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Doom Editing Digest Vol. 01 Nr. 274

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #274
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 11 May 1995 Volume 01 : Number 274

Re: People on list creating 32 levels
Re: mines in doom... now stay stil1!
Re: new user
New Project Update
Re: People on list creating 32 levels
Re: New Project Update
RE: You should be in pictures
Re: Wadbuilders, combine your efforts!
heretic wad error
Latest WAD Project: IMPORTANT
WinDEU?
Re: New Project Update
Re: WinDEU?
Re: heretic wad error

----------------------------------------------------------------------

From: ingarion@shasta-co.k12.ca.us (Kevin Cannon)
Date: Tue, 9 May 95 23:27 PDT
Subject: Re: People on list creating 32 levels

>
>He wasn't talking about the same kind of thing. Passing *one* level
>amongst 32 people would have *immensely* different results than having 32
>people individually create 32 levels.
>
>I'm curious what would happen, myself.

I'd still like to do one this way if people want to :)
So far, the people interested in the original idea:

Florian
Ken Howard
Kevin Cannon (me)

Anyone else up for this??

_____/
_/
___/ ____/ ____/ ____/
_/ _/ _/ _/ _/ _/ _/
______/ ____/ ____/ _/ _/
_/ Sysop of Genesis
____/ Cosysops: Joker, Victoria, Wolf, Archemedes and The Tick
Featuring: Work By REB and IcE


------------------------------

From: kwreid@helix.net (Keith Reid)
Date: Tue, 09 May 1995 21:13:36 -0400
Subject: Re: mines in doom... now stay stil1!

> Yeah... I got my mines to LOOK like they're on the ground (using Wintex to
> screw with the sprite insertion points), but the explosion and the puffs
> from shooting them appear about 30 pixels above the mine after
> shooting/running into it, so I'll either raise it and add more frames to
> make it look like it's smoothly floating up and down (the mine has a
> blinking red light that lights it up every 10 tics too, making it look
> niftier), or say 'SCREW IT!' and keep the scary Concussion Rifle we put
> in. Or actually make the rocket launcher the mine layer, but I think
> everyone's too fond of the rocket launcher over here. <G>

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.


Keith Reid
kwreid@helix.net
Keith Reid, Fidonet@1:153/859.0

------------------------------

From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Wed, 10 May 1995 10:08:52 +0200 (MESZ)
Subject: Re: new user

On Tue, 9 May 1995, Matthew Miller wrote:

> On Tue, 9 May 1995, John Minadeo wrote:
>
> > On Mon, 8 May 1995, Julio Marques Luz wrote:
> >
> > > As a starter, I would ask one of you guys to guide me on how to get
> > > ready made new WAD's, that you guys have been working on. I am
> > Try ftp.cdrom.com
> > they seem to have quite a bit of stuff although I'm not sure what the
> > exact path is... something like /pub/doom (you'll probably be able to
> > figure it out...)
>
> More like /.2/idgames/levels and I hope you can figure it out from there.

actually the proper dir name is /pub/idgames, since the archive isn't
garuanteed to remain on the .2 drive (it moved twice the past month e.g.)

j

/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\=============================joost.schuur@student.uni-tuebingen.de========/



------------------------------

From: m.p.m.rutting@student.utwente.nl (m.p.m.rutting)
Date: Wed, 10 May 95 13:15:12 PDT
Subject: New Project Update

Well, I had come across the name TNT before I posted this, but didn't
know what it was all about. But still I think we should have a go at
this. It is a great opportunity for all people who missed out on TNT
because it had already started when they heard of it.

I have already received posts from 2 people who would like to
moderate this project. They both are very qualified for the job. This
opens up the possibility of having 2 moderators who are in charge of
different parts of the project. For your information they are:
* The Avatar - Author of Doom Must Fall
* Denis Moeller - Author of New Wad Tool
I will mail both persons involved about setting up a co-moderation.

But we still need people for the following tasks:
* some levelbuilders
* music composers
* graphics artists
For qualifications refer to my last mail.
If you want to sign up send an e-mail to ME and NOT the mailing list.
This will prevent a lot of irritation! Don't worry, my mailbox can
handle it :).

You might not get any reply on your application for some time since I
want to flesh this thing out with the moderators first. Once all that
is finished we'll get back to you. But don't hesitate to sign up.

And again, this is not some project that is trying to beat the TNT
guys at their job! It's just a nice chance for all people who want to
participate in a project like this, but missed out on TNT.

Hope this clears things up.

