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Doom Editing Digest Vol. 01 Nr. 259
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #259
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 26 April 1995 Volume 01 : Number 259
NEW VIRUS WARNING
Re: NEW VIRUS WARNING
Island.wad beta for Heretic
Re: NEW VIRUS WARNING
Re: NEW VIRUS WARNING == CRAP
Re: NEW VIRUS WARNING
Re: Island.wad beta for Heretic
RE: RE: Swimpool and other FX: Need info
RE: NEW VIRUS WARNING
Re: Island.wad beta for Heretic
level building questions
Re: Ftp.cdrom.com
Weekly reminder: beginners' questions
Re: level building questions
Re: level building questions
Re: NEW VIRUS WARNING BS
Re: level building questions
Re: Island.wad beta for Heretic
----------------------------------------------------------------------
From: Costas Theodoridis <macedon@athena.compulink.forthnet.gr>
Date: Tue, 25 Apr 1995 04:38:22 +0000
Subject: NEW VIRUS WARNING
Date sent: Mon, 24 Apr 1995 20:42:50 -0400
From: JPritchett@aol.com
To: ED_BACON.parti@ecunet.org, LyndonH354@aol.com,
FWILSON@ocvaxa.cc.oberlin.edu, wlj3@opsirml.em.cdc.gov,
74512.3063@compuserve.com, LesPounds@aol.com, MEGraham@aol.com,
megraham@atlanta.com, p.culbertson@auckland.ac.nz,
AAR1@ciddbd1.em.cdc.gov, ScottL7475@aol.com, sinc@aol.com
Subject: Warning about a new Virus
FYI, here is a message I received from a parishioner about a new virus that
sounds terrible. Watch yourselves!
FYI!! Please give widest dissemination possible!!
** High Priority **
PLEASE READ THIS CAREFULLY!
The following notice came across my internet connect this morning and
will be released by DOE-HQ today, although it may be too late in some
cases.
"There is a new computer virus that is being sent across the Internet.
If you receive an email message with the subject line "Good Times,"
DO NOT read the message. DELETE it immediately. Please read the
messages
below.
Some miscreant is sending email under the title "good times"
nation-wide. If you get anything like this, DON'T DOWNLOAD THE FILE!
It has a virus that rewrites your hard drive, obliterating anything on
it. Please be careful and forward this mail to anyone you care about.
Thought you might like to know...
The FCC released a warning last Wednesday concerning
a matter of major importance to any regular user of the Internet.
Apparently, a new computer virus has been engineered by a user of
America Online that is unparalled in its destructive capability.
Other, more well-known viruses such as Stoned, Airwolf, and
Michaelangelo pale in comparison to the prospects of this newest
creation by a warped mentality.
What makes this virus so terrifying, said the FCC, is the fact that no
program needs to be exchanged for a new computer to be infected. It
can be spread through the existing e-mail systems of the InterNet.
Once a computer is infected, one of several things can happen. If the
computer contains a hard drive, that will most likely be destroyed.
If the program is not stopped, the computer's processor will be placed
in an nth-complexity infinite binary loop, which can severely damage
the processor if left running that way too long. Unfortunately, most
novice computer users will not realize what is happening until it is
far too late.
Luckily, there is one sure means of detecting what is now known as the
"Good Times" virus. It always travels to new computers the same way
in a test e-mail message with the subject line reading simply "Good
Times."
Avoiding infection is easy once the file has been received - not
reading it. The act of loading the file into the mail server's ASCII
buffer causes the "Good Times" mainline program to
initialize and execute. The program is highly intelligent - it will
send copies of itself to everyone whose e-mail address is contained in
a received-mail file or a sent-mail file, if it can find one. It will
then trash the computer it is running on.
The bottom line here is - if you receive a file with the subject line
"Good Times," delete it immediately! Do not read it! Rest assured
that whoever's name was on the "From:" line was surely struck by the
virus.
Warn your friends and local system users of this newest threat to the
InterNet! It could save them a lot of time and money."
Please pass this on...especially to anyone you know that uses "America
Online" regularly.
------------------------------
From: Scorpion <scorpion@b62900.student.cwru.edu>
Date: Mon, 24 Apr 1995 23:13:16 -0400
Subject: Re: NEW VIRUS WARNING
[BS about "Good Times" virus deleted]
People, you can ignore this. It is a hoax. There is no such thing as a
"Good Times" virus, it is a hoax that was started on AOL a while ago.
No need to worry.
- -Bri
------------------------------
From: DTeeter@AOL.COM
Date: Mon, 24 Apr 1995 23:03:43 -0400
Subject: Island.wad beta for Heretic
Hi,
I've got a beta ready for the first level of Island.wad for Heretic, if you
would be interested in testing it, I would greatly appreciate any feedback.
