-tan
slime01 *brown sludge
slime05 *more sludge
slime09 *red stone
slime13 *slimed bricks
slime14 *metal plates
slime15 *metal plates
slime16 *metal plates
step1 steps (left/right)
step2 steps (up/down)
tlite6_1 dk gry:dmnd lt
tlite6_4 gry/brn:dmnd lt
tlite6_5 dk gry:4 lts
tlite6_6 gry/brn:4 lts
zzzzxxxx Unused
------------------------------
From: sky@verity.com (Sky Golightly)
Date: Tue, 10 Jan 1995 14:50:44 -0800
Subject: FLORLIST.TXT [was: Re: EDMAP 1.22 Fix texture list]
Here is the copy I have.
;
;FLORLIST.TXT for EdMap v1.20x+
;
;lines starting with ";" are ignored
;
;description entry format:
;
; <texture name> [*]<description>
;
;<texture name> is the name of the texture, as used by DOOM.EXE
;[*] indicates a texture only in DOOM2. (all floor textures in DOOM1 are
; also used in DOOM2.)
;<description> is a brief description of the texture, shown on the panel
; when choosing a floor/ceiling texture. this description must
; be short enough to fit on the panel; if the text runs longer
; than the space given, it may write over existing text or run
; off the panel onto the map. only 68 characters are recorded
; for the description.
;
blood1 Animated blood
ceil1_1 Wood square
ceil1_2 metal grate (light)
ceil1_3 wood grate (light)
ceil3_1 2 brn rectangles
ceil3_2 2 tan rectangles
ceil3_3 tan squares
ceil3_4 tan squares:light
ceil3_5 grey bricks
ceil3_6 grey bricks:light
ceil4_1 blue mesh
ceil4_2 blue grid
ceil4_3 blue grid:shine
ceil5_1 gritty dark grey
ceil5_2 grainy grey/brown
comp01 light grey:2 panels
cons1_1 console
cons1_5 console (flipped)
cons1_7 console (right)
cratop1 light grey
cratop2 tan
dem1_1 demon, upper-left
dem1_2 demon, upper-right
dem1_3 demon, lower-left
dem1_4 demon, lower-right
dem1_5 marble square
dem1_6 marble, quartered
f_sky1 (transparent: sky)
flat1 grey, diagonal lines
flat1_1 stone
flat1_2 stone
flat1_3 stone:grate
flat10 coarse brown
flat14 coarse blue
flat17 lt grey: rect light
flat18 lt grey 2 rects
flat19 lt grey
flat2 lt grey: square lt
flat20 lt grey tiny sqrs
flat22 polished:blue dish
flat23 polished grey
flat3 4 grey squares
flat4 grate
flat5 small tan hexes
flat5_1 wood, quartered
flat5_2 wood strips
flat5_3 gritty red
flat5_4 gritty grey
flat5_5 gritty tan
flat5_6 skulls
flat5_7 grey rocks
flat5_8 grey rocks (dark)
flat8 small bricks (tan)
flat9 2 grey ovals
floor0_1 tan patchwork
floor0_2 brown patchwork
floor0_3 grey patchwork
floor0_5 grey tiles
floor0_6 grey tiles
floor0_7 grey tiles: stain
floor1_1 coarse blue logo
floor1_6 red mesh
floor1_7 red mesh: light
floor3_3 weathered tile
floor4_1 weathered step
floor4_5 weathered step
floor4_6 tan tiny "L"`s
floor4_8 metal hex
floor5_1 metal hex, stained
floor5_2 brown hex
floor5_3 brown hex
floor5_4 small bricks
floor6_1 coarse rocky red
floor6_2 coarse rocky grey
floor7_1 brown dirt
floor7_2 marble
fwater1 Animated water
gate1 sign 1, red
gate2 sign 2, red
gate3 sign 3, red
gate4 sign 3, grey
grass1 *grass
grass2 *grass
grnlite1 *green, round lights
grnrock *green stone
lava1 Animated lava
mflr8_1 grey bricks
mflr8_2 gritty brown
mflr8_3 white stones
mflr8_4 wavy gritty grey
nukage1 radioactive sludge
rrock01 *stone: red
rrock02 *stone: yellow
rrock03 *dirt
rrock04 *stone: black
rrock05 *pulsating stone
rrock09 *rock side
rrock10 *bricks
rrock11 *cemented stone
rrock12 *stone walk
rrock13 *stone
