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Doom Editing Digest Vol. 01 Nr. 157
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #157
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 14 February 1995 Volume 01 : Number 157
Re: The Enemy...
Re: DCK 2.0
Re: DCK 2.0
DEU 5.3 Beta
DoomCAD notes
----------------------------------------------------------------------
From: "C. Sheldon" <sheldonc@acy.digex.net>
Date: Mon, 13 Feb 1995 18:39:15 -0500 (EST)
Subject: Re: The Enemy...
On 13 Feb 1995 jdh15@po.cwru.edu wrote:
>
> Hi!
>
> you never ran across this denizen of hell. Or have you? I think
> the portrait (which is wall texture MARBFAC2, by the way) bears a
> striking resemblance to the ArchVile. Just wondering what you
> thought.
>
> -j
>
It stands to reason that much of the artwork, etc, would tend
look "alike" as does most artwork by a specific artist. I can see
similarities in ALL of the doom monsters, with the possible exception of
the mutant soldiers but, even they have some "similar" facial features to
IMPS (if you look carefully) =)
Later Days,
DrWu
P.S.: at this resolution its so hard to tell anyway
------------------------------
From: Lane Copley <lcopley@crl.com>
Date: Mon, 13 Feb 1995 15:55:23 -0800 (PST)
Subject: Re: DCK 2.0
> Your .sig is too large.
Don't worry, I'm sure it will appear in alt.fan.warlord soon.
- --
Lane Copley
Je suis terrarement du tout les produits du lait.
Deiner Film mit den explitzit insectenschadenfreude sehr interessant war.
------------------------------
From: Anthony Spataro <ads@netcom.com>
Date: Mon, 13 Feb 1995 16:05:06 -0800 (PST)
Subject: Re: DCK 2.0
> > I hate to say it, but I think it is. =) Works fine on mine, except for
> > the vidcard detection which is my bastard halfbreed card's fault and the
> > hosed DPMI which is Borland's fault. It's the Curse of the New Hot
> > System, striking again.
> >
> Are you sure that this problem doesn't have anything to do with bugged
> Pentiums? Just a thought........
Actually, methinks it may. Why? Well, given that I'm a lowly segmented
mode scumsucker, this might be flawed, but, in 32-bit protected mode, you
deal with a lot of 32-bit numbers--in fact, your dealings are almost
exclusively 32-bit. So it follow that any div operations are gonna hafta
be fdiv, since normal div can't handle 32-bit inputs. Pentium's problem
is with the fdiv instruction, ne? So...make the connection.
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 13 Feb 1995 18:19:47 -0500 (CDT)
Subject: DEU 5.3 Beta
Finally! Its out! YES! Beta 1 is great...it just has those usual
beta bugs. Saving doesn't work, things don't work, etc... Good work,
though. Also, the run all checks feature is great. Some suggestions
for next Beta/Release. Put the ability to type names for textures and
flats back in. The scroll bars are nice, but if you know the name of
a texture, its easier to type its name in. Also, some of the buttons
report "Not Implemented Yet", but it works. Ex: I edit sidedef 1,
change a texture, and click OK. It says "NIY", but the changes
are saved. Also, if possible, make the pull-down menus more like
Windoze and other progs. Ex: in Windoze, you click on any menu, and
drag the pointer, and the other menus are selected. Once again, great
work!
-- Evil Genius (Jimmy Sieben)
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Mon, 13 Feb 1995 18:53:00 -0500
Subject: DoomCAD notes
DoomCAD 6.0
current status: beta (available to list members on request)
DO>Full edit capability
NO: all GUI based
DO>multi-object selections
Yes
DO>Prefab operations
Door, Room with Hallways, Sectors w/in sector, Stairs, Sprial Stairs,
Polygon sector, teleporter.
DO>Freeform sector draw N
Not really. Need two steps: lay down vertices, trace around for sector.
All lDef/sDefs are created.
DO>Multi-view Y
Implemented as Modes (Thing Mode/lDef Mode etc.
DO>Multi-mission Y
Using included WADMerge, yes
DO>Cut&and paste N
Removed for 6.0, as it was buggy as hell.
DO>Undo/Redo N
Nope.
DO>Built-in NODES Y
DO>builder 90%
Implements Raphael's first builder. Some bugs in convex sectors.
Includes DOS based builder for speed.
DO>Built-in BLOCKMAP builder Y
DO>Built-in REJECT builder N
DO>Game support
Doom 1, Doom2, Heretic.
Any new game following the WAD standard can be added by adding a new
.INI file to the directory.
DO>Supported platforms Windows 3.1, '95
DO>Cost $20- cripple-free honor system shareware only.
DO>Notes:
3D wireframe preview (w/ hidden lines removed).
almost 100% Bob-compliant consistency checker, several orders of magnitude
better than previous versions.
matt tag
- ---
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End of doom-editing-digest V1 #157
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