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Doom Editing Digest Vol. 01 Nr. 103
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #103
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 30 December 1994 Volume 01 : Number 103
Re: sidedef mode
Coordinate problems
Heretic Wad Editing
Re: DoomCad help please
HERETIC MAP INFO
Re: HERETIC MAP INFO
Re: HERETIC MAP INFO
Re: HERETIC MAP INFO
Re: HERETIC MAP INFO
Re: sidedef mode
Doomcad actions FAQ
----------------------------------------------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 28 Dec 1994 20:55:00 -0500
Subject: Re: sidedef mode
DO>Have you considered binding the sidedef editing mode to the linedef editing
DO>mode? I know DEU does this, as might other editors. This has the added
DO>bonus of at partially making the internals more transparent. Ie, sidedefs
DO>aren't just some things floating out there; they're bound to certain lines.
DO>Which reminds me... Is there any editor out there that has made vertices
DO>a "transparent" internal wad structure, like the nodes, reject, and blockmap?
DO>I mean... The user doesn't really know they're there (or at least doesn't
DO>have to know they're there to edit a decent level). My guess is that this
DO>would make editors easier to use.
I thought of making Vertices transparent for DoomCAD but decided against it
because I didn't know exactly how to differentiate adding a NEW vertex from
connecting to an EXISTING one. Sure, I could use a distance formula, but
how close should I make it?
matt tag
- ---
þ OLX 2.1 TD þ I still miss my ex-wife, but my aim is getting better
- ---------------------------------------------------------------
PC-Ohio PCBoard pcohio.com
The Best BBS in America Cleveland, OH
DATA: 216-381-3320 FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 28 Dec 1994 21:15:00 -0500
Subject: Coordinate problems
DO>I'd like to hear some comments from some of you about the relationship of
DO>the DOOM coordinate space to the physical device coordinate space.
DO>I'm working on a WAD editor for Macintosh since Macintosh DOOM will be
DO>able to use PC WADs when it is released.
DoomCAD is written in Visual Basic, which transparently allows Windows to have
arbitrary coordinate systems. When reading a WAD, I just find the minimum
and maximum x and y, extend each by 100 units, and use these coordinates
as my Window Coordinates.
As for Zooming, I think I just chose an arbitrary value to Zoom into,
or I zoom in a percent of the current width.
matt tag
- ---
þ OLX 2.1 TD þ Hastur! Hastur! Hastur! Who says he can't be named?
- ---------------------------------------------------------------
PC-Ohio PCBoard pcohio.com
The Best BBS in America Cleveland, OH
DATA: 216-381-3320 FAX: 216-291-2685
- ---------------------------------------------------------------
------------------------------
From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Thu, 29 Dec 1994 00:03:09 -0800
Subject: Heretic Wad Editing
DoomEds,
I've had no problem developing a workable Heretic wad using the new
things.def file available at ftp.cdrom.com with the DoomEd Ver 3 Alpha 8.
Run Idbsp and youre home free. The same program will also work a great
Doom II wad using the things.def update specifically for that purpose as
well. Neither are totally dialed in yet but its one of the ways I've
found to get there.
Mud,
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com
------------------------------
From: terryh@fullfeed.com
Date: Thu, 29 Dec 1994 08:46:51 -0600 (CST)
Subject: Re: DoomCad help please
"(Hulio494@aol.com) Once Muttered:"
>
> I have 4 questions about DoomCad2.
>
> #1 How come when I load the Doom2.wad and in lineDef mode look at the action
> of a linedef, the action box is all grey. This seems to happen when I click
Check your doomcad.ini file. For some reason, the ini file will get "damaged"
and will require some manual editing. You can pretty much tell by looking at
it if that's the problem. Each line in the .ini file should start with a
number (for the linedef section) then an equal sign then a description. Make
sure that there are *no* spaces or extra characters at the end of the line.
