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Doom Editing Digest Vol. 01 Nr. 269
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #269
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 7 May 1995 Volume 01 : Number 269
Whoops...
Re: Whoops...
Re: I agree with Matthew Smith-Stubbs
Re: mines in doom... now stay stil1!
Re: mines in doom... now stay stil1!
----------------------------------------------------------------------
From: Herschel Giansiracusa <chronomancer@sfi.survivor.org>
Date: Fri, 5 May 1995 17:30:19 -0500
Subject: Whoops...
I didn't mean to start editor wars like this, I just wanted to gripe
about all the bugs in the editors available (DEU 5.21 gcc exepted :)).
But, I still don't have any idea what my block map problem is, and how to
fix it. Deleting the sectors I just added does not work in my case.
my case is:
I start a new level (using waded v1.47 or DCK 2.2), make
about 10 sectors. Get them just the right shape and size. Hook them
together. Exit the editor I am in. Run the levels. DOOM loads, brings
up the main menu. I start a new game. Select difficulty and episode.
DOOM loads for a few second, as it usually does on my slow hard drive.
HERE IT COMES! DOOM bombs to DOS and I get that error message about the
block map not being the right size, and one block does not touch the next.
I don't know exactly WHAT the block map is, but I know it's important.
-Chronomancer
------------------------------
From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Fri, 5 May 95 23:06:32 CST
Subject: Re: Whoops...
On Fri, 5 May 1995 17:30:19 -0500,
Herschel Giansiracusa <chronomancer@sfi.survivor.org> wrote:
>I didn't mean to start editor wars like this, I just wanted to gripe
>about all the bugs in the editors available (DEU 5.21 gcc exepted :)).
>
>But, I still don't have any idea what my block map problem is, and how to
>fix it. Deleting the sectors I just added does not work in my case.
>
>my case is:
>
> I start a new level (using waded v1.47 or DCK 2.2), make
>about 10 sectors. Get them just the right shape and size. Hook them
>together. Exit the editor I am in. Run the levels. DOOM loads, brings
>up the main menu. I start a new game. Select difficulty and episode.
>DOOM loads for a few second, as it usually does on my slow hard drive.
>HERE IT COMES! DOOM bombs to DOS and I get that error message about the
>block map not being the right size, and one block does not touch the next.
>
>
>I don't know exactly WHAT the block map is, but I know it's important.
>
> -Chronomancer
It's not a blockmap problem. It's a problem with sectors. Either
something like you have overlapping sectors, or non-closed sectors. These
are the 2 big ones. If you run it through the DMapEdit error checkers, it
will tell you exactly what the problem is.
-Jason
.............................................. .
. .
. Jason Hoffoss - hoffo002@gold.tc.umn.edu .
.. http://www.umn.edu/nlhome/g253/hoffo002/ .
... .
:... Author of DMapEdit - A map editor for Doom! .
::... http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
------------------------------
From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Fri, 5 May 95 23:01:30 CST
Subject: Re: I agree with Matthew Smith-Stubbs
On Fri, 5 May 1995 17:58:30 -0400,
TWM2029@AOL.COM <TWM2029@AOL.COM> wrote:
>In a message dated 95-05-05 15:52:52 EDT, you write:
>
>>Please, please, please...Drop the editor wars. It's a religious
>>question. Just find one that works for you and don't try to convert
>>the unwilling.
>>
>
>I agree with that one! As for the editor wars, Usually once you spend the
>time to learn a editor, you get attached to it! Most users of DEU are long
>time users and can usually do Anything with it. When trying to switch to
>another editor, Most of the time I figure it's not worth the effort! Yes, I
>agree DEU is slow in most aspects, but once you learn all the little tricks,
>there is nothing you cant do with it! I myself dont like the windoze based
>editors, basically because it requires you to dump outta windoze everytime
>you want to test your level (Win 95 excluded) Editors such as
>doomcad/doomed/waded are excellent, but lack some basic simple features (In
>my experience with them at least) I think somebody needs to work on a
>Ultimate editor. One that combines the interface from all the editors. I.E.
>Deu mode, Dcad mode, Etc. Something that includes all the prefab features
>along with 3d previews and so on. Anybody out there working on such a
>project? Taking suggestions?
Well, I remember giving my source code to someone who was going to rewrite
the interface for it and send me back a copy, and then I was going to
merge the two and provide an option to the user to pick which user
interface they wanted to use. Then if anyone else came up with other
interfaces, I could fit them in too. But, I've never heard back from this
guy. :) So oh well.. I think if any editor is set up to easily handle
this, it's probably the new DEU. Maybe they'll give this a try. As for
me, I created the interface I like, so I dunno what other type of
interface to make for DMapEdit. So, unless someone else wants to help
out, it'll probably only ever have one interface.
