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Doom Editing Digest Vol. 01 Nr. 169

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #169
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 20 February 1995 Volume 01 : Number 169

Re: id-ea
Re: id-ea
Re: WAD Tricks
re: DEU 5.3 Suggestions (was id-ea)
Re: Radical new thread...
Re: WAD Tricks
Re: id-ea
Re: DEU 5.3 Suggestions (was id-ea)

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

From: Ed Phillips <flaregun@udel.edu>
Date: Sun, 19 Feb 1995 13:54:46 -0500 (EST)
Subject: Re: id-ea

There is a book out called "The Lost Level of Doom" (or something
close to that). It looks like a full 1-1 thru 3-9 set, all with a
theme. The book include several disks and talks about the maps and key
sections and some story line. It looks pretty neat... I may eventually
pick it up. The price was $16.95 at Border's Books. I've seen it at
Electronic's Boutique, Computer City, etc., too tho'.

Ed

/****************************************************************************/
/* Ed Phillips flaregun@udel.edu University of Delaware */
/* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */
/****************************************************************************/


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

From: tedv@geom.umn.edu
Date: Sun, 19 Feb 95 13:17:16 CST
Subject: Re: id-ea

> Just to drag the topic down even further, I hope they're not going to use
> DEU 5.3 for the project...

:) Actually... It depends on who makes the levels. If they are people who
can go into iD software and use their computers, they will me using DoomEd
v.92 (iD's DOOM editor). If they are not, the people will use a DOOM editor
of their choice.

But I must say... You really shouldn't say that you hope they won't use DEU
5.3. Why? Because you haven't seen DEU 5.3. I haven't seen DEU 5.3. DEU
5.3 doesn't exist right now. You can say you hope they won't use the Beta.
But that goes without saying.

BTW, I don't think it's really right to call DEU 5.3 a beta. Raphael did a
bit no-no in my opinion. He rewrote all of the structure of DEU and did not
recompile it since November. The "beta" was the first thing that actually
compiled and sort of ran. I think he released it because everyone was
clammoring for SOMETHING. (ahem... remember DOOM 1.4? 1.5? 1.6?) Once the
actual structure is done and stable, we'll put in some new features.

Actually....... If I get inspired for it, I think I'll merge the linedef
and vertex editing mode. Make the use of vertexes a little more transparent.
Anyway...

BTW... What do you guys WANT from DEU 5.3? Mail me a list of your
suggestions. I can compile it and say what we can do, what we can't do, and
what we might do. And please don't say something like "an XXXX like editor
YYYY". Explain exactly what it is and what you like about it.

Time is the contraint here, but I think you guys would prefer an release
of DEU 5.3 as opposed to a 5.22, no? :)

- -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: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Sun, 19 Feb 1995 15:35:34 -0500 (CDT)
Subject: Re: WAD Tricks

>Evil Genius wrote:
>>
>> I have heard about several WAD "tricks" you can do, like transparent doors
>> and invisible stairs. How are these done, and are there any more such
>> "tricks"?
>>
>I haven't had time to examine the transparent doors trick yet - sounds
>impossible though. Unless the doors are _totally_ transparent, in which
>case it's the same as the invisible stairs.
>
>Here's how the stairs work. Simply (:)) fool the doom engine, so that the
>object placement routines believe that the stair is a small sector within the
>stair, and the drawing routines don't see the small sector. Then the stair
>sector has the height and flats of the background, and the small sector
>has the height you want the invisible step to be.
>
>Take a look at UAC_DEAD for a "diagram" - This keyboard doesn't support
>ASCII art. :) But basically the lines of small sector should have both
>sidedefs pointing at the small sector. And that should do it.
>
>Why does it work? Who knows? Where would I find such a man? Why am I asking
>you? I guess it is because the above sets up an inconsistency between the
>nodes and the blockmap, such that the in the nodes (object placement), the
>small sector fills the stair, while in the blockmap (ray casting) the stair
>is encountered first, then the ray casting ignores lines which don't point
>to the stair sector. Damn. I hope this isn't documented elsewhere, or I've
>just wasted some thinking.
>
>I guess that a transparent door is possible with transparent textures on
>the faces, too. This one's a bit harder to explain, though... Transparent
>textures have to be on the middle, rather than upper or lower. So 'hang'
>the texture (once the texture runs out vertically, the rest is left blank)
>on the bottom of a door-like sector mounted higher in the wall, out of
>sight. It should be possible to arrange 'doorstops' in the frame, I think.
>Then put a totally transparent door just beyond the hanging texture, and
>link both to the same trigger linedef for remote doors. Again, I hope this
>hasn't been used before, otherwise there's more thinking down the tubes.
>
>As for other tricks, well, I guess I just don't know. Comments, anyone?
>
>Hope this helps,
>
>Steve.
>
I heard about turrets in someone's WAD. How were they done? Must have
been a linetype 48 trick. Also, to Matt Fell, textures WILL animate on a
2-sided line. I saw in the Specs they wouldn't. But, being my usual non-
conformant self, I had to check it out. It animated. BTW, thanks for the
reply Steve. Loved Trinity.
-- Evil Genius (Jimmy Sieben)

