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Doom Editing Digest Vol. 01 Nr. 273
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #273
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 10 May 1995 Volume 01 : Number 273
New WAD Project
visplanes error
Re: extracting sprites from wolf3d
Re: new user
Re: mines in doom... now stay stil1!
Re: visplanes error
Re: visplanes error
People on list creating 32 levels
Re: RE[2]: GccDEU2c
Re: Wadbuilders, combine your efforts!
Re: People on list creating 32 levels
RE: You should be in pictures
Re: People on list creating 32 levels
----------------------------------------------------------------------
From: Derek Schwenk <dschwenk@pepperdine.edu>
Date: Tue, 9 May 1995 09:54:48 -0700 (PDT)
Subject: New WAD Project
> What does everyone think of having a level built by everyone on
> here?? Kinda a passed thing from person to person... Everyone works on it
> for a couple days, making new graphics/sounds and expanding the level, then
> u/loads it to a site and the next person starts... Since everyone here
> probably is very experienced with making levels, I expect everyone could put
> together a very satisfying level... Thoughts??
Actually, that has been done already. It caused a flood on this list a
few months back. You should contact the TNT ("Trials and Tribulations" if I
remember correctly) project people and ask them for advice in setting up
another 32 level WAD. I remember it taking weeks for everyone to decide
who was going to do what.
**********************************************************************
* Derek Schwenk | Waiting for the "QUAKE" down *
* dschwenk@pepvax.pepperdine.edu | in Southern California! *
**********************************************************************
------------------------------
From: Paul Francis Turnbull <stenger@engin.umich.edu>
Date: Tue, 9 May 1995 12:56:11 -0400 (EDT)
Subject: visplanes error
Some of you may be interested in my recent discovery. This post describes
a PWAD that intermittantly crashed due to the "visplanes" error and what
I did to fix it.
The error occurred when the user was spinning rapidly near a 2S wall that
had the mid-bars texture on both normal sidedefs. There was clearly no
way that I was anywhere near an upper limit on 2S linedefs in view. However,
I found that by eliminating the texture on one side of the partially
transparent (mid-bars) linedef the error never again occurred.
Again, the error was intermittant to begin with (only occurring about 20%
of the time while the 2S linedef was in view and the user was spinning). And
the only change I made was to remove the texture from the opposite sidedef
(texture = -) of the 2S linedef. So it seems that if you want bars that can
be viewed from both sides use 2 separate 2S linedefs each with only one
normal texture set to mid-bars.
This was what I found while working on my level for the TnT project. The
file is called lcave1pt.zip and is available from the ftp site for TnT
project. If this is all widely known and obvious then I apologize.
Otherwise, I hope it helps the Doom editing guru's further understand this
amazing program (is this already part of "Bob's consistancy checker"?)
Paul Turnbull
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Tue, 9 May 1995 14:31:54 -0400 (EDT)
Subject: Re: extracting sprites from wolf3d
On Fri, 5 May 1995, Larry Mulcahy wrote:
> Is there a tool to extract the sprites from Castle Wolfenstein 3 in 3D?
> I'd like to pull out the sprites for the US soldier in camo fatigues
> from the old WOLF-US game.
Larry Mulcahy's address isn't working for some reason...at any rate, try
wolfed60.zip. It is available on ftp.uwp.edu
(/pub/games/msdos/id/home-brew/wolf3d I believe) and ftp.uml.edu
(/msdos/games/id/home-brew/wolf3d).
Matthew Miller -- rmiller@infinet.com
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Tue, 9 May 1995 14:24:54 -0400 (EDT)
Subject: Re: new user
On Tue, 9 May 1995, John Minadeo wrote:
> On Mon, 8 May 1995, Julio Marques Luz wrote:
>
> > As a starter, I would ask one of you guys to guide me on how to get
> > ready made new WAD's, that you guys have been working on. I am
> Try ftp.cdrom.com
> they seem to have quite a bit of stuff although I'm not sure what the
> exact path is... something like /pub/doom (you'll probably be able to
> figure it out...)
More like /.2/idgames/levels and I hope you can figure it out from there.
Matthew Miller -- rmiller@infinet.com
------------------------------
From: dethlejd@galt.osd.mil
Date: Tue, 09 May 95 14:38:17 -0400
Subject: Re: mines in doom... now stay stil1!
Gala spake thusly:
> Yeah... I got my mines to LOOK like they're on the ground (using Wintex
> to screw with the sprite insertion points), but the explosion and the puffs
> from shooting them appear about 30 pixels above the mine after
..yadda..yadda..yadda..
Hmm, kinda sounds like a bouncing betty. Mebbe you could work that angle into it.
