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Doom Editing Digest Vol. 01 Nr. 275
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #275
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 12 May 1995 Volume 01 : Number 275
Re: Wadbuilders, combine your efforts!
Re[2]: New Project Update
Re: New Project Update
Re: mines in doom... now stay stil1!
Unknown Addresses
Mine question
Question Concerning doom VR
Re[2]: New Project Update
Re: Question Concerning doom VR
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From: Joseph Fouche <jfouche@preferred.com>
Date: Wed, 10 May 1995 19:21:36 -0400
Subject: Re: Wadbuilders, combine your efforts!
On Wed, 10 May 1995, Scott Benner wrote:
[chainsaw used here]
> Second of all, this exact same thing happened back in January, where a great
> portion of the doom-editing readers thought they would get together and make
Yup.... and it nearly killed my mail system. An appeal: please, humble
list readers, NOT again. :-)
> In case anyone wanted to know, the idea is not new. My advice is to get
> together, pick a theme, and make a new TC patch. 30 levels is ambitious, and
> a promice not easily kept. A TC is smaller, and will almost be guaranteed to
> come out before Quake (if indeed THAT comes out soon)
Optimist that I am, I'd be surprised to see either one. I've seen fewer
and fewer good single-player levels lately... of course, when DOOM ][:
The Master Levels makes its appearance, all that will be behind us, no?
<knowing grin>
Also, at risk of creating a Quake thread, let me point out that I don't
think Quake will make its appearance anytime soon. iD seems to have more
marketing to do with the doom engine than they first suspected, with
Heretic 2 and Strife still yet to make an appearance. They could stick
with the Origin marketing strategy and make a game that is ahead of the
hardware market, but I think they'll hold off. Anyone know any differently?
If so, respond by personal mail as to not to flood the list!
_________________________________
Joe Fouche | 75 B1 63 3F 0C 68 AA 77 | finger now for
Kingsport, TN, US | 3B 49 AF 89 63 BB E9 C3 | PGP public key
http://www.preferred.com/~jfouche
------------------------------
From: helmberg@li01.ad.or.at (Florian Helmberger)
Date: Thu, 11 May 1995 02:31:07 +0200
Subject: Re[2]: New Project Update
>Here's a suggestion... since the TNT project is mostly oriented around
>great single player doom and not deathmatch, how about producing 32
>deathmatch levels? With all the deathmatch levels already out there,
>they'd have to be GREAT levels to make this worthwhile.
[SNIP]
>Ray
>
>rem@datapoint.com
I agree with this... Deatmatch levels are far more wanted then "Single
Player levels only". But how about greating level with a Deathmatch
kernel and around that a "normal" Single-Player level?
[ADVERTISING MODE ON]
Like in my new ZEALOT.WAD :) ?
[ADVERTISING MODE OFF]
- -Florian
___________________________________________________________________________
Florian Helmberger e-mail : helmberg@email.ad.or.at
Himmelpfortgasse 10/6 KaraNet : DOOM Maniac
1010 Vienna Voice : +43-1-513 11 36
Austria, EU Fax : +43-1-513 11 36
- ---------------------------------------------------------------------------
Barbarus hic ego sum, quia non intelligor ulli!
------------------------------
From: hyperboy@ix.netcom.com (Ryan Sweigard)
Date: Wed, 10 May 1995 18:40:12 -0700
Subject: Re: New Project Update
> I'm definitely for that, as dmatch wads are what I've been
making
>lately. I haven't really distributed the 4 or so done so far, so they
could
>easily be added... what do you all think? The Ultimate Dmatch Patch!
32
>levels of all type of dmatch..
> -*The Avatar*-
I do not agree with the idea of a huge DM wad. An extremely good
wad of many new single-player levels would be very popular. I would
enjoy something with new monsters as well as new weapons.
- --
- -Ryan Sweigard-
hyperboy@ix.netcom.com
rsweigard@aol.com
- --
************************************************
*"Nudge, nudge, know what I mean, say no more!"*
* Monty Python's Flying Circus *
************************************************
------------------------------
From: Herschel Giansiracusa <chronomancer@sfi.survivor.org>
Date: Wed, 10 May 1995 15:19:09 -0500
Subject: Re: mines in doom... now stay stil1!
>
> Heck, I'd settle for dropping the BFG if we could see a really cool
> "minelayer" weapon patch.
