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Doom Editing Digest Vol. 01 Nr. 293
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #293
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 25 May 1995 Volume 01 : Number 293
TAGS
Re: Distinguishing WADs
Re: This list
Re: (Floor) drawing issues
Re: Looking for Heretic specs
[none]
[none]
Re: DOOM on the Internet
[none]
Re: (Floor) drawing issues
Re: OK, here's the proposal...
Re:
Re: Distinguishing WADs
Re: (Floor) drawing issues
Re: (Floor) drawing issues
Re: Distinguishing WADs
----------------------------------------------------------------------
From: John Minadeo <jminadeo@cybercon.com>
Date: Wed, 24 May 1995 19:49:11 -0400 (EDT)
Subject: TAGS
Could someone PLEASE send me either some files or an ftp site to obtain
files relating to TAGS such as Triggering doors and lifts from elsewhere
in the level. Please respond via private email so as not to clutter up
the list with responses (and or flames) for this newbie question...
Thanks!
John Minadeo
jminadeo@cybercon.com
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Wed, 24 May 1995 17:12:20 -0400 (EDT)
Subject: Re: Distinguishing WADs
> (can you combine ExMx and MAPxx entries in a single wad and have it work?
> I never actually tried.)
Yes. I made a deathmatch level that works fine for Doom 1 and Doom 2.
Unfortunately I wasn't able to reuse any of the level resource, I had to
re-include everything twice. All I really needed to change was the THINGS
and LINEDEF resources to make it compatible, but I couldn't find a way to
make it reuse the NODES, SSEGS, etc parts that would be equivalent. Oh
well. :-/
Greg
------------------------------
From: bigj@freenet.vancouver.bc.ca (Julian Fitzell)
Date: Wed, 24 May 1995 22:47:27 -0700
Subject: Re: This list
In article <9505231437.AA13413@mail.bris.ac.uk>,
"DM. Neidle" <ph1068@bristol.ac.uk> wrote:
> >
> > > Is it just me or is this list sending multiple (2-4) copies of every
> > >message to my mailbox?
> > >
> > >Greg
> > >
> >
> > No it's not just you I have about 10 copies of the same doom level.
> >
> >
> I just got three copies of this
>
> Dan
I don't think I received multiple copies of any messages (have been
skimming for the past few days tho') but I think I see the problem.
MAil to somebody on student1.uwsp.edu is being returned to the list
sends it out again, and then the postmaster returns it again.
Somebody's account must have been killed.
I could be way off but that is my guess...
bigj
------------------------------
From: ac444@rgfn.epcc.edu (Michael J Giacomo)
Date: Wed, 24 May 95 14:55:13 MDT
Subject: Re: (Floor) drawing issues
>My guess is that you don't usually see this happen because DOOM draws the
>picture on another graphics frame and then switches to it. I just happened
>to hit pause while it was drawing the first frame, so that frame was still
>active. At least, I think I remember correctly. ;)
>
>-Ted
I hope y'all don't think this is too newbie of a question, but I've
always been curious: does doom use that tweaked 320*200*256 colors
graphics mode that was termed XMODE by Michael Abrash? some have told
me its the only vga mode that allows for page-flipping, but I'm a bit
skeptical. to draw columns in xmode is easy, but drawing rows is
horrendously slow because for every pixel you have to set a port number
to tell the vga what plane you want to draw to. I suppose it could be
done with the most extreme optimizations, but I am still skeptical
because the game runs smooth on my piece of crap 386 40mhz SX. so I guess
what I am really asking is if there is some tweaked vga mode that allows
for page flipping without the problems of horizontal pixels as with xmode?
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Wed, 24 May 95 22:02:22 +0200
Subject: Re: Looking for Heretic specs
On Tue, 23 May 95 16:09 GMT, Denis.Moeller@kiel.netsurf.de (Denis) wrote:
>
> I'm in search of some kind of heretic-specs, like those great
> doom-specs. In fact I need the numbers for the keys only, but
> maybe I need a bit more later.
>
Take a look at the source code for DEU 5.3 beta. The files w_things.c and
w_lindef.c contain everything you need to know about the things and linedefs
for Doom, Doom II and Heretic. Maybe you should also take a look in
m_checks.c which contains the new consistency checker.
- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (with preview of DEU 5.3) |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+
------------------------------
From: postmaster@uwspmail.uwsp.edu
Date: Thu, 25 May 95 04:34 CDT
Subject: [none]
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From: Denis.Moeller@kiel.netsurf.de (Denis)
Subject: Looking for Heretic specs
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Hi!
I'm in search of some kind of heretic-specs, like those great
doom-specs. In fact I need the numbers for the keys only, but
maybe I need a bit more later.
Anyone?
Btw. could someone fix those multiple postings?
cya
Denis
------------------------------
From: postmaster@uwspmail.uwsp.edu
Date: Thu, 25 May 95 01:55 CDT
Subject: [none]
>From postmaster Thu May 25 01:55:00 1995
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From: Denis.Moeller@kiel.netsurf.de (Denis)
Subject: Looking for Heretic specs
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Hi!
