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Doom Editing Digest Vol. 01 Nr. 171

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #171
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 21 February 1995 Volume 01 : Number 171

Re: WAD Tricks
RE: Re: id-ea
Re: id-ea
Re: Heretic Sky Info
That WAD thang...
Re: node generator comparison
re: DEU 5.3 Suggestions (

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 20 Feb 1995 16:29:52 -0500 (CDT)
Subject: Re: WAD Tricks

>I wrote:
>> [lots of complicated stuff about a possible transparent door deleted]
>>
>Then I looked at SPCHAUNT.WAD by Robert Fenske, Jr. and felt very
>crestfallen. Somehow Alberto Basalla has managed to work out a
>transparent door with only one sector! Can anyone explain why the
>middle texture moves with the door, even though it's drawn where the
>upper texture should be?
>
>Steve.
>
I looked at that WAD to, but I couldn't figure it out! Also, about
the transparent stairs, I got a small set to work (sorta) in a 512 high
room, but the ceiling not even in the stairs seemed to be about 712
high! I looked at UAC_DEAD, and tried to mimic the technique, but I
got this. Weird! Any comments? Also, one neat side effect: I did this
to hide stairs up to a switch to exit my test level. It was neat because
the "fake" 72 high ceiling hid the switch until you got next to the stairs!
Also, I got sever HOM. What happened?
-- Evil Genius (Jimmy Sieben)

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 20 Feb 1995 16:34:20 -0500 (CDT)
Subject: RE: Re: id-ea

>On Mon, 20 Feb 1995 D.Casali@rea0808.wins.icl.co.uk wrote:
>
>> Tell us all the theme you will be using, I'd give my left arm to
>> be able to contribute to a project like this, but we want some
>> sort of consistency or something? I've got some (I think) decent
>> wads (single player) that are themed around the wooden textures
>
>Whoever's making up the list, please count me in for level-making. Don't
>you think it'd be better if we started the levels from scratch with a
>theme in mind instead of finding levels that fit the theme? Well, that's
>just me. Comments?
>
>************ Artemis Entreri ******* d9ij@jupiter.sun.csd.unb.ca ************
>"There is a wide world out there, my friend, full of pain, but filled with
>joy as well. The former keeps you on the path of growth, and the latter makes
>the journey more tolerable." -R.A. Salvatore
>
>
I agree. Not to rag on any existing levels, but It is hard to convert
levels that already exist. BTW, we can use anybody that can do anything!
We'll need level editors, texture editors, sound people, TONS of playtesters,
and probably a few coordinators to keep the project moving. I think it'd
be cool if we got some known people to help (Steve McCrea sp? Richard R. Ward,
etc...) Also, we need a common forum for discussion. This list really isn't
appropriate, I think, because not everyone would be interested. Just my $.02
on the project.
-- Evil Genius (Jimmy Sieben)

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

From: "Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Tue, 21 Feb 1995 09:30:24 EST-10
Subject: Re: id-ea

> Unless you made it for Doom II, since there was no shareware version.
Good Idea
>
> >
> Another cool thing incase someone actualy does this, would be to change
> the text between levels. It's realy trivial to do with DeHackEd. I am
> interested in doing this, and would be willing to arange it if no one else
> wants to. (not that I want to, I just wana see it happen. and be a part
> of it.)

On this topic, is there an easy way to change those very
annoying times for completion of levels.

By the way, i'd love to be in on this ..

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: Christopher Wise <WISE@eng2.eng.monash.edu.au>
Date: Tue, 21 Feb 1995 09:43:13 GMT+1100
Subject: Re: Heretic Sky Info

> surrounding it, you will see the sky texture repeat itself if you walk close
> to "the edge of the world."
>
> 3 Solution: You can increase the "pixel height" of your sky texture file.
> Heretic works fine with these sky textures loaded, and the apparent
> "bottom" of the sky is extended downward accordingly.

Does anyone have a good looking tall sky texture that they would care
to share with others. I have had this problem too and have had to
redesign areas to avoid showing a wrapping sky texture. Unfortunatly
I have no artistic skills and can't make a better sky texture.

Chris Wise

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

From: Greg Lewis <gregl@umich.edu>
Date: Mon, 20 Feb 1995 18:29:27 -0500 (EST)
Subject: That WAD thang...

My quick-delete finger is once again causing me problems.... I erased
the email address of the person we should contact with regards to The
WAD. Could you repost it please?
Lotsa details to work out here...

AFAICT, the following things need to be done:

1. Decide on theme, level types, overall stuff
2. Get textures developed (we gotta know what new textures there are
before we can do new levels)
3. Farm out levels, preferably 1 or 2 to a person. These can all be
done simultaneously (pretty much), along with...
4. New monsters/sprites. And a DeHackEd patch (if any).
5. Playtest extensively, and release!

Greg


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

From: "Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Tue, 21 Feb 1995 10:46:52 EST-10
Subject: Re: node generator comparison

> On Thu, 16 Feb 95 13:27:39 CST,
> Robert Fenske Jr <fenske@rocke.electro.swri.edu> wrote:
>
> >"Jason Hoffoss" <hoffo002@gold.tc.umn.edu> wrote:
> >
> Well, in order to produce the most optimal tree, you must use the best
> partition line. It may just be that what you think is the best partition
> line isn't really the best. The only way I can see to improve the
> selection of the best nodeline is to use recursion to check down 2 level
> instead of just one in finding the best nodeline. This, however, would
> about square the build time. It may find you a better nodeline, however.
> You could take it down 3 levels, cubing the time, but now you would
> probably improve your nodeline selection even less than before. So, as
> you go check down more levels, the benefits of doing this quickly
> approaches zero. I don't think going down even 2 levels would really be
> worth the time tradeoff.
>
Would it not be possible to make it an option?

So what if takes a while to build. When the wad wad finished, you
could leave it running overnight (through the day) when you go to
sleep.. (Assuming you guys actually sleep) :)

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: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Mon, 20 Feb 1995 19:13:00 -0500
Subject: re: DEU 5.3 Suggestions (

DO>> Finally, implement some pre-fab operations: stairs, teleporters,
DO>> etc...

DO>Stairs: I'd love to do it. I think it'd be wonderful. If I have time for
DO>something fun that I want to do (as opposed to stuff like being able to type
DO>in strings for texture names like I have to do), I'll do this. I think I'll
DO>make it #1 of the fun things to do. :)

I will suplly my prefab source if anyone's interested. Of course, I doubt
anyone will be, as it's written in Visual Basic. But the routines are pretty
much drudgery, and having source might be a good roadmap...

matt tag
dCAD 6.0
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------------------------------

End of doom-editing-digest V1 #171
**********************************

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