>
> The blinking light is a great idea... And now that I think of it, how
> about having the mine have a delayed charge? Once the player walks over
> it, it "beeps", and half a second later it goes off? (Somewhat like the
> Dark Forces claymores.) This could be used as an alternative to the
> "blinking light" as a warning or tip-off that there's a mine nearby.
>
> And now that I think of that... is there any way to adjust the range on
> it? As it is, you have to essentially walk right OVER it to set it off.
Hmmm... I guess you could change the radius of the mines (the value that
determines how narrow a hall a thing can fit down). I don't use dehacked
much, so I don't know if this would only work on enemies, or on anything.
-Herschel
------------------------------
From: cmacord@fedex.com (Charlie Acord)
Date: Wed, 10 May 1995 23:08:31 -0500
Subject: Unknown Addresses
I wanted to reply to comments made on this list by D. Casali and Brian
Vannatta (author of IGOR and DANZIG WADs). Like a good boy, I sent my
comments to their private Email addresses instead of to the list, but in
both cases the messsages bounced back to me "Host Unknown". If you guys
read this, please send me a note via private Email so I can forward my
comments about your WADs.
Go ahead, flame me, I can take it!!!! :)
Charlie
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charlie Acord, "the Green Marine" | "Wow, I just found the BFG-9000!!!!"
Telecom Div/FedEx/Memphis/TN | "No kidding?"
(home of BBQ, the blues, and Elvis) | "Yeah"......<click> <whoooooosh>
Internet: cmacord@fedex.com |
CompuServe: 75143,621 | #include <std_disclaimer.h>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
From: gala@cris.com (Gala)
Date: Thu, 11 May 1995 02:57:41 -0400
Subject: Mine question
Sorry if this is mentioned in any documentation or if this has been posted
before, but.... ;P
Is there a way to tell DOOM to decrease the height of a weapon projectile?
Right now the mines sit on the ground thanks to changing sprite position in
Wintex, but DOOM still thinks they're in the air (not good), and I want it
to REALLY be on the ground. (You get weird effects if you put the mine on a
rising lift [a good trap!] too, trying to fix this at the same time.)
Wanted to confirm this before I break down and make it a floating mine or
start looking for more alternatives.
(This replaces the BFG Shot, since it's harder to do a 2-frame 'blinking light'
with the 8-direction rocket.)
Hoping all the #@$# trouble is worth it ;)...
- -Gala-
------------------------------
From: TWM2029@AOL.COM
Date: Thu, 11 May 1995 18:26:47 -0400
Subject: Question Concerning doom VR
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
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.
Tom Mustaine
- -[Current World Champion For H2Hmud01 on UltraViolence]-
------------------------------
From: wdwhitak@grissom.jpl.nasa.gov (William D. Whitaker)
Date: Thu, 11 May 95 15:23:38 PDT
Subject: Re[2]: New Project Update
Ray (rem@datapoint.com) wrote:
>Here's a suggestion... since the TNT project is mostly oriented around
>great single player doom and not deathmatch, how about producing 32
>deathmatch levels? With all the deathmatch levels already out there,
>they'd have to be GREAT levels to make this worthwhile.
I like this Idea! since I mostly play 3-4 player DM, not single,
we are in need of a sweet 32 map set. fragfest is great but I would
like to see more.
helmberg@li01.ad.or.at (Florian Helmberger) wrote:
> I agree with this... Deatmatch levels are far more wanted then "Single
> Player levels only".
I agree, most wad sets dont offer 32 back-to-back excellent levels for
deathmatch.
> But how about greating level with a Deathmatch
> kernel and around that a "normal" Single-Player level?
This is a nice idea if you wanna offer both. but if this wad is designed
for deathmatch, it is nice to not have the overhead of the rest of the
map slowing down gameplay.
Count me in if you guys want to do this! But I think this should be moved
to another list ASAP!
-Bill (The Gremlin)
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Fri, 12 May 95 01:38:36 +0200
Subject: Re: Question Concerning doom VR
On Thu, 11 May 1995 18:26:47 -0400, TWM2029@AOL.COM wrote:
> 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
>
> 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.
This was done with Doom 1.0 or 1.1. The old networking code used broadcast
packets, which quickly brought some networks down. This resulted in Doom
being banned from lots of places. So the guys at id Software rewrote the
networking code.
The new code in Doom 1.2 and up uses direct addressing, which is more
efficient. But the support for left and right views was also removed, so
it is now impossible to play "Doom VR".
Either grab an old copy of Doom 1.1 (and play it on a closed network, please!)
or forget about it...
- -Raphael
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End of doom-editing-digest V1 #275
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