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Doom Editing Digest Vol. 01 Nr. 193

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #193
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 2 March 1995 Volume 01 : Number 193

Re: Weird WAD Problems
Re: Event driven sounds
Re: Event driven sounds
Re: The WAD
Re: Event driven sounds
Re: Event driven sounds
Re: Things stuck in walls
thing radius
Re: Event driven sounds
Re: Things stuck in walls
Empty messages
Re: Weird WAD Problems
Re: "The WAD" Counter

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

From: Greg Lewis <gregl@umich.edu>
Date: Tue, 28 Feb 1995 20:14:21 -0500 (EST)
Subject: Re: Weird WAD Problems

> Hey there. I am having an error I have never heard of or seen before:
> Fisrt, my level is HUGE! Over 700 sectors, over 4000 sidedefs, etc... It's
> big. Now, I never noticed these problems before. There is one room where
> I can go to it, and shoot from a certain direction at the corner, and
> Doom screws up. The screen looks like the one you get when you have a
> linedef without sides, but I can play the level! Also, there is another
> section where this problem pops up. Except in this place, it's a large,
> tall room (256 floor, 640 ceiling), very big. But, here's the kicker:
> when I walk past a certain point, don't shoot even, and bam! Doom kicks
> me back to DOS. I can use the computer still, after resetting my video
> mode, but weird! Never seen this before. Also, the weapon I shot was the
> shotgun. This was in Doom 1 v1.666. Any ideas?

Make it into 2 WADs? :)

Seriously, someone else (lordwolfie on IRC) wrote a very large WAD,
about 750K sans any graphics or anything, all one level. If there are
any size-related problems, he'd probably be the one to ask. Otherwise, I
don't think I've ever heard of anything size-related before.
What error message do you get when you get kicked to DOS? Any?

Greg


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

From: bennes@rpi.edu (Scott Benner)
Date: Tue, 28 Feb 1995 21:09:47 -0500
Subject: Re: Event driven sounds

Robin J Patenall, lover of plasma guns, wrote:
o Does anybody know how to make a patched sound occur when the player crosses
o a linedef, I've only seen this is Yakworld.Wad, when the player enters the
o arena with the cyberdemon, or was there some hidden event I did not see ?

If its anything like AliensTC, they took a monster, set its movement to 1
(or 0) and set its spotting sound to the "patched sound". It works, but you
sacrifice a monster slot in the process.

Ahh, but in Heretic, there are pre-made sound objects. They're ambient sounds
none-the-less, but hey...

- -- Scott

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

From: setc@together.net (Ross Carlson)
Date: Tue, 28 Feb 1995 22:26:51 -0500
Subject: Re: Event driven sounds

>Does anybody know how to make a patched sound occur when the player crosses
>a linedef, I've only seen this is Yakworld.Wad, when the player enters the
>arena with the cyberdemon, or was there some hidden event I did not see ?
>
The only way I know you could do this, would be to have the linedef trigger
a lift or something, and then replace the lift sound with your ambient
sound. Of course, you wouldn't be able to use the lift anywhere else.

Just a thought, there's probably a better way, if you hear of one, please
let me know.

- -Ross
****************************************
* Ross Alan Carlson *
* setc@together.net *
* "THE WAD" Home Page: *
*http://together.net/~setc/thewad.html *
****************************************


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

From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Mon, 27 Feb 1995 10:33:28 -0800
Subject: Re: The WAD

>>This sounds like a fun project for y'all, but how long do you really think
>it
>>will take to get this thing together? Hopefully not all the way into this
>>coming fall. There will be a tremendous Quake around that time. And you
>will
>>all laugh at how small and silly and hard-to-modify DOOM is. You will
>>instantly forget about DOOM, just as you all have forgotten about Wolf 3D.
>
>>By the way, our new programmer is . . . .
>
>
>>Michael Abrash! He will be here Saturday and officially start on Monday!
> Oh,
>>yes. Quake will rule the cosmos. And for much longer than DOOM could hope
>
>>for. Just had to stir the pot -- talk to y'all later!
>
>>John Romero
>>id Software, inc.
>
>Why thank you John, thats just what we need to boost moral on this project!
><Sigh>
>
>Tom (Clock Paradox)
>
>
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ SwiftDave@Aol.Com

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

From: RKIRCHER@delphi.com
Date: Wed, 01 Mar 1995 04:55:39 -0500 (EST)
Subject: Re: Event driven sounds

> From: ee41rp@ee.surrey.ac.uk
>
> Does anybody know how to make a patched sound occur when the player
crosses
> a linedef, I've only seen this is Yakworld.Wad, when the player enters the
> arena with the cyberdemon, or was there some hidden event I did not see ?
>
> --
> Plasma guns rule * * * * * * * * * * * * * * *
*>
> Robin J Patenall ( Student at Surrey University, England)
> E-Mail ee41rp@ee.surrey.ac.uk
> * * * * * * * * * * * * * * * * * * *

Yakworld replaced DSCYBSIT, the "Cyberdemon Spots Player" sound, with the
"Ladies and gentlemen, welcome to the arena..." sound.