> #2 How come when I use a prefabed polygon sector, and then save the .wad, it
> comes up with a bunch of "Partition node not found" or "incorrect" or
> something like that? I believe the parent sector's sidedef's are correctly
> edited when the polygon is inserted?? What's up? I'd really like to be able
> to use this option!
Make sure you have the parent sector (the sector you want to put the polygon
inot) selected *before* you do anything in prefab mode. If you are doing this
e-mail matt.tagliaferri@pcohio.com and tell him what you are doing and what
errors you get. He's very helpful when it comes to fixing bugs.
>
> #3 When using the tools for cut and paste and such, It locks up on
> "cutting". How can this be remedied?
Fixing you .ini file may fix this. I haven't tried this feature with ver 5.0
so I'm not sure what to tell you about this.
>
> #4 What is the "Aspect Ratio" option?
You can adjust the aspect ratio to make squares look like squares. With ver
5.0 you can do this either with the "Map" menu option or by typing "x" or "y"
to increase the x and y scale respectively, or ctrl-x or ctrl-y to decrease
the x and y scale.
>
> Thank you in advance.
> P.S. If there is a detailed faq on for DoomCad, please let me know where I
> can find it so I won't be asking these dumb questions (I'm still fuzzy on
> "Upper and Lower Unpegged Textures") :)
There was a document I read one time a while back when Doom editing first
came to be that explained about pegging and unpegging. I would try taking
a look at the "Unofficial Doom Specs" by Matt Fell. You should find what
you are looking for there.
------------------------------
From: John Romero <johnr@idcube.idsoftware.com>
Date: Thu, 29 Dec 94 11:38:09 -0600
Subject: HERETIC MAP INFO
As usual, I must support the elite coven of WAD-techs out there for HERETIC's
release! Enjoy this info -- and maybe you'll see something you didn't ALREADY
know about!
Line Special Values:
- -----------------------------------------
42:Button_Close_Door
43:Button_Lower_Ceiling_To_Floor
45:Button_Lower_Floor
60:Button_Lower_Floor_To_Lowest
61:Button_Open_Door
62:Button_Plat_Down_Wait_Up_Stay
63:Button_Raise_Door
64:Button_Raise_Floor
66:Button_Raise_Floor_24
67:Button_Raise_Floor_32
65:Button_Raise_Floor_Crush
68:Button_Raise_Floor_Near&Change
69:Button_Raise_To_Nearest_Floor
70:Button_Turbo_Lower_Floor
48:Effect_Scroll_Left
99:Effect_Scroll_Right
46:Impact_OpenDoor
24:Impact_RaiseFloor
47:Impact_RaiseFloorNear&Change
31:Manual_Door_Open
32:Manual_Door_Open_Blue
33:Manual_Door_Open_Red
34:Manual_Door_Open_Yellow
1:Manual_Door_Raise
26:Manual_Door_Raise_Blue
28:Manual_Door_Raise_Red
27:Manual_Door_Raise_Yellow
72:Retrigger_Ceiling_Crush
73:Retrigger_Ceiling_Crush_&_Raise
74:Retrigger_Ceiling_Crush_Stop
75:Retrigger_Close_Door
76:Retrigger_Close_Door_30
77:Retrigger_Fast_Crush_&_Raise
80:Retrigger_Light_Turn_On
81:Retrigger_Light_Turn_On_255
79:Retrigger_Lights_Very_Dark
78:Retrigger_LightsToDimmestNear
83:Retrigger_Lower_Floor
