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Doom Editing Digest Vol. 01 Nr. 230

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 #230
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 2 April 1995 Volume 01 : Number 230

Re: Custom floor lowering?
Re: Another DEBUNK alert

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

From: Shawn L Hawkins <SLH3622@tntech.edu>
Date: Sat, 01 Apr 1995 15:18:31 -0600 (CST)
Subject: Re: Custom floor lowering?

> A thin dummy sector (1 or 2 thick) could be placed around the lowering

This reminds me. I've got a wad or two with a `hidden window', that is, a
window that you can see through on one side, shoot through on boths sides,
but blends into the wall on one side. Unfortunately, to get the textures
right (I was using (ICK!) STARTAN3, as I was playing around), I'd get the
upper and lower textures beautifully aligned, but when I added a normal it
horked. If I gave it a Y-adjustment, it was `black' instead of pasting
more of the texture. So instead, I did this:

| | Sector Floor Ceiling
+-+------+ 1 128 256
| | | 2 128 256
| | | 3 150 224
1 |2| 3 | 4 4 128 256
| | |
+-+------+
| |

The line between 1 and 2 has a STARTAN3 normal texture, and the window
proper doesn't start until sector 3. Sector 2 is only two units wide--so
that if you're running along the wall in hallway Sector 1, you can't see
into the window. You can get butted up against the edge of sector 2, but
otherwise you can't tell it's there.

Is this a proper way to do it, or is there a better/more efficient method?

Filby

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

From: SWassell@sv.span.com (Stephen Wassell)
Date: Thu, 30 Mar 95 20:57:04 GMT
Subject: Re: Another DEBUNK alert

In article ** unknown ** you write:
>At 8:48 pm 28/3/95, ulasieben wrote:
>>etc... have fabulous uses. One question, though....I tried to put a crushing
>>ceiling in my level far away from the level part, so you couldn't hear it. I
>>then replaced the sound with a machine hum I wanted. I had start crush lines
>>all around the player starts, and it did crush. I wanted the machine hum to be
>>heard in a portion of my level, so I tried to use these extended sctors to make
>>the crusher sound "jump" across the level. It didn't. Is there anything I
>>can do,
>>or am I just overlooking some kind of stupid error?
>
>The latter, I'm afraid. DOOM only propagates player sounds to monsters
>using the "permeate the sector jump through all 2-s lines with air-gap"
>rule. The propagation of sounds TO PLAYERS is handled by different rules
>beyond the WAD's control. Remember that you can hear monsters on the other
>side of closed doors without any sound conduits, once the engine has
>decided you should know about them! DOOM uses pure physical distance to
>determine the loudness of sounds and takes no account of the true geography
>or sector configurations.

In my experience of very large crushing sectors, the sound seems to emenate
from the middle of one side - the further from that spot, the quieter the
sound - even if you're about to be squished!

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / 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 #230
**********************************

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