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Doom Editing Digest Vol. 01 Nr. 122

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Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #122
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 14 January 1995 Volume 01 : Number 122

Audio Wad
Re: sidedef mode again
Re: consistency checking
Re: Audio Wad
SKY.WAD
Re: Heretic Sound???
Re: Audio Wad
Re: sidedef mode again
Re: BLOCKMAP Limits
Re: consistency checking

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

From: djr@infinet.com (Dan J. Rockwell)
Date: Fri, 13 Jan 1995 12:59:22 -0500 (EST)
Subject: Audio Wad

I realize this is a "advanced" doom-editing list and really not a place to
talk about audio atomspheres in doom.. BUT I've reccently completed my first
audio wad, and I'd like some of you doomers to check it out. By replacing
the "monsters near" sounds with more general "what the hell is that" sound,
you can achive a more doomish atomsphere. IMHO. Kinda the same effect I
experienced with Aliens TC. I'm not sure whether or not ALiens TC
sacrificed monsters to add to the effect, but in general thats what I did
with this wad. So try it out, its called killmesx.zip and it's in
ftp.cdrom.com. just posted this morning. It has an interesting mix of
sounds everything from Hellraiser to BlackHole to HardBoiled to some
japanese anime. Not all sounds are replaced, it plays well and in general a
real blast with deathmatch. Along with "near" sounds, rockets, chaingun,
death, flybys, and pickup sounds have been replaced.

Now that heretic has audio specifed things, theres no more need to sacrifice
the monster near sounds. Now only if these things were avail in doom2.

Thanks to all those who produced the aod, terminator, aliens audio wads,
they were great inspiration.

Check it out!

Dan

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 13 Jan 1995 13:13:17 EST
Subject: Re: sidedef mode again

fenske@rocke.electro.swri.edu (Robert Fenske Jr) ,in message <9501131415.AA0527
0@rocke>, wrote:

> I have found that the player/deathmatch start stuck problem only
> occurs when the sector floor heights differ by more than 24, whcih is the
> difference that Robert Forsman suggested yesterday. At first I thought
> "why 24?" but then I figured that it must have something to do with the
> fact that 24 is the largest difference that a player can step up while
> playing.

Exactly what I was thinking.

> And it looks like you have to start exactly on the dividing line,
> even if it's a diagonal one.

Does that mean that you can place the start on a point which is not exactly
on the line, but which would be on the line if you allowed for integer
roundoff?

> And at least for horizontal lines, even being
> centered on the line does not guarantee that the problem will occur.

It could be determined by which sector has the lower number.

> And
> stranger still, the effect is PC-dependent.

Then again, maybe not.

"If you don't have the source, you don't have dick" - AJW

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

From: Paul Francis Turnbull <stenger@engin.umich.edu>
Date: Fri, 13 Jan 1995 13:24:29 -0400 (EDT)
Subject: Re: consistency checking

On Fri, 13 Jan 1995, Greg Lewis wrote:

>
> I'm pretty sure you can do this. I tried changing rockets into soul
> spheres once and got it to work (most of the way at least). I think you
> need to turn off the "automatics" bit and turn on the "gettable Thing"
> bit, and then just copy the info from the Thing you want it to be to the
> projectile (from the soulsphere to the rocket in this case). I can't
> remember all the details so you may have to play around with it, but I
> remember getting those battles with cyberdemons to be pretty easy that
> way... :)
>
> Greg
>
I hope you'll pardon me for this "more fun with DHE" post, but Greg's
program has allowed some real innovation into the game. My recent
favorite is a PWAD I'm about to release (after incorporating your
comments) called "DoomBall". I just made the soul sphere into a
non-gettable thing, lowered its mass and made it an obstacle. Now
when you punch it (or shoot it) it moves. Add a couple of goals and
a score board and you've got "DoomBall" an anything goes, all out,
deathmatch sport.

Yes, I have to give credit where it's due. The original form of this
idea is Doom Hockey, a PWAD that came out several months ago. I've
never seen this wad but I understand that uses a similar concept.
Still, when toying around with ideas to reduce the level of violence
while maintaining the fun in doom (so I can allow my son to play it
without a guilty conscience) I came across this and it has proved to
be amazingly cool.

Paul Turnbull
stenger@engin.umich.edu
author of mayan667.wad (and soon DoomBall.wad)


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

From: Lane Copley <lcopley@crl.com>
Date: Fri, 13 Jan 1995 11:23:52 -0800 (PST)
Subject: Re: Audio Wad

Like the audio.wad idea...does killmesx.zip (name?) run DOOM1 or 2? I'm
looking forward to checking it out.