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Sun, 19 Feb 1995 16:37:28 -0500 (CDT)
Subject: re: DEU 5.3 Suggestions (was id-ea)

>Actually....... If I get inspired for it, I think I'll merge the linedef
>and vertex editing mode. Make the use of vertexes a little more transparent.
>Anyway...
>
What do you mean "merge"? Like DCK does? IF it is what I think you mean,
it'll
be nice. No more using that v&l key constantly ;).
>BTW... What do you guys WANT from DEU 5.3? Mail me a list of your
>suggestions. I can compile it and say what we can do, what we can't do, and
>what we might do. And please don't say something like "an XXXX like editor
>YYYY". Explain exactly what it is and what you like about it.
Put the ability to type texture names back in...it was gone from 5.3. Also,
search/replace: search for a line of type 62, for example, or a sector with tag
#4. How about thing masks? ex. Bring up some dialog box to say "OK, I want to
only display and edit things on Difficulty 1&2, and only MultiPlayer ones. Also,
maybe user-configurable colors. Pull up a preference box, and select colors.
That
shouldn't be too hard to implement: just use global constants for the colors,
and assign them at run-time. How about a DEU.INI editor built in the program?
That will make it more idiot-proof to the newbies :) Also, possibly make the
menus drag-acrossable. By that I mean select the file menu, and drag the mouse
over to the Misc. menu and pull down, etc... Also, IMHO the menu should stay
up after you let go of mouse button until you clickelsewhere. Just makes it
a tad
easier to use. Finally, implement some pre-fab operations: stairs, teleporters,
etc...
Whew! Tall order! :)
>
>Time is the contraint here, but I think you guys would prefer an release
>of DEU 5.3 as opposed to a 5.22, no? :)
Of COURSE! Doing a 5.22 would mean writing code that you know will have
to be
rewritten anyway. Makes no sense. I think we can wait for 5.3.
>
>-Ted
-- Evil Genius (Jimmy Sieben)

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

From: JaMu@ix.netcom.com (Carlos Dwa)
Date: Sun, 19 Feb 1995 14:47:43 -0800
Subject: Re: Radical new thread...

You wrote:

>
>I am sorry to have to post this to
>My_Editor_Rules_Yours_Sucks@nvg.unit.no but I'll risk the flame bath
>anyway.
>
>I've got this little deathmatch WAD I've been building. I'm trying
>to make it *extreamly* nice. It is not complicated but, there is
>some detail to it. I took some extra time to put shadows off of
>some of the buildings, and the son_of_a_gun blows up after running
>fine for a while. It pukes out this...
>
>R_DrawPlanes: Visplanes Overflow (129)
>
>Obviously a buffer limit is being reached here, but I have never run
>into this before(and I have made some extreamly complex wads).
>
>I am no newbie, and I am not missing anything basic (texture, tag,
>sidedef). When I go in and remove the shadows it runs fine. If it
>was too many texture lines in view, I would have expected HOM but
>this is weird.
>
>If you have run in to this before (or are the head programmer of the
>best game on earth), and know what the deal is give me a shout. I have
>already decided to remove the detail and release it in a lesser form.
>I would love to find a way to leave it in, however.


I have the same problem. Please let me know if you come up with
anything. It would be a shame if detail is this limited. However
I have just really started and may have unrealistic expectations.

Carlos


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 19 Feb 1995 17:49:17 EST
Subject: Re: WAD Tricks

l-sieben@MEMPHIS.EDU (ulasieben) ,in message <01HN8LP89C1E9AOD2N@MSUVX1.MEMPHIS
.EDU>, wrote:

> I heard about turrets in someone's WAD. How were they done? Must have
> been a linetype 48 trick. Also, to Matt Fell, textures WILL animate on a
> 2-sided line. I saw in the Specs they wouldn't. But, being my usual non-
> conformant self, I had to check it out. It animated. BTW, thanks for the
> reply Steve.

animated textures do not work on ST linedefs in engine version 1.2 (the
last version that vaguely worked on my GUS).


Also, Genesis was kind enough to remind me of the error in the linedef
section of the UDS.

The descriptions of linedef 105 and 111 are switched. If you sort the
linedefs numerically, the error becomes apparent.

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sun, 19 Feb 1995 17:22:00 -0500
Subject: Re: id-ea

DO>I heard a rumor that iD is actually planning on this. Releasing a new level
DO>pack or two. But this is all a bit rumor, so don't quote me.

I heard this rumor as well, from a pretty damn good source...

matt tag
- ---
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------------------------------

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 19 Feb 1995 19:30:40 EST
Subject: Re: DEU 5.3 Suggestions (was id-ea)

l-sieben@MEMPHIS.EDU (ulasieben) ,in message <01HN8NUYWIRM9AP3PR@MSUVX1.MEMPHIS
.EDU>, wrote:

> only display and edit things on Difficulty 1&2, and only MultiPlayer ones. Al
>> so,
> maybe user-configurable colors. Pull up a preference box, and select colors.
> That
> shouldn't be too hard to implement:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Typical user comment :)

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

End of doom-editing-digest V1 #169
**********************************

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