Island is set out of doors with a blue sky and clouds. You start out on a
boat and you must jump on to some passing gas bags and surf them to an Island
where you will find some very interesting scenery and some deadly challenges.
Right now, the wad features 11 new textures, frequent use of shadows, a 360
degree sky with 245 pixel height to keep the seams from showing, several
completely original (I think?) ways to use gasbags, some "deep water", a
highly detailed building, and some other even cooler surprises.
If you want to test this wad for me:
1. I can deliver the wad as a UUencoded E-mail attachment (my work address
lets me send attached files on the Internet)
or...
2. I can post the wad to an FTP site as long as I can be assured that this
thing won't be passed around too much before it's ready.
Hope to hear from you soon!
Dan Teeter (dteeter@aol.com or dteeter@inchq.com)
send replies to either address and let me know how you would like to have the
file delivered.
------------------------------
From: thldrmn@neosoft.com (Ty Halderman)
Date: Mon, 24 Apr 1995 23:20:39 -0500
Subject: Re: NEW VIRUS WARNING
>[BS about "Good Times" virus deleted]
>
>People, you can ignore this. It is a hoax. There is no such thing as a
>"Good Times" virus, it is a hoax that was started on AOL a while ago.
>
>No need to worry.
>
>-Bri
Hehe... I was so filled with fear I even deleted _his_ message :)
=-Ty Halderman (thldrmn@neosoft.com)-=
=- Keeper of Things Miscellaneous -=
------------------------------
From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Tue, 25 Apr 1995 01:44:09 -0300
Subject: Re: NEW VIRUS WARNING == CRAP
On Tue, 25 Apr 1995, Costas Theodoridis wrote:
Sorry about the non-doom content, but some moron already posted it.
> ** High Priority **
>
> PLEASE READ THIS CAREFULLY!
>
> The following notice came across my internet connect this morning and
> will be released by DOE-HQ today, although it may be too late in some
> cases.
>
the term "internet connect" gives it away :)
> "There is a new computer virus that is being sent across the Internet.
> If you receive an email message with the subject line "Good Times,"
> DO NOT read the message. DELETE it immediately. Please read the
> messages
> below.
When it's loaded into the "ASCII buffer" it immediately executes and
erases your harddrive... bullshit.
Sorry.. couldn't let this go.
- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ." Remember... God plays Doom
------------------------------
From: Michael Glosenger <glosengm@seq.oit.osshe.edu>
Date: Tue, 25 Apr 1995 00:20:25 -0700 (PDT)
Subject: Re: NEW VIRUS WARNING
GOOD TIMES
Were you worried? ;)
Seriously, this whole virus thing has been circulating for MONTHS. I
can't believe people actually fall for this crap.. Ah well, guess
there's one born every minute..
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 25 Apr 95 09:48:37 +0100
Subject: Re: Island.wad beta for Heretic
At 3:03 am 25/4/95, DTeeter@AOL.COM wrote on the DOOM editing list:
>Hi,
>
>I've got a beta ready for the first level of Island.wad for Heretic, if you
>would be interested in testing it, I would greatly appreciate any feedback.
>
[SNIP]
Please note that the DOOM editing list is not intended for WAD
announcements: stick to the newsgroups for that. The list is currently
operating unmoderated, but if these kinds of postings start to proliferate
moderation will be introduced to prevent them. Thanks
- -Steve
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 25 Apr 1995 10:55:25 +0100
Subject: RE: RE: Swimpool and other FX: Need info
Jimmy, Dashing Archies:- the interesting and very difficult to
hit phenomenon when Archvile's make use of their
mutli-teleportation ability to ensure the player has the devils
own job of hitting them. Only kidding, just make the sods runs
through a series of teleports and they are like grease
lightening, and very deadly. See my wad for this. Dario Casali
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 25 Apr 1995 11:49:34 +0100
Subject: RE: NEW VIRUS WARNING
You fly! this is a 100% hoax, everyone over here knows that. we
at ICL were warned of this "virus" before Christmas and it was
laughed out of court - there is no way that such a thing could
work, think about it carefully, downloading a file cannot in any
way activate that file, unless it is via some host application
that converts and runs instead of storing the file on your HD.
------------------------------
From: tbone@proex.com (Bill Ballmaier)
Date: Tue, 25 Apr 95 07:58:23 -0700
Subject: Re: Island.wad beta for Heretic
>Hi,
>
>I've got a beta ready for the first level of Island.wad for Heretic, if you
>would be interested in testing it, I would greatly appreciate any feedback.
>
>Island is set out of doors with a blue sky and clouds. You start out on a
>boat and you must jump on to some passing gas bags and surf them to an Island
>where you will find some very interesting scenery and some deadly challenges.
>
>Right now, the wad features 11 new textures, frequent use of shadows, a 360
>degree sky with 245 pixel height to keep the seams from showing, several
>completely original (I think?) ways to use gasbags, some "deep water", a
>highly detailed building, and some other even cooler surprises.
