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Doom Editing Digest Vol. 01 Nr. 271

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Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #271
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 9 May 1995 Volume 01 : Number 271

What Is IT???!!!
Re: You should be in pictures
Re: I agree with Matthew Smith-Stubbs
Re: Changing the BFG
Re: mines in doom... now stay stil1!
GccDEU2c
(fwd) DEU 5.3 beta 7 source code
Re: sector stuff...
Re: mines (and barrels) in doom...
Re: mines in doom... now stay stil1!
Re: mines in doom... now stay stil1!
RE: GccDEU2c
Re: mines (and barrels) in doom...

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

From: Herschel Giansiracusa <chronomancer@sfi.survivor.org>
Date: Sun, 7 May 1995 13:45:40 -0500
Subject: What Is IT???!!!

I don't think it has to do with sectors, because I start
working on two seperate levels, one will have the block map error, and
the other will not. The one with the problem will never work, even if I
delete every sector, linedef and vertex. The one without the error never
seems to get the error. Go figure!

All I want to know is: what is a block map, what does it do, and how to
change/fix it.

-Herschel

P.S. Where Can I get DMapEdit?


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

From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Sun, 07 May 1995 20:45:19 -0700
Subject: Re: You should be in pictures

> Hi all, I am new to the group and come bearing questions. I am
working on a
>wad in which one of the buildings features a movie theatre. The screen is
200 by
>320. I was planning on using dmgraph to import textures into one of the
animated
>wall sequences in Doom. I assumed I could change the graphic size by simply
>importing a picture of the size I desired. Well, those of you with more
experience
>probably already see my problem. I can't change the size from that of the
original
>wall texture. I checked the doom specs and I still don't see a remedy for
this
>problem. Is there a graphics utility that can help me? It's a doom 2 level.
>Any assistance would be greatly appreciated!
>
DEUTEX or WINTEX... and the Unofficial Doom Specs
by Matt Fell will answer all of your questions (and probably
bring up some new ones!). Check out the Trinity Wad.

Have Fun,
Dave Swift

Stonehenge BBS (619) 929-6596 v.32bis 14400
A "Power BBS" ~ Ascii, Ansi, Rip, Power Access
Internet: Swift1@PowerGrid.Electriciti.Com
74401,1041@CompuServe.Com ~ SwiftDave@Aol.Com



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

From: Jesper Thiesen <jthiesen@diku.dk>
Date: Mon, 8 May 1995 08:51:12 +0200
Subject: Re: I agree with Matthew Smith-Stubbs

> > From: Jesper Thiesen <jthiesen@diku.dk>
> > I've had similar problems (me=386dx40+4meg).
> ^^^^^^^^^^^^^^^
> Whoa...I didn't know we had computers
> posting to this group. =)

What do you mean? I post here all the time! :)

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

From: "Guido Koopman" <KOOPMAN-G@stpc.wi.leidenuniv.nl>
Date: Mon, 8 May 1995 09:03:16 MET
Subject: Re: Changing the BFG

> For my TC DOOM patch (DMF), I made the rockets into a mine of sort:
> I had to use a speed of 1, of course, but it was pretty cool because you

I heard of those too, but it took me quite a while to figure out how
to make them myself. Speeds 0,1 and -1 don't work from DeHackEd. I
finally ftp-ed a patch from cdrom.com and it said speed: -1. I had
tried that already. After experimenting a lot with this patch, I
discovered that it works only when you put it in a text file and load
it from DeHackEd, not from inside DeHackEd. If you want, I could send
it to the list.

Guido

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

From: gala@cris.com (Gala)
Date: Mon, 8 May 1995 02:54:37 -0400
Subject: Re: mines in doom... now stay stil1!