- --
Lane Copley

Hmm...this must be where the witticisms go. Maybe I can copy Kibo's?



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

From: bmorris@islandnet.com (Ben Morris)
Date: Fri, 13 Jan 95 12:30 PST
Subject: SKY.WAD

Hiya.

Here's an included SKY.ZIP - a .WAD file that contains a "walkway in the
sky"
(A path in a room with no walls, no ceiling, and no floor.)

It's a really interesting effect - would be even better if the SKY texture
was 200 deep so it didn't repeat vertically. However, there's a weird HOM
that appears only *sometimes* (move a couple degrees away and it's gone,
then move back and it's STILL gone.. it seems to appear randomly.)

Anyway, check it out .. it needs a build.

- - Ben

section 1 of uuencode 5.25 of file sky.zip by R.E.M.

begin 644 sky.zip
M4$L#!!0````(`"5C+1[D4!1V?@$``!@&```'````4TM9+E=!1.V424[S0!"%
MG]LVF<G`G'_@!$@$.(`S=`:2WX[<T3]MV'($EEYR+)^!&W`/)//<[A"2H&P@
MK&BKW?75JVZ7+?E-_[1[)0"
W+A"+2``6<DCO%K*1)!:$(8LD8!L2)%MGTV&3
M'+AP-#G(,]XQY*+`.&=H!T4=9Y1#B6K>4!DUJKN&*JA3+1K:18-U)4-5[+&Z
M8F@?!XP+A@YQQ.JZH6.<L+ILJ(EO?$;5T'?\8%W-T$^<ZO7,O/M\[82!_U^V
M5K(?KV9TL59E;5E=[F91]5:OVU!75_%):M;5Y<:OL0WU/5U][=V\-Z;=Q&XZ
M/2N&1R.+G<A-9\0XXN4YO-MPT\E8@+X7V9Z=,H]W8^'9],+D/NG?J/$__ISS
M]=$\)<*J<J?S-2IA&'3'K:NU/=GXU9Z>M[3/@;X&S(8C?Z!2QP*>."
<C7_9D
M7S7X$6*:JQKU-#_0H(;4?\MP)O]*-3]/R8%Z?;Y2LCL+PI><'_1T<9/^[NOZ
M)1FAO&9FL;\S8?=L\AE02P$"%``4````"``E8RT>Y%`4=GX!```8!@``!P``
L`````````"``````````4TM9+E=!1%!+!08``````0`!`#4```"C`0``````
`
end
sum -r/size 28630/706 section (from "begin" to "end")
sum -r/size 19219/494 entire input file

- ---------------------------------------------- * --------------------
the felix of your truth will always break it / Ben Morris
and the iris of your eye always shake it / ..your typical CN
- -- "Iris" / Live -------------------------- / -----------------------
revel in your perception * bmorris@islandnet.com

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

From: Anthony Spataro <ads@netcom.com>
Date: Fri, 13 Jan 1995 13:31:01 -0800 (PST)
Subject: Re: Heretic Sound???

Well, Star Control II had digitized PC speaker support, and it was pretty
fast. Not that I'm for PC speaker support--I have a soundcard, and I'd
go for the smaller executable any day. But (and I may be wrong here),
given Star Control II's speed, and a text file somewhere around here I
had on the subject, it isn't all that hard. Briefly (wouldn't want to
get *too* off-topic!), it involves setting up aclock-tick interrupt that
will: take the sample byte, convert it to how far you want the PC
speaker's diaphragm to extend, (a function of the duration of time that
current is passed through it) and turn the speaker on for that long.
If you could store sample values pre-converted into extension values,
you'd probably cut out at least some of the division involved.

On second thought, it's cheaper just to go out and get a sound card.

(Rueful smile)


/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl

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

From: djr@infinet.com (Dan J. Rockwell)
Date: Fri, 13 Jan 1995 16:43:44 -0500 (EST)
Subject: Re: Audio Wad

>
> Like the audio.wad idea...does killmesx.zip (name?) run DOOM1 or 2? I'm
> looking forward to checking it out.
>
> --
> Lane Copley
>
> Hmm...this must be where the witticisms go. Maybe I can copy Kibo's?

It's any registered doom actually. I've tested it with Doom 1.666
doom2 1.666, 1.7, 1.7a..

It's good, I hope you like it.