>
>If you want to test this wad for me:
>
>1. I can deliver the wad as a UUencoded E-mail attachment (my work address
>lets me send attached files on the Internet)
>
>or...
>
>2. I can post the wad to an FTP site as long as I can be assured that this
>thing won't be passed around too much before it's ready.
>
If you could send it UUencoded to me that would be great. Thanks.
Bill
EMail: tbone@proex.com
------------------------------
From: Jason Michelsen <75103.3000@compuserve.com>
Date: 25 Apr 95 09:22:00 EDT
Subject: level building questions
I'm sorry if these have been answered before, but I'm relatively new
to this forum. I've been unable to find anyone who can give me an
answer to the following two problems though and figured maybe
someone here knows the answer.
I was wondering with the 666 Sector trigger that is used in Doom 1
for lowering the walls after killing the Barons of Hell, do you know of
anyway to either a.) change the monster associated with the
effect/trigger or b.) change the effect. Perhaps another tag # or some
other minor change. BTW I was hoping to do this in DOOM 2.
Next, I want to have a stair case that builds from an upper sector
to the lower sector so that each stair falls into place, as opposed to
rising to the appropriate level (I want to build a secret passage into a
"cellar"). I figure that I have two choices but they don't go along
with the way I want to do this. One is to put the stair case along a
wall with little windows/ledges for each stair set at the appropriate
height and set a trigger to drop the stair sector to the next lowest
being the window but this requires the staircase to either be in a
corner or run along the wall. I figure the other option is to have
little holes in the floor set at the appropriate height for the ending
stairs and have a trigger lower these sectors forming a staircase. This
has a very good chance of running into a problem of seeing to many
linedefs causing DOOM to crash. This does have an advantage of allowing
the staircase to go out into the room from a wall (which is my preferred
method). Do you know of any better ways since this seems to be a
tedious method?
Thanks in advance!!!
YOU! Out of the gene pool!
Jay
When I die, I want to go like my grandfather did; quietly peacefully, in
his sleep. Not like his passengers.
------------------------------
From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Wed, 26 Apr 95 10:34:49 CST
Subject: Re: Ftp.cdrom.com
On Sun, 23 Apr 1995 14:24:17 -0400,
TWM2029@AOL.COM <TWM2029@AOL.COM> wrote:
>I am currently working on a raycating engine that produces screens almost
>exactly like those seen in doom (With the celeing and floor height changes
>primarily) Everything works fine, I have gotten around that "Warped wall
>when too close" effect with a little tweaking and also have discovered a few
>neat little things that can be done with this engine given a new light. THE
>only problem is, the floor's and celeings don't seem to want to cooperate
>with the texture I have assigned them. The floor moves on one axis throught
>the whole area, dosen't change with the player. I have tried MANY
>alterations to try to make this work correctly with no success. Is there
>anybody out there that has had the same type of problem? That has fixed it
>mabye?!?! Please let me know, I don't spend that much time on it, and I'm
>sure if I were to sit down for 24hrs or so I would figure it out, but I
>really dont have the time...Thanks..
Well, I don't have a raycasting engine really, though I do have a 3D
rendering engine from outside the world. Not quite the same thing, but
I'd like to figure out inside-the-world rendering, and it would probably
be easiest and fastest to study someone elses instead of trying to find
half a million different sources to learn all the little pieces I need and
then try and put them all together. So, I'll take a look at it. Once I
figure out what it's doing and how it works, I'll try and figure out
what's going on with your problem there. What do you think? Wanna give
it a try?
-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: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 25 Apr 95 17:26:18 +0100
Subject: Weekly reminder: beginners' questions
This message is being posted at the request of the list caretaker:
The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:
Steve Benner : S.Benner@lancaster.ac.uk
Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing.
**If your questions are prefixed with the code WQ: (for 'WAD query') in the
subject field (e.g. Subject: WQ: Sprites), they will be processed quicker
because they will be spotted by an automatic mail sorter and brought to my
attention sooner than if I have to plough through my mail-box!**
This reminder will be posted here weekly, with the same subject title.
SEND QUERIES ABOUT SUBSCRIPTION TO:-
doom-editing-owner@ngv.unit.no **NOT** to me. Thank you.
==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 25 Apr 1995 12:43:48 EDT
Subject: Re: level building questions
Jason Michelsen <75103.3000@compuserve.com> ,in message <950425132200_75103.300
0_FHI55-1@CompuServe.COM>, wrote:
> "cellar"). I figure that I have two choices but they don't go along
> with the way I want to do this. One is to put the stair case along a
> wall with little windows/ledges for each stair set at the appropriate
> height and set a trigger to drop the stair sector to the next lowest
Hey, that's pretty fuckin clever! Why didn't I think of that.