>Yeah, I remember now why I couldn't put that thing on the ground
>(believe me I tried) There is a parameter for the height above the
>ground. I tried setting it to something close to 0 but, (care to
>guess what comes next?) KABOOM The rockets are proximity type
>weapons. When they get within a certian distance of a 'blocks
>shots' object or wall (or floor or ceiling for that matter) they
>explode. I tried experimenting with how high off the floor I could
>put it with out it going off and, I don't remember how high it was
>but, it was high enough that it made more sense to just leave the
>height alone. Once I gave up on trying to get them on the ground I
>figured it didn't make much sense to come up with a really cool
>graphics patch for it (hey look, a flying saucer). So I made them
>invisible and considered it done.
>
>We really had a great time playing with that patch BTW. I think I
>will have to play it again this weekend. The best is when you lay
>one right over the rocket launcher and someone comes running in to
>grab it, sees the mine just a tad too late to stop himself from
>running into it and, KABOOM.

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>

Or wait for Raven to finish the #@#$ Heretic patch so I can work on THAT...
;)

- -Gala-


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

From: ingarion@shasta-co.k12.ca.us (Kevin Cannon)
Date: Mon, 8 May 95 00:59 PDT
Subject: GccDEU2c

Anyone know if there is a GCC version of DEU for doom 2?? I am
running the thing on a 386 with 6 meg ram (yes an odd combo) and need the
extra memory that will give me, as my levels always are half completed
before I run out of memory... I don't want to use another editor, as I am
used to deu2c right now and can work very well in it...
Also, I heard something about a level in which it snows... anyone
heard anything?? and how did they change the sky graphic (I assume) to a
moving wall-type thing?? or is there a bit you can set with those graphics??
like changing the lava graphic to a lightning sky, then making it that wierd
scrolling sky effect??
Anyway, please get back to me on this...

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


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

From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Mon, 8 May 95 10:56:20 +0200
Subject: (fwd) DEU 5.3 beta 7 source code

I posted the following article yesterday on the newsgroup
rec.games.computer.doom.editing:

- ---------- begin forwarded article ----------
For the programmers out there, I have uploaded a temporary version of the
source code of DEU 5.3 beta 7 on my ftp server. There are NO BINARIES in
this package, so don't download it if you don't have a C compiler.

Since this version is temporary and unstable, I request that you do not
distribute it outside the Internet. And please do not distribute the
binaries if you compile it, because this version should not be used by
people who don't have a sufficient knowledge of the code and are not aware
of the bugs and their consequences.

Don't expect too much from this temporary version: some parts of the code
are missing or are not used, so you cannot use it for any serious editing.
But you can at least take a look at the source code and see the difference
with DEU 5.21.

>From now on, I will try to upload one or two public beta versions per week,
so that you can see how things are going for DEU 5.3.

Please DO NOT send any bug reports or questions about these beta versions.
Every message sent to a member of the DEU team delays the development by a
few minutes. And 100 times a few minutes means that DEU 5.3 could be delayed
for several days. So please wait until I explicitely say that bug reports
are welcome before sending anything to us. Thank you.

- -Raphael

P.S.: The address of my ftp server is in the docs for DEU 5.21. The file
name is /pub/doom/deu/beta/deu53bs7.zip.
- ---------- end forwarded article ----------

If you have a C compiler (TC, BCC, GCC, Watcom C or any ANSI C compiler
for UNIX) and you know how to use it, then you can try to compile and
run DEU. As I wrote in a previous message, I would be interested in
having a port to Microsoft C (mainly the graphics lib) and a port to the
Macintosh. Any volunteers?

I will announce the next beta version(s) on rec.games.computer.doom.editing
only, because the purpose of this mailing list is not to announce crappy
beta versions. ;-)

- -Raphael


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

From: Aragorn! <bsc4074@dcs.napier.ac.uk>
Date: Mon, 8 May 1995 11:04:18 +0100 (BST)
Subject: Re: sector stuff...

