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Doom Editing Digest Vol. 01 Nr. 150

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #150
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 7 February 1995 Volume 01 : Number 150

Re: Episodes Higher than 3?
Re: DOS >:)
Re: Dark Forces GOBS
Re: Episodes Higher than 3?
Deathmatch Level Testing..
Re: Dark Forces GOBS
Re: Deathmatch Level Testing..
Re: Deathmatch Level Testing..
Re: Dark Forces GOBS
Re: Deathmatch Level Testing..
Re: Deathmatch Level Testing..
UnGob for Dark Forces.
Re: Dark Forces GOBS
Converting Saved Games
Re: UnGob for Dark Forces.
Re: Converting Saved Games
Re: Deathmatch Level Testing..
Re: UnGob for Dark Forces.

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

From: RKIRCHER@delphi.com
Date: Mon, 06 Feb 1995 20:45:59 -0500 (EST)
Subject: Re: Episodes Higher than 3?


> Yes. That is my guess as well. However, in Heretic, if you finished
E4M1,
> it would probably crash instantly upon exit because it can't pull up that
> bitmap "end of episode" screen. If you included one of those and E4M2
> (and E4M2 music) however... I don't know. If someone has lots of time,
> try this out. :) But I do not have lots of time.
>
> -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)

Yep, that's exactly what happened. I cobbled up an E4M1 with an exit, and
an E4M2, and ran it. When exiting E4M1 it crashed looking for the
intermission screen.

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

From: sky@euler.Verity.COM (Sky Golightly)
Date: Mon, 6 Feb 1995 18:04:06 -0800
Subject: Re: DOS >:)

> On Feb 7, 1:39, Klaus Breuer wrote:
> Hi!
>
> > > Note: I've had problems with under DOS. It works for the first few entries
> > > and then just dies. If anyone has any suggestions or figures out why
> > > please let me know.
> > Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.
> Hey, you also use Linux? Greetings!
>
> Ciao,
> Klaus
>-- End of excerpt from Klaus Breuer

No. But I have used Free/Net-BSD. I haven't had time to do any OS-hacking
lately. :)

- -- sky

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

From: Anthony Spataro <ads@netcom.com>
Date: Mon, 6 Feb 1995 18:43:38 -0800 (PST)
Subject: Re: Dark Forces GOBS

At first guess, without looking at any of the code, and given my past
experiences with LucasArts, is that the bitmaps are perhaps just
compressed. I've never known them to use X-modes in their games, so the
bitmaps should be linear. But that ain't Doom, so I should probably shut up.

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Computer Science is merely the post-Turing decline in formal systems
theory.


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

From: tedv@geom.umn.edu
Date: Mon, 6 Feb 95 21:07:04 CST
Subject: Re: Episodes Higher than 3?

> Yep, that's exactly what happened. I cobbled up an E4M1 with an exit, and
> an E4M2, and ran it. When exiting E4M1 it crashed looking for the
> intermission screen.

You could try extracting the intermission screen from episode 1 and including
it in the wad file. I don't know what you'd do about music though.....
Maybe watch it and see what it crashes on (w_getnumfornam: MUSIC_ENRTY_XXX
not found) and then include that as well.

- -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: swift1@powergrid.electriciti.com (Dave Swift)
Date: Mon, 06 Feb 1995 19:00:39 -0800
Subject: Deathmatch Level Testing..

I want to test play my deathmatch levels in single play to see the
placement of things and test play it without having to link up
with someone.. Is there a way to play a level and make Doom2
think that there is another player?

Thanks...
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com



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

From: Anthony Spataro <ads@netcom.com>
Date: Mon, 6 Feb 1995 18:52:32 -0800 (PST)
Subject: Re: Dark Forces GOBS

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Alexander Graham Bell is alive and well in New York, and still waiting
for a dial tone.

Now, now, not all of us can afford a SPARCstation. =)
> Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.

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

From: tedv@geom.umn.edu
Date: Mon, 6 Feb 95 22:34:26 CST
Subject: Re: Deathmatch Level Testing..

> I want to test play my deathmatch levels in single play to see the
> placement of things and test play it without having to link up
> with someone.. Is there a way to play a level and make Doom2
> think that there is another player?

You could try connecting to ifrag and starting under a 1 player game.