- - Jim
____________________________________________________________________________
| | |
| Jim Dethlefsen | #include std_disclaimer.h |
| Systems Engineer | |
| Electronic Data Systems, Inc. | (703)695-1312 dethlejd@galt.osd.mil |
| OSD Backbone Services | |
|________________________________|___________________________________________|
| |
| Bureaucracy - Turning energy into solid waste |
|____________________________________________________________________________|
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 09 May 1995 15:28:36 EDT
Subject: Re: visplanes error
Paul Francis Turnbull <stenger@engin.umich.edu> ,in message <Pine.3.87.95050912
11.A2193-0100000@cubit.engin.umich.edu>, wrote:
> (is this already part of "Bob's consistancy checker"?)
No. Neither is the 128|256-something HOM limit. Errors that are
intermittent and vaguely understood or NP-complete are not good candidates
for automatic consistency checking.
------------------------------
From: johnsond@std.teradyne.com (Dean Johnson)
Date: Tue, 9 May 1995 12:36:29 -0700
Subject: Re: visplanes error
> The error occurred when the user was spinning rapidly near a 2S wall that
> had the mid-bars texture on both normal sidedefs. There was clearly no
> way that I was anywhere near an upper limit on 2S linedefs in view. However,
> I found that by eliminating the texture on one side of the partially
> transparent (mid-bars) linedef the error never again occurred.
Hmmm...I have the same sort of fixture in my tnt wad (transparent,
impassible, 2S linedef with midspace texture on both sides) but I
haven't had any problems. If you're curious check it out...
lmilt0dj.wad
- -D
------------------------------
From: M&Ms <millerm@uwwvax.uww.edu>
Date: Tue, 09 May 1995 15:16:38 CST
Subject: People on list creating 32 levels
There are already 2 projects underway for this....
A quick refresh from a few months ago. 2 projects were discussed. One was
a rewrite of the 32 levels with little or no changes. All that would be done
would be to create new levels in the spirit of the old DOOM. The other
project (the SuperWad one) was going to have new graphics, sounds, monsters,
etc.
Let me find the home page(s)....
Okay, the 2 sites are
http://remus.rutgers.edu:80/~ips/thewad
http://together.net/~setc/thewad.html
Inquire there to join those projects... and GOOD LUCK!
_ o o | Michael(M&M's)(millerm@uwwvax.uww.edu)(TEAM OS2) | _º_
\/o\ o o | Working? at UW-Whitewater; Ren- SysSnot HHJJ BBS | -=O O=-
/\_/ | (414-699-5560; 8am-2am CST; VBBS/2 on Warp v3) | \0/
------------------------------
From: ghoward@sonetis.com (Gordon Howard)
Date: Tue, 9 May 1995 13:29:50 -0700
Subject: Re: RE[2]: GccDEU2c
>> What does everyone think of having a level built by everyone on
>>here?? Kinda a passed thing from person to person... Everyone works on it
>>for a couple days, making new graphics/sounds and expanding the level, then
>>u/loads it to a site and the next person starts... Since everyone here
>>probably is very experienced with making levels, I expect everyone could put
>>together a very satisfying level... Thoughts??
>>
>> _____/
>> _/
>> ___/ ____/ ____/ ____/
>> _/ _/ _/ _/ _/ _/ _/
>> ______/ ____/ ____/ _/ _/
>> _/ Sysop of Genesis
>> ____/ Cosysops: Joker, Victoria, Wolf, Archemedes and The Tick
>> Featuring: Work By REB and IcE
>>
>>
>
>That's an old but good idea - you may set me on the list for that :-)
>
>-Florian
You can count me in too.....
(__)
(oo)
- -----<Ken Howard>--------o00-\/-00o-------------<ghoward@sonetis.com>--------
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Tue, 09 May 1995 15:39:22 -0500 (CDT)
Subject: Re: Wadbuilders, combine your efforts!
>> What does everyone think of having a level built by everyone on
>> here?? Kinda a passed thing from person to person... Everyone works on it
>> for a couple days, making new graphics/sounds and expanding the level, then
>> u/loads it to a site and the next person starts... Since everyone here
>> probably is very experienced with making levels, I expect everyone could put
>> together a very satisfying level... Thoughts??
>
>Well, I for one think this is a good idea. But, we could take this further. It
> [lots of stuff deleted]
>Let's give them a new challenge.
Yes, this is a great idea, and such a project is curretnyl being done 2
months ago, a new Doom 2 project was begun. It had basically the same goals.
This
project is now beginning to be completed, and we are aiming for a Mid to
Late June
release.