84:Retrigger_Lower_Floor_&_Change
82:Retrigger_Lower_Floor_To_Lowest
85:Retrigger_LwrFloorRaiseCeiling
86:Retrigger_Open_Door
87:Retrigger_Perpetual_Plat_Raise
88:Retrigger_PlatDownWaitUpStay
89:Retrigger_Platform_Stop
90:Retrigger_Raise_Door
100:Retrigger_Raise_Door_Turbo
91:Retrigger_Raise_Floor
92:Retrigger_Raise_Floor_24
94:Retrigger_Raise_Floor_Crush
96:Retrigger_Raise_ToShortTexture
93:Retrigger_RaiseFloor24_&_Change
95:Retrigger_RaiseFloorNear&Change
97:Retrigger_TELEPORT
98:Retrigger_Turbo_Lower_Floor
7:Switch_Build_Stairs
107:Switch_Build_Stairs_16
49:Switch_CeilingCrush&Raise
9:Switch_Change_Donut
50:Switch_Close_Door
11:Switch_EXIT
41:Switch_Lower_Ceiling_To_Floor
102:Switch_Lower_Floor
23:Switch_Lower_FloorToLowest
103:Switch_Open_Door
21:Switch_PlatDownWaitUpStay
29:Switch_Raise_Door
101:Switch_Raise_Floor
55:Switch_Raise_FloorCrush
15:Switch_RaiseFloor24
14:Switch_RaiseFloor32
20:Switch_RaiseFloorNear&Change
18:Switch_RaiseToNearestFloor
51:Switch_SecretExit
71:Switch_Turbo_Lower_Floor
8:Trigger_Build_Stairs
106:Trigger_Build_Stairs_16
44:Trigger_Ceiling_Crush
25:Trigger_CeilingCrush&Raise
57:Trigger_CeilingCrushStop
3:Trigger_Close_Door
16:Trigger_CloseDoor30
52:Trigger_EXIT
6:Trigger_Fast_Crush_&_Raise
104:Trigger_Lights_To_Dimmest_Near
35:Trigger_Lights_Very_Dark
12:Trigger_LightTurnOn
13:Trigger_LightTurnOn255
38:Trigger_Lower_Floor_To_Lowest
19:Trigger_LowerFloor
37:Trigger_LowerFloor&Change
40:Trigger_LowerFloorRaiseCeiling
2:Trigger_Open_Door
53:Trigger_PerpetualPlatformRaise
10:Trigger_PlatDownWaitUpStay
54:Trigger_PlatformStop
4:Trigger_Raise_Door
5:Trigger_Raise_Floor
58:Trigger_Raise_Floor_24
59:Trigger_Raise_Floor_24&Change
56:Trigger_Raise_FloorCrush
22:Trigger_RaiseFloorNear&Change
30:Trigger_RaiseToShortTexture
105:Trigger_SecretExit
17:Trigger_StartSlowStrobing
39:Trigger_TELEPORT
36:Trigger_Turbo_Lower_Floor
Sector Special Values:
- -----------------------------------------
6:Ceiling_Crush&Raise
4:Damage_LavaFlow
16:Damage_LavaHefty
5:Damage_LavaWimpy
7:Damage_Sludge
10:Door_Close_in_30
14:Door_Raise_in_5_Mins
11:Exit_SuperDamage
15:Friction_Low
2:Light_Fast_Strobe
1:Light_Flickering
8:Light_Glowing
3:Light_Slow_Strobe
13:Light_SynchStrobeFast
12:Light_SynchStrobeSlow
23:Scroll_EastFast
22:Scroll_EastNormal
21:Scroll_EastSlow
24:Scroll_EastVeryFast
20:Scroll_EastVerySlow
28:Scroll_NorthFast
27:Scroll_NorthNormal
26:Scroll_NorthSlow
29:Scroll_NorthVeryFast
25:Scroll_NorthVerySlow
33:Scroll_SouthFast
32:Scroll_SouthNormal
31:Scroll_SouthSlow
34:Scroll_SouthVeryFast
30:Scroll_SouthVerySlow
38:Scroll_WestFast
37:Scroll_WestNormal
36:Scroll_WestSlow
39:Scroll_WestVeryFast
35:Scroll_WestVerySlow
9:SecretArea
41:Wind_EastNormal
42:Wind_EastStrong
40:Wind_EastWeak
44:Wind_NorthNormal
45:Wind_NorthStrong
43:Wind_NorthWeak
47:Wind_SouthNormal
48:Wind_SouthStrong
46:Wind_SouthWeak
50:Wind_WestNormal
51:Wind_WestStrong
49:Wind_WestWeak
Things: (the first value is the direction [in degrees], 2nd value is the