Dan


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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Fri, 13 Jan 95 19:39:32 CST
Subject: Re: sidedef mode again

On Thu, 12 Jan 1995 11:44:21 +1100,
Andrew McNamara <andrewm@connect.com.au> wrote:

>>This will make the test for missing textures a bit slower, but I think it's
>>worth it. By the way, I also added a check for Things. It checks if any
>>Things are outside of the map, or in a room which is too small for the
>>Thing to fit (ceiling too low). I am also adding some code to check if each
>>teleporter has a teleporter exit in the corresponding Sector, etc.
>
>Something simple I have wished for in 5.21 - a way of running all the
>tests sequentially, rather than having to initiate each one individually.
>--
>Andrew McNamara
>Systems Engineer
>Connect.com.au Pty. Ltd.

DMapEdit v4.0 lets you do this. And, having used it, I can tell you that
it is a nice feature to have.. :)

-Jason


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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Fri, 13 Jan 95 19:39:45 CST
Subject: Re: BLOCKMAP Limits

On Thu, 12 Jan 95 10:14:52 GMT,
Steve Benner <S.Benner@lancaster.ac.uk> wrote:

>The blockmap limit is largely a function of the areal extent of your map:
>the more of the grid you cover, the more blocks it'll need, basically. You
>can calculate how many blocks your map will need as
>
> ((MaxY - MinY) div 128 + 1) * ((MaxX - MinX) div 128 +1)
>
>where MinY, etc are the min and max Y and X co-odinates used by vertices in
>your map. The magic number to stay below is 21844, I'm told.

Hmm, I wonder. Since the blockmap is basically an array of integers (2
bytes), and some of them are used as indexes into itself, there is a
maximum limit of 128K. If it's limited to only positive indexes, however
(is the blockmap signed?), then 64k is the limit. Constructing a blockmap
by normal means will require 4 ints for global data, and 3 ints per block
minimum. So, 65536 / 3 - 4 = 21841 blocks max for the 128k limit model.
Close.. :)

Question, though. What if you merged like block? You would only need the
actual block data in memory once, and have all indexes point to it
instead. This would allow you to have much larger blockmaps if it isn't
really filled up. Mostly empty blocks, which have a line list of {0,-1}
would be the most common shared block. Hmm, I'll modify my editor and
test this out. Can anyone verify a 64k limit?

>You also have to keep the total BlockLists size down below 64K - you
>usually hit this limit before the max number of blocks. The size of the
>blocklists isn't easy to calculate: it's a function of how your lines
>intersect your blocks. Maybe a nice editor should tell us how bug the
>blockmap's getting when it saves the wad? [Hint Hint, editor writers]

That's no big deal. DMapEdit already does this even, actually. Once you
actually build the blockmap, you can check the memory statistics and it'll
tell you exactly how many bytes it uses, and it'll tell you the physical
size of the map in the x and y directions in blocks. Multiply those 2
numbers, and you have the total number of blocks used. Don't really think
such information will be very useful, but it's there if you want it.

>>I am building a LARGE level, and I want to rid it of all bugs.
>>Also, I am having a problem with my rising staircase. Every time I
>>activate it, the bottom step's lower texture is tutti-frutti. None of
>>the other steps are! What's wrong?
>
>You've either got a see-through texture on its riser, or a texture that is
>shorter than the riser. Difficult to see how on 8-pixel risers though.
>Unless, of course, you're using the 16-pixel turbo stairs and STEP1, 2, or
>3?

Could be the lower texture being pegged differently than the rest too.

-Jason


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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Fri, 13 Jan 1995 19:01:00 -0500
Subject: Re: consistency checking

DO>> I can see that there should probably be three levels of consistency
DO>>checks: error, warning, and informational. Errors would be those that crash
DO>>DOOM; warnings would be those that grossly affect game play or game
DO>appearance
DO>>(like missing textures); informational would be those that don't really
DO>affect
DO>>game play, but may cause effects that are unintended.

Could someone please post Bob's consistency rules again? I tried to save
the message last night and now I can't find it. I would like to start
making DoomCAD's Integrity Check Bob-compliant.

thanx
matt tag

- ---
þ OLX 2.1 TD þ Intel Inside: Smoke on the outside

- ---------------------------------------------------------------
PC-Ohio PCBoard pcohio.com
The Best BBS in America Cleveland, OH
DATA: 216-381-3320 FAX: 216-291-2685
- ---------------------------------------------------------------

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

End of doom-editing-digest V1 #122
**********************************

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