-Jason
.............................................. .
. .
. Jason Hoffoss - hoffo002@gold.tc.umn.edu .
.. http://www.umn.edu/nlhome/g253/hoffo002/ .
... .
:... Author of DMapEdit - A map editor for Doom! .
::... http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
------------------------------
From: gala@cris.com (Gala)
Date: Sat, 6 May 1995 03:43:24 -0400
Subject: Re: mines in doom... now stay stil1!
>I believe there was someone the other day that wanted info about
>doing something like laying mines in doom. Well, I'm no expert in
>that field, but you might want to check out kaboom2.zip for doom on
>ftp.cdrom.com . It's in the utils/exe_edit dir somewhere.
>
>What it does is this: Rockets get speed 0, so they stay at the place
>you fire them, and they are made invisible. This results in invisible
>rockets hanging in mid-air. I've tried them in a regular game, but
>they are best for deathmatch i guess.
>The patch would have been better if the rockets had been layed on the
>ground and a different shape had been chosen or added using a pwad.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I agree, which is why I thought Dark Force's mines were perfect.
>
>The maker of this patch was johnw@datametrics.com, so you might try
>to mail him about it.
>
>Hope to have been of some service.
You were!!!... :storytelling mode on: <G>
I went to get kaboom2, and saw it said 'speed -1' in Dehacked with the
'kaboom.deh' patch. I used -1 before and it went backwards, so I edited
both patches (mine and his) with the good old DOS Editor.
The Kaboom patch had:
Thing 34 (Rocket (in air))
Hit Points = 20
Speed = -1 (THIS MAKES IT STILL!)
Bits = 329920 (for turning off Automatics (necessary?) making rocket
invisible (not necessary...) and making it shootable (for an alternate
way of setting it off <G>))
My patch, after telling Dehacked the same, said:
Thing 34 (Rocket (in air))
Hit Points = 20
Speed = -65536 (apparently the problem... again, when you tell DeHacked '-1'
inside the program this is what ends up coming out)
Bits = 329920
So simply edit the patch and replace "-65536" with "-1", load it, it stays
still. Shootable mines that blow you up when collided with and will explode
when shot. (But also start moving if you shoot them; making the Hit Points
'1' should fix that though. <G>)
The author of this patch and you both go in the credits, if I ever release
this patch (which will be part of the big patch I described a few days ago).
*Pictures their faces beaming with pride.* ;^P
Thanks again... another problem solved.
- --
_______________________________________________________________
|-Gala- gala@cris.com | "Splat." - Butthead |
| Just DEU it! | "he he hmm heh... SPLAT!" - Beavis |
- ---------------------------------------------------------------
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Sat, 6 May 1995 14:07:03 -0400 (EDT)
Subject: Re: mines in doom... now stay stil1!
> The Kaboom patch had:
> Speed = -1 (THIS MAKES IT STILL!)
>
> My patch, after telling Dehacked the same, said:
> Speed = -65536 (apparently the problem... again, when you tell DeHacked '-1'
> inside the program this is what ends up coming out)
>
> So simply edit the patch and replace "-65536" with "-1", load it, it stays
> still. Shootable mines that blow you up when collided with and will explode
> when shot. (But also start moving if you shoot them; making the Hit Points
> '1' should fix that though. <G>)
I can probably fix this up a little bit. For projectiles, Doom
automatically multiplies their speed by 65536. Sooooo, if you have a
rocket and you give it a speed of 10 in DeHackEd, it gets converted to
655360, the way Doom wants to see it. Thus the same if you set a speed
of -1, it gets converted to -65536 (as you noted). The way around this
in the editor: Turn off bit #10 ("Projectile" I think). Set the speed.
Turn bit #10 back on again. Or, just do it the way you mentioned above
by editing the patch file directly. Either way, apparently Doom will
accept very very low values for projectiles, but as long as they are not
exactly 0 they will still explode. I'm assuming 32768 would then be a
speed "1/2", and so on, in effect a speed of -1 will make the rocket move
backwards one pixel every 65536 ticks. Hope this cleared it up a bit.
Look for DeHackEd v2.3a very soon. It merely fixes a bug or two, and
hopefully the docs will now answer the questions that newbies are
constantly asking me. :) This WILL be the last version.
Greg
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End of doom-editing-digest V1 #269
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