ThingValue [important one], the 3 decimal values are the R,G,B values of the
color we use in the editor, NOICON means no icon is associated with that thing
in the editor)
- -----------------------------------------
Ammo_BlasterHefty = 270 55 7 (0.862072 0.223045 0.000000) NOICON
Ammo_BlasterWimpy = 90 54 7 (0.862072 0.223045 0.000000) NOICON
Ammo_CrossbowHefty = 270 19 7 (0.862072 0.223045 0.000000) NOICON
Ammo_CrossbowWimpy = 270 18 1 (0.862072 0.223045 0.000000) NOICON
Ammo_GoldWandHefty = 0 12 7 (0.862072 0.223045 0.000000) NOICON
Ammo_GoldWandWimpy = 180 10 7 (0.862072 0.223045 0.000000) NOICON
Ammo_MaceHefty = 0 16 7 (0.862072 0.223045 0.000000) NOICON
Ammo_MaceWimpy = 180 13 7 (0.862072 0.223045 0.000000) NOICON
Ammo_PhoenixRodHefty = 90 23 7 (0.862072 0.223045 0.000000) NOICON
Ammo_PhoenixRodWimpy = 90 22 1 (0.862072 0.223045 0.000000) NOICON
Ammo_SkullRodHefty = 0 21 7 (0.862072 0.223045 0.000000) NOICON
Ammo_SkullRodWimpy = 90 20 7 (0.862072 0.223045 0.000000) NOICON
Arti_BagOfHolding = 90 8 7 (0.845759 0.000000 0.875866) NOICON
Arti_Egg = 90 30 7 (0.845759 0.000000 0.875866) NOICON
Arti_FireBomb = 90 34 7 (0.845759 0.000000 0.875866) NOICON
Arti_Fly = 90 83 23 (0.845759 0.000000 0.875866) NOICON
Arti_HealingComplete = 90 32 7 (0.845759 0.000000 0.875866) NOICON
Arti_HealingHefty = 270 82 7 (0.130390 0.731040 0.120777) NOICON
Arti_HealingWimpy = 90 81 3 (0.276894 1.000000 0.023286) NOICON
Arti_Invisibility = 90 75 7 (0.845759 0.000000 0.875866) NOICON
Arti_Invulnerability = 90 84 7 (0.845759 0.000000 0.875866) NOICON
Arti_Shield1 = 90 85 7 (0.845759 0.000000 0.875866) NOICON
Arti_Shield2 = 90 31 7 (0.845759 0.000000 0.875866) NOICON
Arti_SuperMap = 90 35 7 (0.845759 0.000000 0.875866) NOICON
Arti_Teleport = 180 36 7 (0.845759 0.000000 0.875866) NOICON
Arti_TomeOfPower = 90 86 7 (0.845759 0.000000 0.875866) NOICON
Arti_Torch = 90 33 7 (0.845759 0.000000 0.875866) NOICON
Blob_Barrel = 0 44 7 (0.462065 0.413068 0.232307) NOICON
Blob_BrownPillar = 270 47 7 (0.462065 0.413068 0.232307) NOICON
Blob_Chandelier = 0 28 7 (0.462065 0.413068 0.232307) NOICON
Blob_FireBrazier = 270 76 7 (0.462065 0.413068 0.232307) NOICON
Blob_HangingCorpse = 0 51 5 (0.462065 0.413068 0.232307) NOICON
Blob_KeyGizmoBlue = 180 94 7 (0.001007 0.001556 1.000000) NOICON
Blob_KeyGizmoGreen = 0 95 7 (0.000381 0.372417 0.000580) NOICON
Blob_KeyGizmoYellow = 90 96 7 (0.967025 1.000000 0.020661) NOICON
Blob_Moss1 = 0 48 7 (0.462065 0.413068 0.232307) NOICON
Blob_Moss2 = 0 49 7 (0.462065 0.413068 0.232307) NOICON
Blob_SerpentTorch = 0 27 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang35 = 90 26 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang45 = 270 25 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang60 = 0 24 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang70 = 180 17 7 (0.462065 0.413068 0.232307) NOICON
Blob_SmallPillar = 0 29 7 (0.462065 0.413068 0.232307) NOICON
Blob_StalactiteLarge = 180 40 7 (0.462065 0.413068 0.232307) NOICON
