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Doom Editing Digest Vol. 01 Nr. 227

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #227
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 31 March 1995 Volume 01 : Number 227

Re: Sound
Graphic enhancementt
Re: Sound
Re: cure for HOM in transparent doors
Re: UDS 1.666 errors
Re: UDS 1.666 errors
Re: Graphic enhancementt
Re: UDS 1.666 updates
Re: Graphic enhancementt
Re: Sound

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

From: Murray Chapman <muzzle@cs.uq.oz.au>
Date: Thu, 30 Mar 1995 10:31:24 +1000 (EST)
Subject: Re: Sound

On 29 Mar 1995 jdh15@po.cwru.edu wrote:

> Ummm... Lines tagged to block sound do not affect players, only
> monsters. What players hear is determined by their absolute
> distance (as the crow flies) from the source of the sound, and
> nothing else. The "source" of a crushing ceiling is located at the
> geometric center of the sector. I have done a fair amount of
> expermineting along these lines.

...except for throwing switches, which alway sound extremely close.

Murray

- -- Murray Chapman Zheenl Punczna --
- -- muzzle@cs.uq.oz.au zhmmyr@pf.hd.bm.nh --
- -- University of Queensland Havirefvgl bs Dhrrafynaq --
- -- Brisbane, Australia Oevfonar, Nhfgenyvn --


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

From: Dave Worth <mbworth@argo.unm.edu>
Date: Wed, 29 Mar 1995 18:22:38 -0700 (MST)
Subject: Graphic enhancementt

I am merely extracting the graphics into gifs and distributingthe gifs.
This has been done many time by individuals around the naion. I am in
the works of talking to ID to make sure it is legal.

Dave


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

From: <jdh15@po.cwru.edu>
Date: 30 Mar 1995 04:41:43 GMT
Subject: Re: Sound

Murrtay Chapman sagte:

> ...except for throwing switches, which alway sound extremely close.

Other sounds, such as the waking of cyber- and spider demons,
always play at max volume. Also, I believe that the Spawn
Shooter's alert noise is tagged this way. Now, the question
becomes: is there a way to change which sounds are played loudly?

- -j

- ---------------------------------------------------------------------------
- - Jeremy Holland ----
- -- jdh15@po.cwru.edu ---
- --- http://maniac.cwru.edu/~deth/ --
- ---- "Help! Help! I'm being repressed!" -
- ---------------------------------------------------------------------------


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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Wed, 29 Mar 95 22:45:51 PST
Subject: Re: cure for HOM in transparent doors

In reply to my post Evil Genius said:

> 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.

Right. In most cases the wierd view from below to inside the door when
the door is rising is a trifling problem. Use a ceiling color for the
door sector that closely matches the door color, and make the door thin
enough relative to how low on the door the transparency is placed. But I
agree that using turbo when possible is the best course. Now I see that
when the door is half raised the ceiling texture from the door sector is
momentarily pasted, in extreme close up, on the transparent sections of
the door face. This is a flash lasting the time of one screen redraw,
and when the ceiling texture of the door sector matches the ceiling
texture of the adjacent sectors it amounts to nothing more than a
momentary dance of identical looking pixels. For example I just made a
rectangular cage with walls that are 4 transparent doors made of MIDBARS.
I put an arachnotron in there because I like the sound when they get
shot. So a player comes along and sees the cage, wonders whether the
bars are impenetrable or not, sees they aren't so feels safe, shoots at
the arach, triggers (G1) the doors to rise and gets wiped out. Love it!
Makes the game that much less predictable. But G1 isn't turbo. Does
this matter? I don't think so. Even when you know what to look for the
flash of pixels can hardly be seen.

ps. in a previous post when I used the term 'subsectors' I didn't know
what the hell I was talking about. So my statement was smoke.


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

From: "L.J.M. Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Thu, 30 Mar 1995 11:35:39 MET-2DST
Subject: Re: UDS 1.666 errors

> 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.

Don't forget to add new information. In the current UDS there is no
info specific to Heretic. This is of course not that difficult to
add. A list that clearly states the differences in available line
types and sector types would be useful for instance. I hate those
messages telling me that I (as a player) entered a sector with an
unknown sector type because my editor seemed not to know that
certain sector types are valid for DOOM but not for HERETIC (Ben
Morris, are you listening?).

Wouldn't it be a good idea to have a WWW site with 'Unofficial
Unofficial Doom (&heretic) Specs' (UUDS) where extensions not
covered in the UDS (and bugs) are available pretty soon after they
have been discovered? Iterations of the UDS seem to be released now
only slightly more frequent than new versions of DEU :-). But there
is a lot more known than the UDS covers.
Sorry, I have no access to a HTTP server, so I won't volunteer
myself. Just an idea...

Luc Cluitmans


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 30 Mar 95 11:28:35 +0100
Subject: Re: UDS 1.666 errors

At 8:41 pm 29/3/95, ulasieben wrote:
> 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.

Most things have been thoroughly verified. I have checked ALL linetypes
over the last few months and posted the results here recently. I think
there is only the "up Short Texture" that really needs checking in
detail--too many possibilities for me to be sure I've covered them all.
I've never really seen much need for this line anyway though.