I'm in search of some kind of heretic-specs, like those great
doom-specs. In fact I need the numbers for the keys only, but
maybe I need a bit more later.
Anyone?
Btw. could someone fix those multiple postings?
cya
Denis
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Wed, 24 May 95 22:12:07 +0200
Subject: Re: DOOM on the Internet
On Wed, 24 May 1995 15:29:57 -0300 (BSC), mneves@triton.rdc.puc-rio.br (Marcus Vinicius de A.B. Neves) wrote:
> I know this topic is not to be on the list, but this is a simple question
> that may be answered fast: where an I take the "tools" to play DOOM (1 or 2) on
> the internet? For DOS or UNIX.
For DOS, you need IFrag. It is available on the Doom ftp servers. You will
find a list of Doom utilities and a list of Doom ftp servers in the RGCD FAQ,
posted weekly in rec.games.computer.doom.announce, r.g.c.d.editing and
others. If you don't get these newsgroups, request them from your sysadmin.
If that still doesn't work, ftp to ftp.cdrom.com and spend your time there,
trying to find all the tools you need.
For UNIX, you don't need anything: the UNIX versions of Doom (for Linux, Sun
or SGI) have a built-in TCP/IP network support. But unfortunately they
aren't compatible (yet?) with the DOS verions using IFrag, so you will have
to play with people who also have the same UNIX version of Doom. Note: if
you are playing on a Sun under Solaris 2.4, you have to use sundgadoom because
sunxdoom will not work for multi-player games.
Now, let's get back to Doom *editing*... Please do not followup (or use
private e-mail).
- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (with preview of DEU 5.3) |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+
------------------------------
From: postmaster@student1.uwsp.edu
Date: Wed, 24 May 95 19:04 CDT
Subject: [none]
>From postmaster Wed May 24 19:04:41 1995
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------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Wed, 24 May 95 22:31:06 +0200
Subject: Re: (Floor) drawing issues
On Wed, 24 May 95 10:47:15 CDT, tedv@geom.umn.edu (Ted Vessenes) wrote:
> > Because Doom uses page flipping, either Ted hit a really bizarre
> > bug, or had a hit of a really bizarre drug. OR I'm wrong again,
> > and the pause mode works by stopping everything immediately,
> > writing pause on what's done, and flipping the page. This
> > strikes me as somewhat unlikely - surely Ted's observation would
> > be far more common?
>
[...]
> My guess is that you don't usually see this happen because DOOM draws the
> picture on another graphics frame and then switches to it. I just happened
> to hit pause while it was drawing the first frame, so that frame was still
> active. At least, I think I remember correctly. ;)
>
Yes, you are probably right. I haven't tried this, but it seems to be a
good explanation.
I tought of three other ways to check how Doom draws the floors and ceilings:
1) For DOS, write a TSR which captures the frames on the pages that are
not active. If those frames are saved to disk, it will be easy to check
them later.
2) Still for DOS, write a TSR which switches the video frames earlier than
Doom does normally.
3) For UNIX, there are several other ways to do that: it is much easier to
debug and trace a program in UNIX than in DOS (no memory limitations and
protected mode stuff). The X Window versions of Doom use the MITSHM
extension, so I guess that the multi-buffering is done internally in
XImage structures. It should be possible to set breakpoints in Doom and
get the images while they are being drawn.
- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (with preview of DEU 5.3) |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Wed, 24 May 95 21:59:17 +0200
Subject: Re: OK, here's the proposal...
> OK, everyone seems to be more than in agreement with me as
> to the WAD id in the actual WAD...
>
Well, I have been away from the list for some time, so I haven't been
able to reply to this. And I had several suggestions and comments...
> Here are some basic points to note:
>
> The "!!GAME!!" name is being used because, as stated,
> id Software suggests that all dir entries be made
> up of numerics and alphabetic chars.
>
Not a very good choice. DEU will use "E*M*INFO" or "MAP**INF",
with the "*" replaced by the actual level number. The reason for
this is that multi-level WADs can have different properties for
each level. You can have Doom and Doom II levels in the same WAD.
Also, I will change DEU so that it considers these special entries
as part of the level data (like VERTEXES, THINGS, etc.). This will
ensure that they are always copied with the level when you save
your WAD or build a compound WAD.
> Now, 1, 2, 3, 4, etc... equaling DOOM, DOOM2, HERETIC, etc...
> ( the next being the NEXT game to be released utilizing the
> WAD file principle. )
>
Using a single byte only is very restrictive. My plans for the
"E*M*INFO" fields contain more than just the type of game. I want
to keep it to a minimum (don't waste space), but I have some ideas
about other things that would be much appreciated by several people.
> AUTHORS! Especially those of DEU, DMAPED, etc... Please
> catch onto this convention, as it will help us in the long
> run, it's simple to do, and will solve a LOT of problems.