Blob_StalactiteSmall = 0 39 0 (0.462065 0.413068 0.232307) NOICON
Blob_StalagmiteLarge = 270 38 7 (0.462065 0.413068 0.232307) NOICON
Blob_StalagmiteSmall = 180 37 7 (0.462065 0.413068 0.232307) NOICON
Blob_Volcano = 180 87 7 (0.034242 0.008667 0.413800) NOICON
Blob_WallTorch = 0 50 5 (0.462065 0.413068 0.232307) NOICON
GasBag = 90 2035 7 (0.027329 0.093890 0.248283) NOICON
GasBagGenerator = 0 43 7 (0.153890 0.075610 0.365520) NOICON
Key_Blue = 90 79 7 (0.077990 0.279794 0.772408) NOICON
Key_Green = 0 73 7 (0.000381 0.372417 0.000580) NOICON
Key_Yellow = 0 80 7 (0.962294 1.000000 0.038926) NOICON
Monster_Beast = 90 70 4 (0.324137 0.005737 0.047700) NOICON
Monster_Clink = 270 90 15 (0.324137 0.005737 0.047700) NOICON
Monster_Head = 270 6 14 (0.324137 0.005737 0.047700) NOICON
Monster_Imp = 135 66 15 (0.324137 0.005737 0.047700) NOICON
Monster_ImpLeader = 0 5 7 (0.324137 0.005737 0.047700) NOICON
Monster_Knight = 45 64 12 (0.324137 0.005737 0.047700) NOICON
Monster_KnightGhost = 270 65 6 (0.324137 0.005737 0.047700) NOICON
Monster_Minotaur = 0 9 7 (0.324137 0.005737 0.047700) NOICON
Monster_Mummy = 270 68 15 (0.324137 0.005737 0.047700) NOICON
Monster_MummyGhost = 90 69 2 (0.324137 0.005737 0.047700) NOICON
Monster_MummyLeader = 180 45 14 (0.324137 0.005737 0.047700) NOICON
Monster_MummyLeaderGhost = 180 46 6 (0.324137 0.005737 0.047700) NOICON
Monster_Snake = 270 92 9 (0.324137 0.005737 0.047700) NOICON
Monster_Sorcerer = 90 7 7 (0.324137 0.005737 0.047700) NOICON
Monster_SorcererSpot = 0 56 7 (1.000000 0.545930 0.822382) NOICON
Monster_Wizard = 180 15 12 (0.324137 0.005737 0.047700) NOICON
Player_1_start = 90 1 7 (0.358623 0.031907 0.207663) NOICON
Player_2_start = 90 2 7 (0.358623 0.031907 0.207663) NOICON
Player_3_start = 90 3 7 (0.358623 0.031907 0.207663) NOICON
Player_4_start = 90 4 7 (0.358623 0.031907 0.207663) NOICON
Player_Deathmatch = 90 11 23 (1.000000 1.000000 1.000000) NOICON
Sound_A1_Bells = 270 1205 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Drops = 270 1202 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_FastFootsteps = 90 1209 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Heartbeat = 90 1204 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Laughter = 90 1208 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_SlowFootsteps = 90 1203 7 (0.000000 1.000000 0.987091) NOICON
Sound_A2_Growl = 90 1206 7 (0.000000 1.000000 0.987091) NOICON
Sound_A2_Magic = 270 1207 7 (0.000000 1.000000 0.987091) NOICON
Sound_A2_Scream = 270 1200 7 (0.000000 1.000000 0.987091) NOICON
Sound_A2_Squish = 270 1201 7 (0.000000 1.000000 0.987091) NOICON
Sound_E1_Wind = 270 42 7 (0.000000 1.000000 0.987091) NOICON
Sound_E2_Waterfall = 90 41 7 (0.000000 1.000000 0.987091) NOICON
TeleportGlitter = 90 74 7 (0.875866 0.000000 0.262017) NOICON
TeleportGlitterExit = 0 52 8 (0.875866 0.000000 0.262017) NOICON
TeleportMan = 270 14 7 (0.862072 0.785668 0.272530) NOICON
Weapon_Blaster = 180 53 23 (0.448271 0.164541 0.022843) NOICON
Weapon_Crossbow = 0 2001 23 (0.448271 0.164541 0.022843) NOICON
