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Doom Editing Digest Vol. 01 Nr. 109
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #109
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 5 January 1995 Volume 01 : Number 109
Re: your mail
RCPT: ID's Schedule
Descent
RCPT: ID's Schedule
Re: Descent
Re: ftp.idsoftware.com /id POLAR.ZIP ???
Re: ftp.idsoftware.com /id POLAR.ZIP ???
Re: ftp.idsoftware.com /id POLAR.ZIP ???
----------------------------------------------------------------------
From: Matt Ayres <ayres@cdrom.com>
Date: Tue, 3 Jan 1995 18:04:15 -0800 (PST)
Subject: Re: your mail
On Tue, 3 Jan 1995 trm2000@osuunx.ucc.okstate.edu wrote:
> In response to Ben Morris' asking WHY I want to make another nodes-
> builder:
> Just for the hell of it. I am just now starting to understand how
> the doom wad works in terms of the nodes structures and what is actually seen
> I think that it is pretty interesting so I just wanna know how it works.
> So let me ask my question again: I understand that you have to fork
> the node on a 2 sided linedef but why does this make 4 children instead of 2?
> How does the bsp tree work and why is it a tree and not just a fork at a
> 2-sided linedef?
Oh boy, you're going to make me relive this I think. I wrote the node
builder for WADED before BSP and IDBSP came out... there were very few
documents about it at the time too. It took about a straight week of
constant programming to get it, and it's gone through several changes and
bug fixes since. It was hell. I don't know if you've seen it now, but it
works perfectly (and fast) in WADED v1.42 and above (blockmap builder had
a bug until v1.45 btw, not the node builder).
Read over the specs in DMSPEC16.TXT (which btw weren't out when I wrote
mine) first, and from there I'll gladely help you... There are a few
others out there that completely understand it also.
To answer your question: you do fork nodes at a nodeline (sometimes a
2-sided line, but not always), and it does fork into 2. I don't know
where you heard 4. Each of those two nodes is then evaulated. If one
needs to be split further, it does fork into another 2. If not, then it
becomes a SSECTOR (end of the branch techincally). There are multiple
checks you have to do to determine if a node needs to be split further
into two. There can't be any 2-sided lines within it. There can't be any
two walls with an inward angle of greater than 180 degrees. And, oh boy,
I forget the third case. Look over the specs. This routine requires
some AI too, to determine the best BSP tree. I've seen some editors and
builders that build poor trees that could potentially slow Doom down.
-Matt A.
Author WADED
------------------------------
From: Christopher Wise <WISE@eng2.eng.monash.edu.au>
Date: Wed, 4 Jan 1995 15:35:16 GMT+1100
Subject: RCPT: ID's Schedule
Confirmation of reading: your message -
Date: 4 Jan 95 9:57
To: doom-editing@nvg.unit.no
Subject: ID's Schedule
Was read at 15:35, 4 Jan 95.
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Tue, 03 Jan 1995 17:52:00 -0500
Subject: Descent
DO> I am working on the level information in Descent. If anyone has a good
DO>editor that can plot vertices in 3D space, I've got vertex lists for all
DO>the levels. I'm still working on the "linedef" or equivalent info...
I have the 3D library that DoomCAD uses: it should work fine as a nice
wireframe engine. It accepts "patches" as input: I guess those would be
the concept of a LineDef extended into the third dimension.
matt tag
- ---
þ OLX 2.1 TD þ I still miss my ex-wife, but my aim is getting better
- ---------------------------------------------------------------
PC-Ohio PCBoard pcohio.com
The Best BBS in America Cleveland, OH
DATA: 216-381-3320 FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
From: "Brian Reimer" <BRIAN@adm.ruc.dk>
Date: Wed, 4 Jan 1995 08:43:31 +0100
Subject: RCPT: ID's Schedule
Confirmation of reading: your message -
Date: 4 Jan 95 9:57
To: doom-editing@nvg.unit.no
Subject: ID's Schedule
Was read at 8:43, 4 Jan 95.
Regards
Brian R.
-----------------------------------
/ Think /
/ maybe we are just /
/ computer images /
/ in an other civilizations /
/ virtual reality. /
/ -B.R. /
-----------------------------------
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Wed, 4 Jan 1995 11:32:36 -0500 (EST)
Subject: Re: Descent
> I have the 3D library that DoomCAD uses: it should work fine as a nice
> wireframe engine. It accepts "patches" as input: I guess those would be
> the concept of a LineDef extended into the third dimension.
