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Doom Editing Digest Vol. 01 Nr. 226
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #226
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 30 March 1995 Volume 01 : Number 226
Re: graphic enhancement
Re: UDS 1.666 errors
Re: cure for HOM in transparent doors
Re: Real ques. this time
Re: Tag 666
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From: Greg Lewis <gregl@engin.umich.edu>
Date: Wed, 29 Mar 1995 15:25:46 -0500 (EST)
Subject: Re: graphic enhancement
> I am in the works of makeing all of the graphics in doom. I am doing
> this by extracting the graphics usisng doomed and copying them into a
> graphics package and sharpening them. It will be done by the end of
> may and I am asking $10 for the basic and $20 for the full pathc +
> instructions, shareware packages that I used and other cool stuff.
Um, isn't it illegal to redistribute Id's product, or any part
thereof? Especially for money? Seems a bit on the illegal side to me...
Greg
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From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Wed, 29 Mar 1995 15:41:52 -0500 (CDT)
Subject: Re: UDS 1.666 errors
>l-sieben@MEMPHIS.EDU (ulasieben) ,in message <01HOORIEDI6Q9D82MC@MSUVX2.MEMPHIS
> .EDU>, wrote:
>
>> Yeppers. UDS are very good, partly because of its writer!!! <G>
>> Perhaps some people with a lot of spare time should sit down and verify
>> everythin gin the UDS not already verified, to be sure it is all correct.
>> Especially revise the sections with wrong information.
>
> What' do you think we've been doing for the past few days? Anyway, I don't
>think we should expect Matt Fell to verify everything. Nobody has that much
>free time. We should do the verifying, and provide him with the summarized
>results (by posting to doom-editing).
>
Thats what I meant. We should all sit down and try to look at stuff
in UDS that hasn't already been verified, and tell him our results.
Obviously we dont need to review the WAD structire stuff, etc.... But
maybe some of the stuff like linetypes and write more detailed
sections on what happens when....like what you can do after linetype xx
has ben used, and can other lines act on it later, and stuff like that.
-- Evil Genius (Jimmy Sieben)
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Wed, 29 Mar 1995 15:37:34 -0500 (CDT)
Subject: Re: cure for HOM in transparent doors
>I deleted the posts I'm replying to, but they're so recent anyone
>following this thread will recall. Robert Fenske Jr. meantioned two
>possibilities relating to unexpected HOM occurring in the door-sides of a
>transp. door: a product of nodes building &\or 1 door-side linedef
>should be numbered lower than the doorfaces.
>
>I can pretty much guarantee you the thing is product of nodes building. I
>don't mess with my stained-glass doors in my finished level but I've got
>a huge 2000x128 sector turned into a transparent door in a test.wad. The
>2000 face is midbars so any HOM is easy to see. Right now when I load
>test.wad there's no HOM. The only thing that's changed since when there
>was HOM is nodes building due to meddling with vertices in other sectors
>entirely. The door-face linedefs are numbered 10&11, the sides are
>numbered 9&6. So the
>nodes explanation accounts for how I e-mailed someone with step by step
>description of how to make 'perfect' transp doors, only to find that HOM
>mysteriously appeared, then vanished and reappeared, and now are gone
>again. It might be that something as simple as splitting a linedef then
>redoing the nodes will be enough to get rid of HOM when it occurs there
>- knowing the explanation is as good as a cure in this case.
I dont remebetr if I got HOM in doors...I'll have to dig out my test
WAD again to see....I don't think I did though when using your instructions.
>E. Genius replied to this topic with something to the effect that if you
>make the door rise turbo, and make only the top half transparent, some
>kind of problem is fixed. I don't know what problem that is. When the
>'HOM in doorsides' problem occurs it is visible when the door is closed,
>not when the door is open (there is no HOM in doortracks...). Also, the
>speed of opening makes no appreciable difference. OK, in my 2000x128
>door you can stand under it when it's open & watch when it comes half
>down, attempting to close. What you have is 2 infinitely thin lines
>dropping (the doorfaces), which have the midbars texture on the outside &
>the
>ceiling texture (of the door sector) pasted on the inside (even tho' the
>inside is defined to be midbars too, this is only seen from the outside
>looking in thru' the transparency). The visible ceiling of the
>transparent door sector, seen from the inside, is the same ceiling
>texture as the adjacent ceiling textures. Therefore knowing this should
>be enough to make a workable design. For example, if you wanted to make
>rising cage sides from midbars wouldn't you make 2 or more quite thin
>doors (4pixels or so) and have them all triggered by the same switch?
>etc etc.
The problem I had is the leaking ceiling problem....the ceiling of the
rising
door looks very strange when rising at the player's height....using the
turbo rise
doo makes the effect less noticable. I havent been able to remove this yet.
-- Evil Genius (Jimmy Sieben)
------------------------------
From: Andrew Morton <amorton@nsn.scs.unr.edu>
Date: Wed, 29 Mar 1995 14:57:42 -0800 (PST)
Subject: Re: Real ques. this time
On Mon, 27 Mar 1995, Greg Garrison wrote:
> I had made a lot of levels with Domcad for doom 1
> but im haveing trouble with doomcad for doom2 everydoor i make
> says its a not closed sector. Strange.
>
> Any ideas??
I started out with doomcad I like the program don't get me wrong but it's
not the most stable program. Once it crashes a level nothing can pick up
the pieces. So all I use it for is editing sectors. Then I take the WAD
into DCK to build the nodes. Doomcad gave me about every error known to
DOOM. Some times when you delete a line it keeps looking for it when it
even if you create a new one. If the sector isn't too big (or imposible
to recreate) you probably should just delete it and recreate.
Now... to every one else where can I get the UDS?
Thanx in advance.
Andy
------------------------------
From: "Christopher S. Kling" <kling@ist.flinders.edu.au>
Date: Thu, 30 Mar 1995 09:23:56 +0930
Subject: Re: Tag 666
> Isn't the 666 tag used on MAP07 of DOOM 2 to open the outside area after
> all the Mancubi are dead? If so, we can at least add the Mancubus to the
> list of "bosses."
I have tried this and 667 with the arachnotrons but is not foolproof.
Sometimes it works then the next it won't. It would be better if we
found out more about it because it would make wads much more
interesting
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End of doom-editing-digest V1 #226
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