rrock14 *bricks
rrock15 *fine walk
rrock16 *root & mold
rrock17 *rocks, coarse
rrock18 *rocks, fine
rrock19 *moss
rrock20 *grassy
sflr6_1 tentcle, tan
sflr6_4 tentcle, red
sflr7_1 tentcle, tan-red
sflr7_4 tentcle, red-tan
slime01 *brown sludge
slime05 *more sludge
slime09 *red stone
slime13 *slimed bricks
slime14 *metal plates
slime15 *metal plates
slime16 *metal plates
step1 steps (left/right)
step2 steps (up/down)
tlite6_1 dk gry:dmnd lt
tlite6_4 gry/brn:dmnd lt
tlite6_5 dk gry:4 lts
tlite6_6 gry/brn:4 lts
zzzzxxxx Unused
- -- sky
------------------------------
From: Matt Ayres <ayres@cdrom.com>
Date: Tue, 10 Jan 1995 15:19:27 -0800 (PST)
Subject: Re: Catestrophic bug in WADED v1.72
On Tue, 10 Jan 1995, Steve Benner wrote:
>
> ****** WARNING TO ALL USERS OF WADED 1.72 ******
>
> There is a serious bug in this editor: every WAD I editing with it last
> night had all soulspheres replaced with an unknown THING 3013. Naturally,
> this crashed DOOM. I was not editing THINGS only moving some lines. In fact
> I found that it makes this change if you just load and wad and resave
> straight away.
Yes! Big bug, someone else pointed out to me this morning that WADED
was incrementing the value of things by 1000. The soulsphere is 2013, and
it looks like WADED did indeed add 1000 to it like that person pointed
out to me. Doh!
> And no, before you suggest it, my WADED.T file is not corrupt.
>
> Thought you ought to know...
This bug will be fixed immediately, I'll release v1.73 (or later) asap.
-Matt A.
------------------------------
From: Ken Tittle <kenti@microsoft.com>
Date: Tue, 10 Jan 95 15:27:42 TZ
Subject: Re: EDMAP 1.22 Fix texture list
;FLORLIST.TXT for EdMap v1.20x+
;
;lines starting with ";" are ignored
;
;description entry format:
;
; <texture name> [*]<description>
;
;<texture name> is the name of the texture, as used by DOOM.EXE
;[*] indicates a texture only in DOOM2. (all floor textures in DOOM1 are
; also used in DOOM2.)
;<description> is a brief description of the texture, shown on the panel
; when choosing a floor/ceiling texture. this description must
; be short enough to fit on the panel; if the text runs longer
; than the space given, it may write over existing text or run
; off the panel onto the map. only 68 characters are recorded
; for the description.
;
blood1 Animated blood
ceil1_1 Wood square
ceil1_2 metal grate (light)
ceil1_3 wood grate (light)
ceil3_1 2 brn rectangles
ceil3_2 2 tan rectangles
ceil3_3 tan squares
ceil3_4 tan squares:light
ceil3_5 grey bricks
ceil3_6 grey bricks:light
ceil4_1 blue mesh
ceil4_2 blue grid
ceil4_3 blue grid:shine
ceil5_1 gritty dark grey
ceil5_2 grainy grey/brown
comp01 light grey:2 panels
cons1_1 console
cons1_5 console (flipped)
cons1_7 console (right)
cratop1 light grey
cratop2 tan
dem1_1 demon, upper-left
dem1_2 demon, upper-right
dem1_3 demon, lower-left
dem1_4 demon, lower-right
dem1_5 marble square
dem1_6 marble, quartered
f_sky1 (transparent: sky)
flat1 grey, diagonal lines
flat1_1 stone
flat1_2 stone
flat1_3 stone:grate
flat10 coarse brown
flat14 coarse blue
flat17 lt grey: rect light
flat18 lt grey 2 rects
flat19 lt grey
flat2 lt grey: square lt
flat20 lt grey tiny sqrs
flat22 polished:blue dish
flat23 polished grey
flat3 4 grey squares
flat4 grate
flat5 small tan hexes
flat5_1 wood, quartered
flat5_2 wood strips
