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Doom Editing Digest Vol. 01 Nr. 233
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #233
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 5 April 1995 Volume 01 : Number 233
Re: Doom II Extra Levels VI?
Re: 8 Player Expandability?
8 or 16-player DOOM Hack
Re: Introduction of New WADs
RE: Re: Introduction of New WADs
Re: 8 Player Expandability?
Re: sprite problems...
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: sprite problems...
Re: sprite problems...
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
----------------------------------------------------------------------
From: "Kram Llens" <MSNELL@kitsune.art.rmit.edu.au>
Date: Tue, 4 Apr 1995 09:46:48 EST-10
Subject: Re: Doom II Extra Levels VI?
> Has anybody heard anything about the Doom II Extra Levels Part VI
> Being put out by GT Interactive Next month? I noticed a advertisement at
> One of my local Software Etc. Stores. Anybody got anything on this?
>
> Tom
There was something about it on the id home page, along with some
news of a heretic II
Kram
Kram_Llens@rmit.edu.au RMIT, Melbourne, Australia
Ph (03) 660 3862 Fax (03) 660 3728
"I bought some dehydrated water, but I don't
know what to add to it" -Steven Wright
------------------------------
From: jordanf@globalone.net
Date: Mon, 3 Apr 1995 19:54:46 -0400
Subject: Re: 8 Player Expandability?
On Mon, 3 Apr 1995, Brad Willman wrote:
> its possible...
> i've DONE/MADE it...
> i've PLAYED it...
> my own coustum colors...
> REQUIRES Silicon Graphics Machines though...
> i've also done 16 player...
> lots of NEW colors...
> hacked exe...
> major fun... :) BUT even on a FULL pentium server(not Silicon Grafix)
> it was IMMENSELY slow...
>
>
>
>
> -----------------------------------------------------------------------------
> brad.willman@bbs.uniserve.com (Brad Willman)
>
You said it requires a SGI machine, but then you said it's fun "even on a
FULL pentium server" which implies it's possible on PC's. Is it? And
when you say it was immensely slow, is that 16 player or 8 player?
------------------------------
From: genghis@ilces.ag.uiuc.edu (Scott Coleman)
Date: Mon, 3 Apr 1995 21:38:26 -0500 (CDT)
Subject: 8 or 16-player DOOM Hack
> From: brad.willman@bbs.uniserve.com (Brad Willman)
> Date: Mon, 03 Apr 1995 05:04:00 -1320
> Subject: Re: 8 Player Expandability?
>
> its possible...
> i've DONE/MADE it...
> i've PLAYED it...
> my own coustum colors...
> REQUIRES Silicon Graphics Machines though...
> i've also done 16 player...
> lots of NEW colors...
> hacked exe...
> major fun... :) BUT even on a FULL pentium server(not Silicon Grafix)
> it was IMMENSELY slow...
Wow, that's amazing! I'm intrigued - please tell me more! How did you
accomplish this technical marvel? Please feel free to get as technical
as you feel is necessary to explain it. Also, tell me more about the
Pentium server.
Thanks!
------------------------------
From: whity@netcom.com (brandon perry)
Date: Mon, 3 Apr 1995 20:03:15 -0700 (PDT)
Subject: Re: Introduction of New WADs
> On Mon, 3 Apr 1995, Charlie Acord wrote:
>
> > 3. Mr. Perry, your reply inidcates that you are a rude and arrogant asshole.
> > If you do not have something helpful to say, I suggest you keep quiet,
> > rather than flaming and insulting people.
> >
> > Thank you,
> >
> >
> > Charlie Acord
>
> KABLAM!
>
> Jordan Feinman
I flame who needs to be flamed, and obviously, old Charles needs a bit of
flaming. He stills seems to misunderstand everyone's suggestions. Oh well.
Brandon
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 4 Apr 1995 08:27:51 +0100
Subject: RE: Re: Introduction of New WADs
Why don't Charlie and Brandon go and sling mud elsewhere? it may
be amusing to read but it just creates bad vibes on this list
------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Tue, 4 Apr 95 00:29 PDT
Subject: Re: 8 Player Expandability?
> its possible...
> i've DONE/MADE it...
> i've PLAYED it...
> my own coustum colors...
> REQUIRES Silicon Graphics Machines though...
> i've also done 16 player...
> lots of NEW colors...
> hacked exe...
> major fun... :) BUT even on a FULL pentium server(not Silicon Grafix)
> it was IMMENSELY slow...
> -----------------------------------------------------------------------------
> brad.willman@bbs.uniserve.com (Brad Willman)
I think he's pulling our leg!
* ---------------------------------------------------------------- *
/ Irritant at large: Ben Morris bmorris@islandnet.com /
/ I have an Amateur Psychoanalysis Shield +5 .. don't even try it! /
* ---------------------------------------------------------------- *
------------------------------
From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Tue, 4 Apr 1995 10:19:52 +0200
Subject: Re: sprite problems...
>Actually the name of the object was originally AMG1A0. so I made graphics
>AMG1A1 through AMG1A8. Deutex accepted them and Deusf removed the original
>AMG1A0 and replaced it with the 8 new ones (deusf -append) Well, I started up
>heretic and it did the traditional sprite lockup (like it did when I tried to
>load [GRAPHICS] as [SPRITES] Whoops.) So, fellow gurus, what gives?
It's been a long time since I originally did the WAD editing stuff on
frames/rotations/sprite lumps which is described in the UDS 1.666.