Greetz,
Michiel Rutting
e-mail: m.p.m.rutting@student.utwente.nl
ifrag nick: Strezz


------------------------------

From: 130.137.64.2@datapoint.com
Date: Wed, 10 May 95 08:03 CDT
Subject: Re: People on list creating 32 levels

>>
>>He wasn't talking about the same kind of thing. Passing *one* level
>>amongst 32 people would have *immensely* different results than having 32
>>people individually create 32 levels.
>>
>>I'm curious what would happen, myself.
>
> I'd still like to do one this way if people want to :)
> So far, the people interested in the original idea:
>
> Florian
> Ken Howard
> Kevin Cannon (me)
>
> Anyone else up for this??
>
I'll give it a shot...

Ray


rem@datapoint.com

------------------------------

From: 130.137.64.2@datapoint.com
Date: Wed, 10 May 95 08:01 CDT
Subject: Re: New Project Update

>Well, I had come across the name TNT before I posted this, but didn't
>know what it was all about. But still I think we should have a go at
>this. It is a great opportunity for all people who missed out on TNT
>because it had already started when they heard of it.
>
[snip]
>
>And again, this is not some project that is trying to beat the TNT
>guys at their job! It's just a nice chance for all people who want to
>participate in a project like this, but missed out on TNT.
>
>Hope this clears things up.
>
>Greetz,
>Michiel Rutting
>e-mail: m.p.m.rutting@student.utwente.nl
>ifrag nick: Strezz
>
>
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.

The emphesis would have to be on playability, architecture, and mood.
Lots of playtesting and feedback to the authors would allow us to
perfect the levels.

Since these are deathmatch levels, I think we can bypass the theme
decision problems that really slowed down the alpha project in the
beginning.

I would be happy to create one or two deathmatch levels for the project.


Ray

rem@datapoint.com

------------------------------

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Wed, 10 May 95 08:29:13 CDT
Subject: RE: You should be in pictures

>edges were only around 300. What I did, to get rid of those repeating
>textures, was to replace Door2_4 with a big 128x128 %100 black pic, and
>replace r_sky1 the same way, so all you'd see was a night as black as pitch,
>so to speak. I made the neccesary lighting changes to this outdoor level
>(added lights, darkened the level on a whole. Fun with visplanes!) and it
I made a WAD where every texture, ceiling, and floor was pitch black.
Thus all you could see were the things/objects scattered about the area.
It made for some interesting play as you could only tell where the walls
were by what objects were blocked from view, or when you found yourself
not stafing away from the incoming rocket ...

>suppose). Now, what I learned AFTER making the level was that I coulda
>supposedly just stuck an outer sector on there and dropped its ceiling
>height to the floor level of the walls. Since it would have a ceiling
>texture of f_sky, there wouldn't be any HOM problems. I haven't tried this
This is a standard technique for me. You essentially have this:
----O------ O is sector w/ ceiling hgt=floor hgt+N
|---------| and sky texture
|| I ||
|| || I is sector w/ sky texture, rest of
|---------| WAD is within this sector
-----------
O sector's ceiling/floor height difference (N) typically has to be enough
to make for a suitably high wall that surrounds everything. Otherwise, the
ground will abruptly end at the sky and won't look right. What I have done
is have sector I have a sky floor texture and have sector O height difference
be 1 (a difference of 0 causes HOM) so that I end up with a sky from top to
bottom. This made for a pretty good outer space look (check out SPCHAUNT.WAD
if you want).

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."

------------------------------

From: "Scott Benner" <bennes@rpi.edu>
Date: Wed, 10 May 1995 12:47:08 -0400
Subject: Re: Wadbuilders, combine your efforts!

- - This is my first ever post to this mail list, and I would like to agree
- - with Strezz about this idea. And although I am not an expert by all
- - accounts I would be willing to play test the game. For no fee what so
- - ever ;)
- -
- - If this does come up please keep use all informed on how it is going on.
- -
- - Electric

First, please keep quoted text to a minimum....

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
32 new levels for Doom II. If anyone remembers, this list got flooded and
they moved to wad-team mailing list, where progress is slow...