flat5_3 gritty red
flat5_4 gritty grey
flat5_5 gritty tan
flat5_6 skulls
flat5_7 grey rocks
flat5_8 grey rocks (dark)
flat8 small bricks (tan)
flat9 2 grey ovals
floor0_1 tan patchwork
floor0_2 brown patchwork
floor0_3 grey patchwork
floor0_5 grey tiles
floor0_6 grey tiles
floor0_7 grey tiles: stain
floor1_1 coarse blue logo
floor1_6 red mesh
floor1_7 red mesh: light
floor3_3 weathered tile
floor4_1 weathered step
floor4_5 weathered step
floor4_6 tan tiny "L"`s
floor4_8 metal hex
floor5_1 metal hex, stained
floor5_2 brown hex
floor5_3 brown hex
floor5_4 small bricks
floor6_1 coarse rocky red
floor6_2 coarse rocky grey
floor7_1 brown dirt
floor7_2 marble
fwater1 Animated water
gate1 sign 1, red
gate2 sign 2, red
gate3 sign 3, red
gate4 sign 3, grey
grass1 *grass
grass2 *grass
grnlite1 *green, round lights
grnrock *green stone
lava1 Animated lava
mflr8_1 grey bricks
mflr8_2 gritty brown
mflr8_3 white stones
mflr8_4 wavy gritty grey
nukage1 radioactive sludge
rrock01 *stone: red
rrock02 *stone: yellow
rrock03 *dirt
rrock04 *stone: black
rrock05 *stone: red,bright
rrock06 *stone: red,lit
rrock07 *stone: red,dim
rrock08 *stone: red,dark
rrock09 *rock side
rrock10 *bricks
rrock11 *cemented stone
rrock12 *stone walk
rrock13 *stone
rrock14 *bricks
rrock15 *fine walk
rrock16 *root & mold
rrock17 *rocks, coarse
rrock18 *rocks, fine
rrock19 *moss
rrock20 *grassy
sflr6_1 tentcle, tan
sflr6_4 tentcle, red
sflr7_1 tentcle, tan-red
sflr7_4 tentcle, red-tan
slime01 *brown sludge
slime02 *brown sludge
slime03 *brown sludge
slime04 *brown sludge
slime05 *sludge
slime06 *sludge
slime07 *sludge
slime08 *sludge
slime09 *red stone
slime10 *red stone
slime11 *red stone
slime12 *red stone
slime13 *slimed bricks
slime14 *metal plates
slime15 *metal plates
slime16 *metal plates
step1 steps (left/right)
step2 steps (up/down)
tlite6_1 dk gry:dmnd lt
tlite6_4 gry/brn:dmnd lt
tlite6_5 dk gry:4 lts
tlite6_6 gry/brn:4 lts
zzzzxxxx Unused
- ----------
| From: Ed Phillips <flaregun@udel.edu>
| To: <doom-editing@nvg.unit.no>
| Subject: Re: EDMAP 1.22 Fix texture list
| Date: Tuesday, January 10, 1995 4:47PM
- -- Snip --|
| On Tue, 10 Jan 1995, Bren Lynne wrote:
|
| >
| > I mentioned a problem I was having in EdMap 1.22 where the "window" which
| > displays the floor/ceiling wraps the names around, obliterating
some of the
| > menu and making some of the last textures impossible to select.
| >
| > Someone else posted back mentioning that there was a solution, something to
| > do with a new FLORLIST.TXT and then recompiling using config?
| >
| > If anyone knows where I can get this new FLORLIST.TXT, the program
to make the
| > correction, and preferably idiot-proof instructions on making the fix. It
| > would be very much appreciated. The TLITES series of textures are
unavailable
| > and they are some of my FAVORITES!
| >
|
| Could someone post FLORLIST.TXT to the list? I haven't been able
| to find this either.
|
| Thanks,
| Ed
|
|
/****************************************************************************/
| /* Ed Phillips flaregun@udel.edu University of Delaware
*/
| /* Jr Systems Programmer (302) 831-6082 IT/Network and Systems
Services */
|
/****************************************************************************/
|
|
------------------------------
End of doom-editing-digest V1 #116
**********************************