I did this using a UNIX filter to convert ASCII WAD directory listings
into binary WAD files (e.g. the "in"famous empty WADs used with DOS DMADDS :).
If there's no difference in sprite handling between HERETIC and DOOM 1.2
(read: dhe and hhe tables are the same, animation is controlled by frame
letters 'A', 'B' ... only, not number of rotations soft-wired into the
EXE somewhere), I don't have a clue. Haven't used Deu*** and/or Heretic
that much.
Now somebody on this list mentioned use of "multi patch textures" for
Heretic sprites (Robert Forsman, in a PFME related remark, AFAIR ?). That
would be a difference indeed. Anybody care to enlighten me?
B.
P.S.: found one, "Bob's Consistency Checker", Jan. 24th, quote
"Since Heretic has some things that use multiple patches...."
Please elaborate.
------------------------------
From: Yank <jimu@allmalt.cs.uwm.edu>
Date: Tue, 4 Apr 1995 06:27:38 -0500 (CDT)
Subject: Re: 8 Player Expandability?
> > its possible...
> > i've DONE/MADE it...
> > i've PLAYED it...
> > my own coustum colors...
> > REQUIRES Silicon Graphics Machines though...
> > i've also done 16 player...
> > lots of NEW colors...
> > hacked exe...
> > major fun... :) BUT even on a FULL pentium server(not Silicon Grafix)
> > it was IMMENSELY slow...
> > -----------------------------------------------------------------------------
> > brad.willman@bbs.uniserve.com (Brad Willman)
>
> I think he's pulling our leg!
No, really. We got 32 players going yesterday. In truecolor too!
(At about two frames a second though...)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Mon, 03 Apr 1995 20:48:00 -1320
Subject: Re: 8 Player Expandability?
Slow as hell on 16 with FULL p100's...
but not TERRIBLY bad with 8 player... although the color selection is KINDA
odd.. :)
Red, Green, Indigo and Brown are STILL there... but..
Blue, Orange, PURPLE and PINK are in there too :)
(juust to make it a bit easier to find some people :)
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 04 Apr 1995 10:59:05 EDT
Subject: Re: sprite problems...
Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de> ,in message <199504040819.KA
A02620@colossus.nero.uni-bonn.de>, wrote:
> Now somebody on this list mentioned use of "multi patch textures" for
> Heretic sprites (Robert Forsman, in a PFME related remark, AFAIR ?). That
> would be a difference indeed. Anybody care to enlighten me?
Twas me.
The key gizmos (96, 95, 94) in Heretic are a combination of KGZ1A0 (the
serpent-demon) holding one of KGZ[YBG]A0 for the different key colors.
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Tue, 4 Apr 1995 12:54:07 -0400 (EDT)
Subject: Re: sprite problems...
> Twas me.
>
> The key gizmos (96, 95, 94) in Heretic are a combination of KGZ1A0 (the
> serpent-demon) holding one of KGZ[YBG]A0 for the different key colors.
I don't have Heretic handy to check, but I thought that it was a simply
color-shift (ala green/red/brown/etc marines in Doom) for the different
colors. I haven't seen multi-patch sprites before.
Greg
------------------------------
From: setc@together.net (Ross Carlson)
Date: Tue, 4 Apr 1995 15:13:07 -0400
Subject: Re: 8 Player Expandability?
- -----------------------------------------------------------------------------
>> > brad.willman@bbs.uniserve.com (Brad Willman)
>>
>> I think he's pulling our leg!
>
>No, really. We got 32 players going yesterday. In truecolor too!
>(At about two frames a second though...)
>
Uhm, is this "doom-editing", or "we-are-all-dreaming"?
- -Ross
P.S. - Just so you all know, I finally got multiplayer doom running on my
network of 12 Commodore VIC-20's.
______________________________________________________________________
| |
| Ross A. Carlson - setc@together.net |
| "Trials & Tribulations" Super-Wad Home Page: |
| http://together.net/~setc/thewad.html |
| My home page: http://together.net/~setc/index.html |
|______________________________________________________________________|
| |
| It will be a great day when our schools have all the money they |
| need, and the Air Force has to hold a bake sale to buy a bomber. |
|______________________________________________________________________|
------------------------------
From: jordanf@globalone.net
Date: Tue, 4 Apr 1995 16:00:21 -0400
Subject: Re: 8 Player Expandability?
>
> Slow as hell on 16 with FULL p100's...
> but not TERRIBLY bad with 8 player... although the color selection is KINDA
> odd.. :)
> Red, Green, Indigo and Brown are STILL there... but..
> Blue, Orange, PURPLE and PINK are in there too :)
> (juust to make it a bit easier to find some people :)
Cool! I'm interested in getting a 6-player game going... that shouldn't
be bad with IPX'd P90's. So where can I get your hack? :)
------------------------------
From: tedv@geom.umn.edu
Date: Tue, 4 Apr 95 16:37:50 CDT
Subject: Re: 8 Player Expandability?
> Slow as hell on 16 with FULL p100's...
> but not TERRIBLY bad with 8 player... although the color selection is KINDA
> odd.. :)
> Red, Green, Indigo and Brown are STILL there... but..
> Blue, Orange, PURPLE and PINK are in there too :)
> (juust to make it a bit easier to find some people :)
Is this just deathmatch/altdeath, or is there support for Cooperative? I
think it might be kinda funky to do the different start spots...
- -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)
------------------------------
End of doom-editing-digest V1 #233
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