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Doom Editing Digest Vol. 01 Nr. 278
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #278
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 15 May 1995 Volume 01 : Number 278
Re: !LAST! UPDATE ON THIS LIST
Re: Mine question
Re: !LAST! UPDATE ON THIS LIST
Re: WAD Error
Re: Question Concerning doom VR
Re: !LAST! UPDATE ON THIS LIST
----------------------------------------------------------------------
From: kwreid@helix.net (Keith Reid)
Date: Sun, 14 May 95 05:10:52 EDT
Subject: Re: !LAST! UPDATE ON THIS LIST
On Sat, 13 May 1995 07:53:42 -0500 (CDT) you wrote:
>Check-out PIMP.WAD. It contains 32 of the best DM levels for Doom 1 that
>have been converted to DoomII. The only problem is that the person
>converting it changed ALL the shotguns into supershot guns. This scewed
>up the the gameplay of some of the maps
What really effects gameplay of this megabyte wad is the fact that it
seems lots of the levels have no actual exit to them, so the only way to
play many of the levels is to start Doom from that level.
------------------------------
From: kwreid@helix.net (Keith Reid)
Date: Sun, 14 May 95 05:05:20 EDT
Subject: Re: Mine question
On Fri, 12 May 95 10:01:01 BST you wrote:
>Surely if you have set the speed of a thing to 0 (or -1 or whatever), and given
>it a gravity bit, you can drop a mine, and it will fall to the ground...
>
>Thinking on this, I can see some problems, such as `How tall is a rocket', that
>it knows when to stop falling, etc. Just a thought, anyway.
The major problem would be that when the rocket comes into contact with
another object or wall/ceiling, it explodes.
Now... if you could control the rate at which it "falls", you could
essentially have a "timebomb" type of effect. But I don't think the amount
of gravity can be changed for just one object.
------------------------------
From: Chainsaw Jim <jimu@allmalt.cs.uwm.edu>
Date: Sun, 14 May 1995 08:11:36 -0500 (CDT)
Subject: Re: !LAST! UPDATE ON THIS LIST
>
> On Sat, 13 May 1995 07:53:42 -0500 (CDT) you wrote:
>
> >Check-out PIMP.WAD. It contains 32 of the best DM levels for Doom 1 that
> >have been converted to DoomII. The only problem is that the person
> >converting it changed ALL the shotguns into supershot guns. This scewed
> >up the the gameplay of some of the maps
>
> What really effects gameplay of this megabyte wad is the fact that it
> seems lots of the levels have no actual exit to them, so the only way to
> play many of the levels is to start Doom from that level.
We always use the timer parameter to limit a game to a set number of minutes.:
-timer 20
------------------------------
From: Steve McCrea <sm@eng.cam.ac.uk>
Date: Sun, 14 May 1995 14:16:19 BST
Subject: Re: WAD Error
ulasieben wrote:
>
> Don't worry, this thread wont spark another 32 level creation :).
> Ok, I am havinf a WAD error with a new section of one of my levels.
> When I open the door to the new section, everything works normal.
> I then turn the corner, and BLAM! Doom 2 1.9 bombs out on me. Here is
> the exact errormessage I get: "W_CACHELUMPNUM: 789197 >= numlumps".
> What is it, what causes it, and what can I do to prevent this error?
> Thanks for all your help.
>
Sounds like the same error message we used to get when using the
character set in a texture. The game unexpectedly flushed the character
lumps from memory and then tried to look then up in memory, giving a
similar error. Are you doing anything unusual with textures? I suggest
you reexamine them if so.
Steve.
------------------------------
From: "Quester@GDS.nl" <quester@topnet.nl>
Date: Sun, 14 May 1995 14:40:41 +0200 (MET DST)
Subject: Re: Question Concerning doom VR
On Thu, 11 May 1995 TWM2029@AOL.COM wrote:
Haya..
> In the offical doom faq there is a little section in the file talking about a
> way to hook up 3 terminals with ipx and produce a panoramic view with doom by
> using the following parameters.
>
> Terminal 1 : Doom -devparm -nodes 3 -left
> Terminal 2 : Doom -devparm -nodes 3
> Terminal 3 : Doom -devparm -nodes 3 -right
I did it! and you have to use some MEAN machines... but it looks real
panoramic...
> Unfortunatally, this little setup does not work whatsoever. I was wondering
> if anybody out there has successfully pulled this off, and Exactly how it was
> done. Thanks.
Use Doom 1 version 1.1 or lower they cut it out of the newer versions..
don't aks me why..
>
> Tom Mustaine
> -[Current World Champion For H2Hmud01 on UltraViolence]-
>
Cyu Quester
quester@topnet.nl
>
>
>
------------------------------
From: bobl@sedona.net (Robert Larson)
Date: Sun, 14 May 1995 10:35:54 -0700
Subject: Re: !LAST! UPDATE ON THIS LIST
>On Sat, 13 May 1995 07:53:42 -0500 (CDT) you wrote:
>
>>Check-out PIMP.WAD. It contains 32 of the best DM levels for Doom 1 that
>>have been converted to DoomII. The only problem is that the person
>>converting it changed ALL the shotguns into supershot guns. This scewed
>>up the the gameplay of some of the maps
>
>What really effects gameplay of this megabyte wad is the fact that it
>seems lots of the levels have no actual exit to them, so the only way to
>play many of the levels is to start Doom from that level.
>
>where can i download this pimp.wad?????
>
------------------------------
End of doom-editing-digest V1 #278
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