I think an expansion of the specs would be more useful now--which is why
I'm trying to get a proper handle on things like the tag 666/667 thing. And
there's still a hole where the "saved game" section should be. And how do
people feel about a Heretic spec? I feel this could be an addendum to the
UDS (though I haven't suggested this to Matt, except here!)

As an alternative to the UDS (not that anyone who has the UDS should need
one, mind) I hope to have an online version of most of the essential
WADsters info on my web pages before too long. And there are full summaries
of the basics in "Tricks of the DOOM programming Gurus" which is scheduled
for publication in April. Though by then, it could all be out of date, of
course. ;)

- -Steve



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

From: Aragorn! <bsc4074@dcs.napier.ac.uk>
Date: Thu, 30 Mar 1995 12:04:38 +0100 (BST)
Subject: Re: Graphic enhancementt

On Wed, 29 Mar 1995, Dave Worth wrote:

> I am merely extracting the graphics into gifs and distributingthe gifs.
> This has been done many time by individuals around the naion. I am in
> the works of talking to ID to make sure it is legal.
>
> Dave
>
Can't we all do this ourselves if we want to?
And what's the point?

\ \ / / /\ "Beware the Jabberwok,
-BURBLE- \\{__}// /((\ my son!
/ / \ \ \|aa|/ ) ) The jaws that bite,
_____vvvV__(oo)__Vvvv__(_(_ the claws that snatch!
| `` |
| Aragorn! |
| bsc4074@dcs.napier.ac.uk | Beware the jubjub
|___________________________| bird, and shun
';;;;;( )` The frumious
\ \/ \ \// Bandersnatch!"

_/_/ _/ /
vvvV^ Vvvv - Lewis Carroll





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

From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Thu, 30 Mar 1995 13:41:36 +0200
Subject: Re: UDS 1.666 updates

>Wouldn't it be a good idea to have a WWW site with 'Unofficial
>Unofficial Doom (&heretic) Specs' (UUDS) where extensions not
>covered in the UDS (and bugs) are available pretty soon after they
>have been discovered?

You'll find the Dec., 15th version of the UDS 1.666 at


http://www.nero.ui-bonn.de:/~bernd/uds.html



I'm willing to maintain a more or less frequent update. For
the time being, there will be a separate "Errata" file. There
is a sketch of "Errata" available. I haven't kept track of
everything posted this week. Please send me some short mail
with "UDS" as subject, stating the updates or errors I should
include, *after* you have looked at the "Errata" file.

I will *NOT* do any confirmation, as I'm not exactly doing PWAD
editing at the moment. If you find any errors, please send me
a mail with Subject: UDS as well.



B.


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

From: <jdh15@po.cwru.edu>
Date: 30 Mar 1995 12:37:03 GMT
Subject: Re: Graphic enhancementt

> I am merely extracting the graphics into gifs and distributingthe gifs.
> This has been done many time by individuals around the naion. I am in
> the works of talking to ID to make sure it is legal.

Yeah, but you're making people _PAY_ for them. Are you giving a
share of your income to iD? It seems to me that you'll have to. I
mean, I have DOOM graphics on my WWW home page, and nobody has
complained, including John Romero, who visited my page, but I don't
have a lot, and I'm not making any money off it. I think if you
distribute the entire DOOM gaphics collection as .GIFs and make
money off it to boot, you will be in serious violation of copyright
laws. I doubt very much that iD will let you do this. (Without
charging you some type of license fee.) Now, if you distributed
the program that extracted the graphics and enhanced them, that
would be ok, since you're no longer distributing copyrighted
material. (assuming the graphics-enhancement programs are yours.
If not, you're back to the selling-other-people's-stuff problem.)

- -j

///////////////////////////////////////////////////////////////////////////
Exp[Pi*Sqrt[-1]]+1=0
From the depths of complexity comes the beauty of simplicity...
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Jeremy Holland jdh15@po.cwru.edu http://maniac.cwru.edu/~deth/


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

From: Greg Lewis <gregl@umich.edu>
Date: Thu, 30 Mar 1995 13:08:08 -0500 (EST)
Subject: Re: Sound

> Other sounds, such as the waking of cyber- and spider demons,
> always play at max volume. Also, I believe that the Spawn
> Shooter's alert noise is tagged this way. Now, the question
> becomes: is there a way to change which sounds are played loudly?

I believe there may be... someone named Fletcher very recently pointed
out some new info on the Sound fields in DeHackEd. Apparently the
mysteriously labeled "0/1" field determines whether the sound is played
at full volume all the time (1) or at variable distance-dependant volume
(0). All the *act and *sit sounds are 1, along with the weapon-up and
item-up sounds.
Also, supposedly the "Value" field for the sounds is relative volume
when sounds are mixed together. For instance, chainsaws and moving
ceilings are fairly loud over other sounds, and have quite high mixing
numbers.
So there may be a way...

Greg


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

End of doom-editing-digest V1 #227
**********************************

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