Pretty clever, IMHO.

- -Bob Kircher
rkircher@delphi.com

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

From: Robert E Arthur <rea@st-andrews.ac.uk>
Date: Wed, 1 Mar 1995 11:11:56 +0100
Subject: Re: Event driven sounds

> From doom-editing-owner@nvg.unit.no Wed Mar 1 02:15:10 1995
> Date: Tue, 28 Feb 95 17:18:05 EST
> From: Shriker <GILLS@qucdn.queensu.ca>
>
> On Tue, 28 Feb 1995 21:30:56 +0000 (WET) <ee41rp@ee.surrey.ac.uk> said:
> >Does anybody know how to make a patched sound occur when the player crosses
> >a linedef, I've only seen this is Yakworld.Wad, when the player enters the
> >arena with the cyberdemon, or was there some hidden event I did not see ?
> >
>
> Actually, I'm pretty darn sure that YAKWORLD simply replaced the CyberDemon's
> "yell" with the voice announcement, in .WAV format (or whatever).
>
> A better example might be what was done in Aliens-TC. I haven't taken a close
> look at it yet (to see how it was done), but it had something similar to what
> you're asking about. Anyone know how it was done ?

Yup - after a bit of investigation, he sacrificed some decorative things, made
them `invisible' with dehacked, kept the movement 0, and gave them alert sound.

Once they were placed right, they are completely un-noticable, and produce
required effect.


Byeeeee,
Bob.

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

From: kwreid@helix.net (Keith Reid)
Date: Wed, 01 Mar 1995 02:40:04 -0500
Subject: Re: Things stuck in walls

> On Mon, 27 Feb 1995, kwreid@helix.net (Keith Reid) wrote:

> > Could you be wrong in assuming that monsters are "square"? I mean,
> > I've edited levels before where if the monsters were actually
> > square (ie, take up a NxN grid rather than a circle of N/2 radius)
> > they'd be overlapping and should be "dancing" when you run the
> > level and they don't. However, if the circle representations of
> > the monsters when viewed from DEU overlap, they are indeed trapped.
>
> Of course, the Things are square. But this makes things even worse, since
> a NxN square covers a larger area than a circle with the same diameter.
> When I wrote that I use "radius" in my tests, this refers to the name of
> the variable, but it actually means "half the size of the square". :-)

Ouch, then this induces complications.

> Anyway, if you check some of the Things that I described in my previous
> message, you will see that a part of them is clearly inside a wall,
> regardless of the shape used for collision detection (circle or square).
>
> I'm still wondering: what is the real rule for "monsters stuck in walls"?

Here's a thought. If you notice some monsters get stuck in walls "more
easily" than others... (ie. One monster can be in a wall deeper than another
and still get out) It could have something to do with the monsters "speed".
If the monsters `speed' (distance traveled in one unit of time) is enough to
move him to a location directly OUTSIDE of a wall, then the wall can't trap
him... (?) This effect would also be related to the distance you can "grab"
things from off of shelves. The faster you're moving the deeper into the
shelf you can "reach".

Just a thought. Makes you do that "hmmm" thing.


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

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Wed, 01 Mar 1995 09:49:38 EST
Subject: thing radius

I just performed a test. I created a long room and placed enemies at
varying distances from the wall.

Monster Allegged Radius Wall stuck
Imp 20 12-1
Hell Knight 24 16-1
Mancubus 48 40-1
Arachnotron 64 52-1

It looks like the smaller monsters can be up to 8 embedded into a wall.
However, I have done no experiments with slanted walls. I'd finish this
bit of basic research, but I have a meeting to attend.

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

From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Wed, 1 Mar 1995 15:14:51 +0000 (GMT)
Subject: Re: Event driven sounds

On Tue, 28 Feb 1995, Scott Benner wrote:
> Robin J Patenall, lover of plasma guns, wrote:
> o Does anybody know how to make a patched sound occur when the player crosses
> o a linedef, I've only seen this is Yakworld.Wad, when the player enters the
> o arena with the cyberdemon, or was there some hidden event I did not see ?
> If its anything like AliensTC, they took a monster, set its movement to 1
> (or 0) and set its spotting sound to the "patched sound". It works, but you
> sacrifice a monster slot in the process.

You don't, _actually_. Think of the number of sounds there are in TC. You
sacrifice one object of any type.

David Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk Trinity, Cambridge
WOODHAL2.WAD ftpable. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| Loneliness pours over you: Emptiness can pull you through. |___|
| | | Your mother's eyes, from your eyes, cry to me... Queen, '39. | | |


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

From: setc@together.net (Ross Carlson)
Date: Wed, 1 Mar 1995 14:19:49 -0500
Subject: Re: Things stuck in walls

>Here's a thought. If you notice some monsters get stuck in walls "more
>easily" than others... (ie. One monster can be in a wall deeper than another
>and still get out) It could have something to do with the monsters "speed".
>If the monsters `speed' (distance traveled in one unit of time) is enough to
>move him to a location directly OUTSIDE of a wall, then the wall can't trap
>him... (?) This effect would also be related to the distance you can "grab"
>things from off of shelves. The faster you're moving the deeper into the
>shelf you can "reach".
>
>Just a thought. Makes you do that "hmmm" thing.
>
You are probably right, Keith, I remembe someone saying that you can get the
plasma rifle off of the little ledge in Map 01 without running off the lift
if you run past the ledge fast enough - never tried it myself.

>
****************************************
* Ross Alan Carlson *
* setc@together.net *
* "THE WAD" Home Page: *
*http://together.net/~setc/thewad.html *
****************************************


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

From: Arnt Gulbrandsen <agulbra@nvg.unit.no>
Date: Wed, 1 Mar 1995 19:11:21 +0100
Subject: Empty messages

It seems that several of the mailing lists at nvg have been spewing
out empty messages since I changed the configuration to handle the
higher traffic level of the last week well. Unfortunately, I have
been off the net for several days. I'll be back on tomorrow, and
will investigate then.

I'm sorry for any inconvenience this might cause.

- --Arnt (postmaster, nvg.unit.no)

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Wed, 01 Mar 1995 16:48:11 -0500 (CDT)
Subject: Re: Weird WAD Problems

>> Hey there. I am having an error I have never heard of or seen before:
>> Fisrt, my level is HUGE! Over 700 sectors, over 4000 sidedefs, etc... It's
>> big. Now, I never noticed these problems before. There is one room where
>> I can go to it, and shoot from a certain direction at the corner, and
>> Doom screws up. The screen looks like the one you get when you have a
>> linedef without sides, but I can play the level! Also, there is another
>> section where this problem pops up. Except in this place, it's a large,
>> tall room (256 floor, 640 ceiling), very big. But, here's the kicker:
>> when I walk past a certain point, don't shoot even, and bam! Doom kicks
>> me back to DOS. I can use the computer still, after resetting my video
>> mode, but weird! Never seen this before. Also, the weapon I shot was the
>> shotgun. This was in Doom 1 v1.666. Any ideas?
>
> Make it into 2 WADs? :)
>
> Seriously, someone else (lordwolfie on IRC) wrote a very large WAD,
>about 750K sans any graphics or anything, all one level. If there are
>any size-related problems, he'd probably be the one to ask. Otherwise, I
>don't think I've ever heard of anything size-related before.
> What error message do you get when you get kicked to DOS? Any?
>
>Greg
Well, I would split it, except it ruins the level's theme. Anyway, I can't
see an error message if there is one because of the video mode. When Doom
bombs me, I get a screen that is still in gfx mode, but has red, yellow, and
orange bars running down it. Looks like a screen you get if your level has a
line without sides in it, but this isn't the problem (my level runs until I
reach
these certain areas). Weird problem, eh?
-- Evil Genius (Jimmy Sieben

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

From: SWassell@sv.span.com (Stephen Wassell)
Date: Wed, 01 Mar 95 17:08:44 GMT
Subject: Re: "The WAD" Counter

In article <9502271504.AA30766@uvmark.vmark.com> you write:
>>>1) - Do we split the project in two?
>>>2) - If we split the project, what engine will be used for the first WAD?
>>>3) - And what engine will be used for the second WAD + DeHackEd patches?
>
> My votes are:
> 1) Yes.
> 2) Doom 1
> 3) Doom 1
>At one point, the executables for Doom 1 and and Doom 2 were the same.
>However, it was necessary that all parties in a Deathmatch had the same
>release. Shouldn't the question be not one of Doom1 or Doom 2, but 1.666
>or 1.7 or 1.9 ?

I suggest the 1.666 .exe. This is the most commonly available, so if
someone has a different version he can get it from one of the many s/w
copies around.

The later ones don't seem to have much advantage compared to the effort
of upgrading.

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell Oh, what sad times are these
\____ \ \ \/\/ / SWassell@sv.span.com when passing ruffians can say
(_____/ \_/\_/ Try coopers.wad! "Ni" at will to old ladies.


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

End of doom-editing-digest V1 #193
**********************************

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