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)

Later.
- -- Scott

- --

------------------------------

From: Edward Stanek <edstanek@TSO.Cin.IX.net>
Date: Wed, 10 May 1995 13:50:57 -0400
Subject: heretic wad error

Hi all,I'm new to this list so forgive me if this is common knowledge
to evereyone else. I made a wad for deathmatch Heretic. When I
run it by serial connection, it works perfectly. I tried it by modem with
someone and it works fine except that when he shoots me, my system drops
from the game and says "Inconsistancy Error". Is this a problem with his
copy of the game? Why would it encounter an error during modem play
but not by serial? (Btw, his system was not one of the ones used for the
serial connection.)
Thanks
edstanek@tso.cin.ix.net

------------------------------

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Wed, 10 May 95 19:03:18 +0100
Subject: Latest WAD Project: IMPORTANT

Hi guys,

Sorry to dampen any enthusiasm for the latest WAD project, but this thread
will have to move elsewhere. Back in January this very theme nearly got
this list closed and we don't want to risk that happening again. So, before
the traffic gets too high, I suggest that someone contacts the wad-team
mailing list (can Mike Miller remind us of the address, please?) and see
whether the thread can move there. It is OFF TOPIC for DOOM editing AS IS
DISCUSSION OF THIS POST. (By all means mail ME if you want to argue, or
pose an alternative view but DO NOT mail the list.) Sorry, but we can't
risk overloading nvg, or we'll lose DOOM-editing for good.

Thanks for your understanding in this matter.

- -Steve Benner
p/t List Caretaker.



------------------------------

From: hyperboy@ix.netcom.com (Ryan Sweigard)
Date: Wed, 10 May 1995 12:03:05 -0700
Subject: WinDEU?

Win32s version of it, but that always locks-up my system. Either mail
it to me or tell me FTP site where it is. Thanks!
- --
- -Ryan Sweigard-
hyperboy@ix.netcom.com
rsweigard@aol.com
- --
************************************************
*"Nudge, nudge, know what I mean, say no more!"*
* Monty Python's Flying Circus *
************************************************

------------------------------

From: avatar@widomaker.com (Mackey McCandlish)
Date: Wed, 10 May 95 15:38 EDT
Subject: Re: New Project Update

>Since these are deathmatch levels, I think we can bypass the theme
>decision problems that really slowed down the alpha project in the
>beginning.
>
>I would be happy to create one or two deathmatch levels for the project.
>
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*-
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!

------------------------------

From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Wed, 10 May 95 22:10:26 +0200
Subject: Re: WinDEU?

On Wed, 10 May 1995 12:03:05 -0700, hyperboy@ix.netcom.com (Ryan Sweigard) wrote:

> To: doom-editing@nvg.unit.no.Does.anyone.know.where.I.can.find.WinDEU?.I.can.only.find.the
>
> Win32s version of it, but that always locks-up my system. Either mail
> it to me or tell me FTP site where it is. Thanks!

Sorry, I couldn't resist. I had to quote this e-mail header. :-)

Anyway, WinDEU can be found on ftp.cdrom.com and all its mirrors. I you
have access to the USENET newsgroups, I suggest that you take a look at the
list of FTP sites posted on rec.games.computer.doom.announce. The RGCD FAQ
will also give some interesting pointers.

You can also get WinDEU from the DEU home: ftp2.montefiore.ulg.ac.be, in
/pub/doom/deu. Note: I have set a low limit on the number of anonymous
users (20 during the evening and night), so it might be difficult to login.

The latest version of WinDEU is 5.24. If you have 5.23 or 5.24beta, I
suggest that you upgrade because there were some bugs in the previous
versions (especially in the 32-bit version) that are fixed now.

- -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) |
| --* Send your questions about DEU to: Deu_Help@boblab1.bobst.nyu.edu *-- |
+---------------------------------------------------------------------------+


------------------------------

From: "Scott Benner" <bennes@rpi.edu>
Date: Wed, 10 May 1995 17:28:10 -0400
Subject: Re: heretic wad error

On May 10, 1:50pm, Edward Stanek wrote:
> Subject: heretic wad error
> Hi all,I'm new to this list so forgive me if this is common knowledge
> to evereyone else. I made a wad for deathmatch Heretic. When I
> run it by serial connection, it works perfectly. I tried it by modem with
> someone and it works fine except that when he shoots me, my system drops
> from the game and says "Inconsistancy Error". Is this a problem with his
> copy of the game? Why would it encounter an error during modem play
> but not by serial? (Btw, his system was not one of the ones used for the
> serial connection.)
> Thanks
> edstanek@tso.cin.ix.net

Let's see... Did either of you go hacking at the .EXE? You see, when you
play multi-player games, both of the .EXE files have to be EXACTLY the same,
or the game won't work. If it drops when he hits you, it probably means that
somewhere along the line, the damage done by a weapon reported to your .EXE
is different than the damage expected by the .EXE. If both .EXEs are pure,
then you got me.... But in any case, the easiest way to make sure the .EXEs
are the same is get your friend to rename his .EXE, then copy your .EXE to
his heretic directory... Of course, you didn't hear that from me. ;)

- -- Scott

- --

------------------------------

End of doom-editing-digest V1 #274
**********************************

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