Weapon_Gauntlet = 90 2005 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Mace = 90 2002 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Phoenix = 90 2003 7 (0.448271 0.164541 0.022843) NOICON
Weapon_RamSkull = 90 2004 7 (0.448271 0.164541 0.022843) NOICON
------------------------------
From: rrward@netcom.com (Richard Ward)
Date: Thu, 29 Dec 1994 10:25:37 -0800 (PST)
Subject: Re: HERETIC MAP INFO
So, John, You guys aren't going to be adding some of these keen new features
(wind, "current", sound makers, etc...) to DOOM 1.8 are you (ohpleaseohplease
ohpleaseohpleaseohpleaseohplease)?
Here's an idea for you guys, KEEN 3D (Commander Keen in a DOOM engine!).
Richard
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 29 Dec 1994 13:42:47 EST
Subject: Re: HERETIC MAP INFO
John Romero <johnr@idcube.idsoftware.com> ,in message <9412291737.AA11847@idcub
e.idsoftware.com>, wrote:
> As usual, I must support the elite coven of WAD-techs out there for HERETIC's
>>
> release! Enjoy this info -- and maybe you'll see something you didn't ALREAD
>> Y
> know about!
> Sound_A1_Bells = 270 1205 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A1_Drops = 270 1202 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A1_FastFootsteps = 90 1209 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A1_Heartbeat = 90 1204 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A1_Laughter = 90 1208 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A1_SlowFootsteps = 90 1203 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A2_Growl = 90 1206 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A2_Magic = 270 1207 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A2_Scream = 270 1200 7 (0.000000 1.000000 0.987091) NOICON
> Sound_A2_Squish = 270 1201 7 (0.000000 1.000000 0.987091) NOICON
> Sound_E1_Wind = 270 42 7 (0.000000 1.000000 0.987091) NOICON
> Sound_E2_Waterfall = 90 41 7 (0.000000 1.000000 0.987091) NOICON
12 kinds of excellence! So that's what those SOBs are. I wondered why
those 1200s were embedded in walls. Are any of these sounds localized? I
guess I can try to find out myself :)
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 29 Dec 1994 13:48:15 EST
Subject: Re: HERETIC MAP INFO
rrward@netcom.com (Richard Ward) ,in message <199412291825.KAA18232@netcom18.ne
tcom.com>, wrote:
> So, John, You guys aren't going to be adding some of these keen new features
>>
> (wind, "current", sound makers, etc...) to DOOM 1.8 are you (ohpleaseohplease
> ohpleaseohpleaseohpleaseohplease)?
Uh, why not just use the Heretic engine?
------------------------------
From: djr@infinet.com (Dan J. Rockwell)
Date: Thu, 29 Dec 1994 15:15:53 -0500 (EST)
Subject: Re: HERETIC MAP INFO
> John Romero <johnr@idcube.idsoftware.com> ,in message <9412291737.AA11847@idcub
>
> > As usual, I must support the elite coven of WAD-techs out there for HERETIC's
> > release! Enjoy this info -- and maybe you'll see something you didn't ALREAD
> > know about!