I'm actually not even as far as "wireframe" yet... all I've got for
sure are the vertices. But I'm working on it.
Greg
------------------------------
From: djr@infinet.com (Dan J. Rockwell)
Date: Wed, 4 Jan 1995 12:12:28 -0500 (EST)
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???
>
> > to save any other poor soul from a *long* download from ftp.idsoftware.com,
> > the 7+ MB file POLAR.ZIP in /id is encrypted.
> well, it would appear to me that POLAR.ZIP is some sort of full doom 2
> release in an encrypted zip.... why this is public info, i have no idea,
> but I'm sure I wasn't the only one who wondered...
I wonder if there's a chance ID will put some of the nice aspects of the
Heretic engine into an update for Doom2. Things like the new sector types
and sector orientated sounds, and if any new line defs. Plus the obvious
new abilities of looking up and down. I wouldn't take the inventory
abilities over. The line defs and sector aspects should be simple enough,
I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
Just the sector specified sounds would give a new dimesion to doom. I hate
having to sacrafice the monster sounds to add to the atomsphere. See I
don't like music in my wads, ruins the mood IMHO. I'd rather have little
sound bites creating the mood for the player.
Ahh well, so as far as line defs go, are there any new, and all that
exciting new defs in Heretic?
Dan
------------------------------
From: tedv@geom.umn.edu
Date: Wed, 4 Jan 95 12:26:26 CST
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???
> I wonder if there's a chance ID will put some of the nice aspects of the
> Heretic engine into an update for Doom2. Things like the new sector types
> and sector orientated sounds, and if any new line defs. Plus the obvious
> new abilities of looking up and down. I wouldn't take the inventory
> abilities over. The line defs and sector aspects should be simple enough,
> I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
>
> Just the sector specified sounds would give a new dimesion to doom. I hate
> having to sacrafice the monster sounds to add to the atomsphere. See I
> don't like music in my wads, ruins the mood IMHO. I'd rather have little
> sound bites creating the mood for the player.
I suppose it would be great for DOOM wads, but I get the feeling that iD
is working full bore on Quake. And I'd personally prefer it that way.
> Ahh well, so as far as line defs go, are there any new, and all that
> exciting new defs in Heretic?
No, but they're missing some of the newer 1.4+ linedefs (like blazing).
Apparently they're still using the 1.2 linedef set. I think they made
their own W1 Secret level. That's about it.
- -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: KA-CHING <MEMKEN@ewu.edu>
Date: Wed, 04 Jan 1995 10:40:56 -0800 (PST)
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???
>> > to save any other poor soul from a *long* download from ftp.idsoftware.com,
>> > the 7+ MB file POLAR.ZIP in /id is encrypted.
>> well, it would appear to me that POLAR.ZIP is some sort of full doom 2
>> release in an encrypted zip.... why this is public info, i have no idea,
>> but I'm sure I wasn't the only one who wondered...
>I wonder if there's a chance ID will put some of the nice aspects of the
>Heretic engine into an update for Doom2. Things like the new sector types
>and sector orientated sounds, and if any new line defs. Plus the obvious
>new abilities of looking up and down. I wouldn't take the inventory
>abilities over. The line defs and sector aspects should be simple enough,
>I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
>Just the sector specified sounds would give a new dimesion to doom. I hate
>having to sacrafice the monster sounds to add to the atomsphere. See I
>don't like music in my wads, ruins the mood IMHO. I'd rather have little
>sound bites creating the mood for the player.
>Ahh well, so as far as line defs go, are there any new, and all that
>exciting new defs in Heretic?
Personally I think adding the sectors with directional "wind" could have
some really groovy uses in Doom. Think of the ****ed up kind of crossfire
you could set up with baron fireballs and stuff. As for polar.zip, it's
probably an iced version of Heretic (hence the name polar). Why would
they bother putting up Doom II since there is no reason to be stingy about
distribution as the game has been out for about 3 1/2 months commercially
now? Anyone have a commercial copy of Heretic yet?
M.E.
------------------------------
End of doom-editing-digest V1 #109
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