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Doom Editing Digest Vol. 01 Nr. 300

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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 #300
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 1 June 1995 Volume 01 : Number 300

Re:WQ:Secret levels, player width
MAP/WAD info lumps
announcement
RE: WAD ID information block
Re: WQ: Secret levels, player width
need playtesters for 3/4 player dm wad

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

From: a13231@mindlink.bc.ca (Drake O'Brien)
Date: Tue, 30 May 95 17:49:33 -0800
Subject: Re:WQ:Secret levels, player width

Pursuant to Steve's post on linedef triggers I did a little experiment (why
do I do these inconsequential things??). I put 2 W1 line triggers (floor
lower, door close) 1 pixel apart. Both worked. I overlayed the trigger
lines - this played havoc with nodes, DME built it but it was a wierd scene
in there! So I joined the overlayed vertices (but not the lines, of
course), rebuilt & played it. Both triggers worked. Now I wonder how many
linetriggers can be overlayed & still work?
- --
Drake O'Brien
a13231@mindlink.bc.ca

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

From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Wed, 31 May 1995 10:57:38 +0200
Subject: MAP/WAD info lumps

I'd like to agree to Robert Fenske's proposal of using
the ExMx and MAPxx entries. There are a lot of reasons,
but lets just state:

a) it's convenient. The entries are there, they are
well known, tweaking the offsets and lengths
to add a non-zero lump at the end does not
change the old part of the WAD, data might be
appended simply at the end

b) it's easy to handle for any tool. As Robert Fenske
proposed: check for non-zero length/offset,
proceed or ignore.

If you don't use the ExMx and MAPxx entries, you should
consider having another multiply used lump name (just
as VERTEXES, LINEDEFS etc.). This fits the concept used
for all map related lumps right now. INFO would be
fine. Of course, this means to rebuild the entire
WAD directory.

Do not assume any directory location within the WAD.
DMGRAPH by Bill Neisius invented a scheme of handling
directory changes that I really liked (other haven't
appreciated this :-). Other utility authors might have
done the same.

As for a WAD specific lump, I don't think there's a
convenient *and* straightforward way w/o changing the
number of directory entries. Of course, I always thought
lumps like COPYLEFT, MISSION, CONTENT or CHANGES would
be useful, but you'll need editors and viewers that handle
this stuff.

Just my $0.02...


B.

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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Wed, 31 May 1995 12:13:14 +0100
Subject: announcement

I cannot post this to RGCDA because I just can't, but here it is
anyway. A good deathmatch level has just been made (force.wad)
and it is residing at my home page:
http://www.linefeed.com/linefeed/alek/dario/home.html
This is not a newbie WAD, it has been extensively tested and
redone. Comments or fire to the adress on the page please. DC

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

From: Olivier <montanuy@lsun75.lannion.cnet.fr>
Date: 31 May 95 14:20:38+0200
Subject: RE: WAD ID information block

>>IDWAD.EXE would not destroy anything if instead of adding one entry to the IWAD
>>directory, it would modify the SIZE or POINTER that are indicated in the
>>ExMY or MAPxx entries.
>>since DOOM and HERETIC consider those entries as markers, fooling around with
>>the pointers should be tolerated.
> This strikes me as the way to include the extra WAD description/
>information block.

What method do you think DeuTex and NWT use, to store the restoration information
for the WAD they modify? :-)

anyway, do your best with this little idea. I assume DOOM would not crash on a
non-zero length ExMy but I've never tried.
Note also that if you're in need of bytes, the last byte ot the 8-bit string
"ExMY\0\0\0\0" is probably free for use.

The Arrogant Frog(tm)




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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Wed, 31 May 95 08:27:44 CDT
Subject: Re: WQ: Secret levels, player width

>No, this is a myth. I'm fairly sure that DOOM activates all
>trigger/retrigger lines that the player's centre point can cross. (I
>checked all of this for "Tricks of the DOOM Programming Gurus" but don't

>Remember though that a trigger line closer to a wall, say, than 17 units
>(player radius +1) cannot ever be triggered because the player can never
>cross it. Another apparent limitation on line proximity is brought about by
>DOOM's method of handling space-bar activated lines: it will only trigger
>the first active line found in front of the player and only then if the
>player is to the right of the line. If you have two switch/button lines

That neatly explains things. I had previously found that having
an animated line < 17 units from an exit switch disabled the activation of
the exit switch (which spoiled my effect). So then sometime later I
generalized to "any pair o' active lines must be >= 17 apart", which was
the wrong thing to do. So I'll just point out that "active" means any line
with a non-zero type, which included the animated line type.

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: 130.137.64.2@datapoint.com
Date: Wed, 31 May 95 18:05 CDT
Subject: need playtesters for 3/4 player dm wad

I'm looking for some people with 3 or 4 player networks
to check out this wad I'm working on. It's probably
95% complete and we've been playing it for weeks now.

My problem is that it runs slower than what I would like.
I've really loaded it with detail (along with new graphics)
and I don't really want to take it out.

Is anyone interested in checking it out? You'll probably
want something faster than our DX33s.

I really want CONSTRUCTIVE criticism, not just "I like it"
or "I don't" - exactly what was good and what can I change
to make it better? (especially the speed).

If you're willing to take a look at it, let me know...


Ray

rem@datapoint.com

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

End of doom-editing-digest V1 #300
**********************************

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