> being the window but this requires the staircase to either be in a
> corner or run along the wall.
Uh, actually, it doesn't. As a post of mine a few weeks ago illustrated,
several special effects are possible using non-contiguous sectors.
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 25 Apr 95 17:38:37 +0100
Subject: Re: level building questions
>I'm sorry if these have been answered before, but I'm relatively new
>to this forum. I've been unable to find anyone who can give me an
>answer to the following two problems though and figured maybe
>someone here knows the answer.
Try mailing to the beginners' question help line: S.Benner@lancaster.ac.uk.
Any questions mailed there which look like being of interest to this group
are mailed on.
>
> I was wondering with the 666 Sector trigger that is used in Doom 1
>for lowering the walls after killing the Barons of Hell, do you know of
>anyway to either a.) change the monster associated with the
>effect/trigger or b.) change the effect. Perhaps another tag # or some
>other minor change. BTW I was hoping to do this in DOOM 2.
As discussed here about a month ago: the rules for the use of this tag are
not simple and still need someone to experiment fully, but basically Barons
rule. If you have any they will need to be killed before the tag operates.
But you can use Mancubus, or Cyberdemons provided you have no Barons in the
level. The tag only works in two levels in DOOM 2. Tag 667 also operates,
triggered by Baby Spiders. It only works in DOOM2. The actual effect cannot
be changed.
> Next, I want to have a stair case that builds from an upper sector
>to the lower sector so that each stair falls into place, as opposed to
>rising to the appropriate level
[Snip]
The methods you described are probably the best: you could use ordinary
self-building stairs, carefully calculated from a "first" stair at your
cellar level but with all of the other stairs starting at the upper level.
This would generate a correct staircase, but it would not move gradually
into position but snap into position instantly. Guess you'll have to
decide which of the various methods' disadvantages you can live with most.
- -Steve
------------------------------
From: Nekraath <nek@neosoft.com>
Date: Tue, 25 Apr 1995 14:07:55 -0500 (CDT)
Subject: Re: NEW VIRUS WARNING BS
On Mon, 24 Apr 1995, Ty Halderman wrote:
> >[BS about "Good Times" virus deleted]
...again...
Can we puhleeze keep this crap outta the mailing lists?
Is that really too much to ask? I think most everyone has seen
some post or thread about it in one of the 2 or 3 hundred news
groups that it was cross-posted to. *smirk*
Nek[ked?]
------------------------------
From: Ray Greenwell <ray@frappe.extern.ucsd.edu>
Date: Tue, 25 Apr 1995 13:08:19 -0700 (PDT)
Subject: Re: level building questions
> Next, I want to have a stair case that builds from an upper sector
> to the lower sector so that each stair falls into place, as opposed to
> rising to the appropriate level (I want to build a secret passage into a
> "cellar"). I figure that I have two choices but they don't go along
> with the way I want to do this. One is to put the stair case along a
> wall with little windows/ledges for each stair set at the appropriate
> height and set a trigger to drop the stair sector to the next lowest
> being the window but this requires the staircase to either be in a
> corner or run along the wall. I figure the other option is to have
> little holes in the floor set at the appropriate height for the ending
> stairs and have a trigger lower these sectors forming a staircase. This
> has a very good chance of running into a problem of seeing to many
> linedefs causing DOOM to crash. This does have an advantage of allowing
> the staircase to go out into the room from a wall (which is my preferred
> method). Do you know of any better ways since this seems to be a
> tedious method?
>
This mailing list has discussed an alternate way of doing the stairs, where
you acutally use the raising stair tags, and the stairs fall instantly into
place. However, I have done what you are refering to. Actually, I have taken
it a step further... I have an (unreleased) level where a stairway that goes
up turns into a stairway that goes down. There are skinny little sectors
on the side that give the heights for the down stairs, and then I just
tag all the steps with regular lift.
Ascii fun:
| |
| room |
| |-----------------
+------++
+------++
+------++ <-over here are tiny little sectors down below
these are the +------++
regular steps->+------++
+------++ The stairs in their normal form go up from
+------++ the room to the hallway. There is a button
+------++ located in the lower hallway that activates
------+------++ all the lifts, and the stairs lower down,
hallway || connecting the lower hallway up to the room.
------------+------++ This can be made "lower to lowest adjacent"
| | to make the effect more permanent.
|lower |
|hallway|
Ray
------------------------------
From: TWM2029@AOL.COM
Date: Tue, 25 Apr 1995 17:50:50 -0400
Subject: Re: Island.wad beta for Heretic
>I've got a beta ready for the first level of Island.wad for Heretic, if you
>would be interested in testing it, I would greatly appreciate any feedback.
Please send me the UUencoded file for this one as well
------------------------------
End of doom-editing-digest V1 #259
**********************************