>
Well, I'm sorry but I had a discussion about that with Jason (author
of DMapEdit) a few months ago and we came to the conclusion that
E*M*INFO was a good idea. We did not implement the code for that,
but I kept some notes and I think I will stick to that name.
I agree with you that it would be better if the various editors and
tools supported an extra field for a description of the WAD or its
levels, but I think yours is too restrictive. We have to use one
extra field for each level, because a WAD can contain levels for
both Doom and Doom II (and Heretic too, although getting all three
game types in the same WAD is very tricky - but it can be done).
- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (with preview of DEU 5.3) |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+
------------------------------
From: bdick@Direct.CA (Darwin Dick)
Date: Wed, 24 May 1995 17:01:54 -0700
Subject: Re:
>>From postmaster Tue May 23 19:34:32 1995
>Subject: smtp mail failed
>Content-Type: text
>Content-Length: 3450
>
>Your mail to student1.uwsp.edu!ha042577 is undeliverable.
>---------- diagnosis ----------
>rmail: Can't send to ha042577
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>rmail: Can't send to ha042577
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>rmail: Can't send to ha042577
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>rmail: Can't send to ha042577
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>Original-Subject: WAD announcements when WADs have special effects
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>Date: Mon, 22 May 1995 09:42:00 CST
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>To: DOOM-EDITING@nvg.unit.no
>Message-ID: <00990BB0.C02FA817.7@uwwvax.uww.edu>
>Subject: WAD announcements when WADs have special effects
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>
>Instead of putting out whole WADs, seeing the announcement by the author
>of some "special effect," then scurrying around looking for the effect...
>why don't you just make a small 2 or 3 room WAD with only the special
>effect? Or how about a collection tacked together into one level like
>the DOOM Handbook? (It contains effects and ASCII art to label what each
>room has.) Now back to our regular program....
>
What the hell is this. I have about 10 copies of it.
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 25 May 1995 10:19:24 EDT
Subject: Re: Distinguishing WADs
Greg Lewis <gregl@umich.edu> ,in message <Pine.SOL.3.91.950524170956.16672D@def
ender.rs.itd.umich.edu>, wrote:
> and LINEDEF resources to make it compatible, but I couldn't find a way to
> make it reuse the NODES, SSEGS, etc parts that would be equivalent. Oh
> well. :-/
Have two directory entries pointing at the same byte spans.
------------------------------
From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Thu, 25 May 1995 16:58:07 +0100 (BST)
Subject: Re: (Floor) drawing issues
On Wed, 24 May 1995, Michael J Giacomo wrote:
> I hope y'all don't think this is too newbie of a question, but I've
> always been curious: does doom use that tweaked 320*200*256 colors
> graphics mode that was termed XMODE by Michael Abrash?
Yes.
> some have told
> me its the only vga mode that allows for page-flipping, but I'm a bit
> skeptical. to draw columns in xmode is easy, but drawing rows is
> horrendously slow because for every pixel you have to set a port number
> to tell the vga what plane you want to draw to.
but DooM is basically a vertical raster, right?
- --
David 'Gotterdammerung' Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk.
Trinity College, Cambridge University. CUWoCS President. All Hail Discordia!
|___| YOU MUST LEARN THE COMPASSION PROPER TO OUR TRADE. |___|
| | | "What is that?" A SHARP EDGE. Terry Pratchett, Mort. | | |
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From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 25 May 1995 10:24:10 EDT
Subject: Re: (Floor) drawing issues
Raphael.Quinet@aachen.eed.ericsson.se ,in message <9505242031.AA17166@chapelle.
aachendom>, wrote:
> 3) For UNIX, there are several other ways to do that: it is much easier to
> debug and trace a program in UNIX than in DOS (no memory limitations and
> protected mode stuff). The X Window versions of Doom use the MITSHM
> extension, so I guess that the multi-buffering is done internally in
> XImage structures. It should be possible to set breakpoints in Doom and
> get the images while they are being drawn.
Yes, finding a shared memory segment is as easy as ipcs.
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From: tedv@geom.umn.edu
Date: Thu, 25 May 95 9:20:23 CDT
Subject: Re: Distinguishing WADs
> Yes. I made a deathmatch level that works fine for Doom 1 and Doom 2.
> Unfortunately I wasn't able to reuse any of the level resource, I had to
> re-include everything twice. All I really needed to change was the THINGS
> and LINEDEF resources to make it compatible, but I couldn't find a way to
> make it reuse the NODES, SSEGS, etc parts that would be equivalent. Oh
> well. :-/
Why don't you just make MAP01 and E1M1 dir entries which both point to the same
data segment in the code? If DOOM (2) doesn't like the fact that there aren't
any more dir entries after MAP01, add in the 10 duplicate entries all pointing
to the same location as the E1M1 equivalents.
Of course, this is all theoretical.
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tjvessen@midway. | bathroom with both hands and a map!"
uchicago.edu | -Ryan Ingram (1st), -Kibo's .sig (2nd)
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End of doom-editing-digest V1 #293
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