MOO
The Tuesday Terror,
-- Evil Genius (Jimmy Sieben)
l-sieben@sieben
"Forever Fragged,
Forever Fragging"
------------------------------
From: John Doggett <dogman@u.washington.edu>
Date: Tue, 9 May 1995 13:55:24 -0700 (PDT)
Subject: Re: People on list creating 32 levels
He wasn't talking about the same kind of thing. Passing *one* level=20
amongst 32 people would have *immensely* different results than having 32=
=20
people individually create 32 levels.
I'm curious what would happen, myself.
/=3D\ | =3D\ |- |- |
_ | /=3D\ |=3D\ /=3D\ | | /=3D\ /=3D| /=3D| /=3D\ | | | John D Dog=
gett
\=3D/ \=3D/ | | | | =3D/ \=3D/ \=3D| \=3D| \=3D \=3D \=3D | <dogman@u=
.washington.edu>
\=3D| \=3D| |
On Tue, 9 May 1995, M&Ms wrote:
> There are already 2 projects underway for this.... =20
>=20
> A quick refresh from a few months ago. 2 projects were discussed. One w=
as
> a rewrite of the 32 levels with little or no changes. All that would be =
done
> would be to create new levels in the spirit of the old DOOM. The other=
=20
> project (the SuperWad one) was going to have new graphics, sounds, monste=
rs,
> etc. =20
>=20
> Let me find the home page(s)....=20
>=20
> Okay, the 2 sites are
> http://remus.rutgers.edu:80/~ips/thewad
> http://together.net/~setc/thewad.html
>=20
> Inquire there to join those projects... and GOOD LUCK!
> =20
> _ o o | Michael(M&M's)(millerm@uwwvax.uww.edu)(TEAM OS2) | _=BA_
> \/o\ o o | Working? at UW-Whitewater; Ren- SysSnot HHJJ BBS | -=3DO O=
=3D-
> /\_/ | (414-699-5560; 8am-2am CST; VBBS/2 on Warp v3) | \0/
>=20
------------------------------
From: avatar@widomaker.com (Mackey McCandlish)
Date: Tue, 9 May 95 15:17 EDT
Subject: RE: You should be in pictures
Hey guys.. I'm not often very verbal around here, but I thought I'd
bring up a method I used to get around a small problem I had in a level
once, and would like to know what the rest of you woulda done.
Ok: In one of my pwads, Great Bridge (about to be tested for the 3rd
and final time then released), I situated the majority level as if it were
in one big ceilingless room, remotely like a big prison camp with walls and
towers (and a great bridge:). Anyway, this left big repeating textures
around the edges, cause the ceiling height was 600, and the walls around the
edges were only around 300. What I did, to get rid of those repeating
textures, was to replace Door2_4 with a big 128x128 %100 black pic, and
replace r_sky1 the same way, so all you'd see was a night as black as pitch,
so to speak. I made the neccesary lighting changes to this outdoor level
(added lights, darkened the level on a whole. Fun with visplanes!) and it
works fine, of course without a sky textures (which is refreshing, I
suppose). Now, what I learned AFTER making the level was that I coulda
supposedly just stuck an outer sector on there and dropped its ceiling
height to the floor level of the walls. Since it would have a ceiling
texture of f_sky, there wouldn't be any HOM problems. I haven't tried this
yet, but would this be the standard way of tricking DOOM into fixing that
problem, and are there any other useful applications of that trick? (I've
not payed too much attention to the invisible stairs thread, I'm afraid).
-*The Avatar*-
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!
------------------------------
From: johnsond@std.teradyne.com (Dean Johnson)
Date: Tue, 9 May 1995 14:56:48 -0700
Subject: Re: People on list creating 32 levels
Nota Bene: this message is cross-posted to both the wad-team and
doom-editing list.
On the wad-editing mailing list someone has independently suggested a
tnt-like project...
> From: M&Ms <millerm@uwwvax.uww.edu>
> Let me find the home page(s)....
>
> Okay, the 2 sites are
> http://remus.rutgers.edu:80/~ips/thewad
> http://together.net/~setc/thewad.html
>
> Inquire there to join those projects... and GOOD LUCK!
I can add a little...
Another name for the two projects is "alpha" and "beta." Alpha being
the simple wad addition and beta being the total conversion (TC). We
spawned our own mailing list when it becme obvious that we were
swamping the doom-editing mailing list.
Last I heard, the beta project had been pronounced dead due to lack of
interest. The alpha project is going stong but I'm not sure if they're
still accepting volunteers. It was getting to the point where we were
already comfortably large and it was difficult to bring new volunteers
up to speed. Definitely check the web pages and contact the powers
that be -- I'm on the alpha project but have nothing to do with
organizing it (outside of adding my opinions where appripriate (or not
so appropriate)). =) If nothing else we are getting to a point were
we'll need some reliable playtesters...
- -Deanster
------------------------------
End of doom-editing-digest V1 #273
**********************************