It's also possible that ipxsetup -net 1 would work as well. Try the
different multiplayer game programs. Maybe the dm.exe file. If worse
comes to worse, you can always edit your level and reset the NET ONLY
flag.

- -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: BlindGypsy@aol.com
Date: Tue, 7 Feb 1995 02:33:36 -0500
Subject: Re: Deathmatch Level Testing..

if you find a copy of EZ41, the best ID games shell ever, it will let you
play deathmatch levels alone, and automatically record them, and
automatically handle modem play, and net play, and automatically support
multiple PWADs, and automatically send up to 30 command line parameters to
DOOM, DOOM][, or HERETIC, and it's flatteryware, so it's not crippled in any
way, and it's very friendly, and I'm uploading the release version tomorrow!

(Couldn't resist plugging my own stuff!! :) )

Blind Gypsy

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

From: andy@keo.kvaerner.no (Andrew Walker)
Date: Tue, 7 Feb 1995 08:50:59 +0100 (MET)
Subject: Re: Dark Forces GOBS

> /ads@netcom.com
> [LC/Cardy/Kilwren/Cardenyl
> \PASO/Paradigm/Storm
> ---------------------------->
> Alexander Graham Bell is alive and well in New York, and still waiting
> for a dial tone.
>
> Now, now, not all of us can afford a SPARCstation. =)
> > Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.
>
Very true - but you *can* afford to run Linux on your PC (or FreeBSD or
NetBSD or, at a small cost, OS/2 Warp :-)

Please, no OS wars. I was only making a point. Let's get back to DOOM
(or was it Dark Forces.....) editing.

- -Andy

- --
Andy Walker Kvaerner Engineering a.s.
Andrew.Walker@keo.kvaerner.no P.O. Box 222, N-1324 Lysaker, Norway

......if the answer isn't violence, neither is it silence......


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

From: kwreid@helix.net (Keith Reid)
Date: Tue, 07 Feb 1995 05:53:06 -0500
Subject: Re: Deathmatch Level Testing..

> if you find a copy of EZ41, the best ID games shell ever, it will let you
> play deathmatch levels alone, and automatically record them, and
> automatically handle modem play, and net play, and automatically support
> multiple PWADs, and automatically send up to 30 command line parameters to
> DOOM, DOOM][, or HERETIC, and it's flatteryware, so it's not crippled in any
> way, and it's very friendly, and I'm uploading the release version tomorrow!
>
> (Couldn't resist plugging my own stuff!! :) )

Aha. So where might you be uploading this 'best' piece of software? Could
you furnish us with a filename and a site or two? =8)

Keith Reid
kwreid@helix.net
Keith Reid, Fidonet@1:153/859.0

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

From: John Wakelin <johnw@datametrics.com>
Date: Tue, 7 Feb 95 9:41:36 -0500
Subject: Re: Deathmatch Level Testing..

> From: swift1@powergrid.electriciti.com (Dave Swift)
> Reply-To: doom-editing@nvg.unit.no
>
> I want to test play my deathmatch levels in single play to see the
> placement of things and test play it without having to link up
> with someone.. Is there a way to play a level and make Doom2
> think that there is another player?
>
> Thanks...

Besides running it as -net 1 (which I believe will allow THINGS with
multi-player bits set to show up) Try hacking the frame tables in
the EXE (Does DHACKED do DOOM2 Tree?) so that the sargents are the
same width and speed(running) as a player. This is a good way to
test how things will look while you are running for your life. This
is not for the faint of heart, however, the sargents become very
difficult to deal with when set up this way (kinda like other
players, which is my point). :)

BTW this was originally Tom Neff's idea (from the WAD-TEAM)--- CWCD

Have a good day,
John



__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* Johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}

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

From: gene.homan@merlins-realm.com (Gene Homan)
Date: Tue, 7 Feb 1995 15:25:53 GMT
Subject: UnGob for Dark Forces.

All right folks,

Here's the little utility to pull files from the Gob Wads 8).

It's not fancy but it works. If anyone can decipher the formats for
thee sprites, textures and map data, we'll be on our merry little way.