>
> > Sound_A1_Bells = 270 1205 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A1_Drops = 270 1202 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A1_FastFootsteps = 90 1209 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A1_Heartbeat = 90 1204 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A1_Laughter = 90 1208 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A1_SlowFootsteps = 90 1203 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A2_Growl = 90 1206 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A2_Magic = 270 1207 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A2_Scream = 270 1200 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_A2_Squish = 270 1201 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_E1_Wind = 270 42 7 (0.000000 1.000000 0.987091) NOICON
> > Sound_E2_Waterfall = 90 41 7 (0.000000 1.000000 0.987091) NOICON
>
> 12 kinds of excellence! So that's what those SOBs are. I wondered why
> those 1200s were embedded in walls. Are any of these sounds localized? I
> guess I can try to find out myself :)
>
Ah ha! So we can finally add sophiscated mood altering atomspheres
to our wads without cutting into our sounds for monsters. This is EXCELLENT.
And I see the final release will have some new monsters as well. EXCELLENT!
Now that list has been given, can the guys behind edmap get crackin on a
Heretic reversion editor? I've played with WADED and DoomCAd, their ok, I
just have a lot time spent in Edmap, and are more comfortable with it.
If any of the edmap creators or affiliates are on this list email me direct
if you can. I have a couple of questions. Thanks
Now that the morph-ovm has been done and is part of the engine, I imagine
this function can be taken even further thru dehack and or other utilities.
It really gives us a new playground of possibility.
Dan
------------------------------
From: tedv@geom.umn.edu
Date: Thu, 29 Dec 94 16:38:24 CST
Subject: Re: sidedef mode
> With sidedef mode you can do a multi-edit on textures that are on either
> side of a linedef. Before you had to edit all lines whose right sidedef you
> were interested in, then edit all lines whose left sidedef you were
> interested in. With a sidedef mode you can just mark the sector, shift-tab,
> and bingo, all the sector's sidedefs are marked so you can change all the
> textures at once. (Of course, you can unmark individual sidedefs that
> recieve special treatment, or just mark the ones you're interested in).
>
> Sidedef mode makes it much easier to do texture alignment. The machine
> doesn't have to do as much work to figure out what the user is asking.
Are we talking about manual texture alignment or computational texture
alignment? Manual texture alignment would indeed be easier, but a well
written texture alignment algorithm wouldn't care about linedefs.
Re: DEU's interface of sidedefs.
What I usually do about this problem is select all of the sidedefs that
I'm changing on one side, hit ALT-I 6 (flip selected linedefs) and then
select all of the others. Then change.
But that's not quite too intuitive. I haven't seen your editor, but I'd
hope that selection of sidedefs is more intuitive than this. :)
> So, like how are you going twiddle one vertex? This is done rather often.
> Vertex mode still has its uses. I could reduce the usage of vertex mode by
> adding a "draw sector" function that swaps in a new FSA for button clicks,
> but that's a little more work that I feel like doing right now. Maybe
> later.
No, I didn't mean to destroy a vertex mode. You *CAN* always use vertex
mode for one vertex changes. Just make it so that you don't *NEED* to
go to vertex mode if you're, say, inserting a line, or moving a line.
- -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: Hulio494@aol.com
Date: Thu, 29 Dec 1994 18:18:04 -0500
Subject: Doomcad actions FAQ
Does anyone know where there would be an FAQ for DoomCad (or DEU) that will
explain how to use most of the "actions" for line defs?
Common knowledge tells me what alot of them do, but equally, there are alot
that I am not sure about (unless I try every one of them).
ie How do stair building actions work? I experimented and really
#^$&^$(* things up!
hulio494@aol.com
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End of doom-editing-digest V1 #103
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