Gene Homan gene.homan@merlins-realm.com

*** NOTE: The following is a UUEncoded file ***

begin 0777 UNGOB.ZIP
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0```"``(`;@```+0B````````
``
end


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

From: sky@euler.Verity.COM (Sky Golightly)
Date: Tue, 7 Feb 1995 07:40:55 -0800
Subject: Re: Dark Forces GOBS

> On Feb 6, 18:52, Anthony Spataro wrote:
> Now, now, not all of us can afford a SPARCstation. =)

Well...too bad. :p


- --
Sky Golightly, Software R & D E-Mail: sky@verity.com
Verity, Inc., 1550 Plymouth Office: +1 415.960.7685
Mountain View, CA 94043-1230 Fax: +1 415.960.1421

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

From: cmacord@fedex.com (Charlie Acord)
Date: Tue, 07 Feb 1995 09:46:48 -0600
Subject: Converting Saved Games

Hey, any of you editing gurus out there know how to convert saved games
between Doom versions?
I just upgraded my registered Doom and Doom II to 1.8, and now none of my
saved games will run
under 1.8. I saved the old versions, but I would like to get on 1.8 on both
games and be done with it. When I dump one of my saved games (Doom or Doom
II), I see the name of the saved game, followed by several bytes of nulls
(probably for a longer name), followed by the string "
version 106". I was
kinda hoping there would be one or a few bytes that I could change that
would do the trick.

Also, any known bugs in or problems with 1.8 in either game? In other
words, any reason why a person shouldn't go to it and not look back?

Thanks,


Charlie
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charlie Acord, "
the Green Marine" | "Wow, I just found the BFG-9000!!!!"
Telecom Div/FedEx/Memphis/TN | "
No kidding?"
(home of BBQ, the blues, and Elvis) | "
Yeah"......<click> <whoooooosh>
Internet: cmacord@fedex.com |
CompuServe: 75143,621 | #include <std_disclaimer.h>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


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

From: Ken1015@aol.com
Date: Tue, 7 Feb 1995 10:36:43 -0500
Subject: Re: UnGob for Dark Forces.

Could someone tell me what I need to use UUEncoded files and where to get it?

Thanks

Ken


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

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Tue, 7 Feb 1995 11:19:57 -0700 (MST)
Subject: Re: Converting Saved Games

On Tue, 7 Feb 1995, Charlie Acord wrote:

> I just upgraded my registered Doom and Doom II to 1.8, and now none of my
> saved games will run
>
> Also, any known bugs in or problems with 1.8 in either game? In other
> words, any reason why a person shouldn't go to it and not look back?
>
Well get out your utilities again 'cause there is now a 1.9 patch... Just
when you thought it was safe to go hunting..

- ------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca

DeathMatch.. The Ultimate Experience. WaD_MaN --> IRC
- ------------------------------------------------------------------------------


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

From: Matthew Miller <rmiller@infinet.com>
Date: Tue, 7 Feb 1995 14:41:32 -0500 (EST)
Subject: Re: Deathmatch Level Testing..

On Mon, 6 Feb 1995, Dave Swift wrote:

> I want to test play my deathmatch levels in single play to see the
> placement of things and test play it without having to link up
> with someone.. Is there a way to play a level and make Doom2
> think that there is another player?

Try `DOOM2 -DEATHMATCH -WARP xx -SKILL z'.
(xx is level number 01-30, z is skill level 1-5)

You won't get simulated extra players or whatever, but you *will* get
jettisoned to Deathmatch starts instead of the usual ones, and you will
see the `multi-player-only' objects.

Hope this works to your satisfaction!

Matthew Miller -- rmiller@infinet.com

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

From: Ian Springer <ips@eden.rutgers.edu>
Date: Tue, 7 Feb 95 15:29:59 EST
Subject: Re: UnGob for Dark Forces.

> Could someone tell me what I need to use UUEncoded files and where to get it?
>
> Thanks
>
> Ken
>
>

you need uuencode and uudecode (2 standard UNIX programs)...just do a
"
whereis uudecode" on your system and then add the directory where the
programs are located to your path..


- ------------------------< Ian Springer (RC '98) >----------------------------
ips@eden.rutgers.edu (general) ips@remus.rutgers.edu (computer science)
ips@usacs.rutgers.edu (USACS) ips@gandalf.rutgers.edu (honors program)
- -----------------------------------------------------------------------------

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

End of doom-editing-digest V1 #150
**********************************

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