On Sat, 6 May 1995, Herschel Giansiracusa wrote:

> I've run the level through all the checkers I have... None of them come
> up with anything. I've even tried deleting ALL the sectors, vertices, and
> linedefs. I then added two joined sectors (so doom would run the
> level). I also tried looking at the entries with Wad Tools. Still that
> same error message when I try to run it. Darn! This is annoying.
>
> -Chronomancer (Herschel)
>
>
In that case i'd try to export it to a .dwd and run idbsp on it, that's
what i always try if i'm desperate.
Are you sure you're joining the sectors right?
If you're joining sectores within one big sector then make sure you
create them within that sector rather than outside it and then moving
them in. That's were i always used to go wrong.



|

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

From: 130.137.64.2@datapoint.com
Date: Mon, 8 May 95 07:50 CDT
Subject: Re: mines (and barrels) in doom...

All this talk of turning missles into mines brings up
another idea of mine: respawning barrels. We like to
play the -ALTDEATH option to make the weapons and other
goodies respawn after a while. But, if you really think
about it, the barrel is just another weapon to some of
us ;).

I would like to create a patch to make the barrels
respawn as they should. I'm going to try making an
enemy (demon?) look and act like a barrel. If I turn
on the -RESPAWN option, they should reappear, right?
I hope so...

Ray

rem@datapoint.com

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 08 May 1995 11:41:12 EDT
Subject: Re: mines in doom... now stay stil1!

John Wakelin <johnw@datametrics.com> ,in message <C036AD2F81541273@mailgate.dat
ametrics.com>, wrote:

> height alone. Once I gave up on trying to get them on the ground I
> figured it didn't make much sense to come up with a really cool
> graphics patch for it (hey look, a flying saucer). So I made them
> invisible and considered it done.

Um, why not just adjust your xoff and yoff parameter of the patch to draw
the pixels below the "position" of the object?

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

From: Wittmann Eric Philip <wittmann@coral.bucknell.edu>
Date: Mon, 8 May 1995 12:42:11 -0400 (EDT)
Subject: Re: mines in doom... now stay stil1!

On Mon, 8 May 1995, Gala wrote:

> 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>

That's interesting...I was going to suggest fooling with the
sprite insertion points using deutex or wintex myself...but something
else you said made me think. [of which I am grateful...I think so rarely
these days..what with being in college and all ;-) ] Anyway, has anyone
fooled around with changing the insertion points for sprites? I was just
wondering if it would be possible to alter the insertion point of a
sprite so that he would appear slightly to the side of where it actually
was. So the think might attack you, but its image would be to the side
of you. More or less something like a displacer beast effect. You'd
shoot the image but it miss--since the monster would be to the side.
Just a thought that occurred to me while reading this last thread. I was
going to go back and mess around with this idea...but thought I'd ask the
experts first.

keep editing,
eric wittmann
wittmann@bucknell.edu

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

From: m.p.m.rutting@student.utwente.nl (m.p.m.rutting)
Date: Mon, 8 May 95 21:10:41 PDT
Subject: RE: GccDEU2c

> Anyone know if there is a GCC version of DEU for doom 2?? I am
> running the thing on a 386 with 6 meg ram (yes an odd combo) and need the
> extra memory that will give me, as my levels always are half completed
> before I run out of memory... I don't want to use another editor, as I am
> used to deu2c right now and can work very well in it...

Try DETH, it's on ftp.cdrom.com under DETH23.ZIP. It's a cool rewrite of deu
Gcc that can do doom1, doom2 and heretic.

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


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

From: Matthew Miller <rmiller@infinet.com>
Date: Mon, 8 May 1995 17:53:19 -0400 (EDT)
Subject: Re: mines (and barrels) in doom...

On Mon, 8 May 1995 130.137.64.2@datapoint.com wrote:

> I would like to create a patch to make the barrels
> respawn as they should. I'm going to try making an
> enemy (demon?) look and act like a barrel. If I turn
> on the -RESPAWN option, they should reappear, right?
> I hope so...

Only if your semi-barrel creature doesn't disappear when it dies. The
other creatures that disappear when they die--Lost Souls (the flying
skulls, for those of you who never read the manuals) and Pain Elementals
(the semi-Cacs that spit out lost souls) don't respawn either.

Matthew Miller -- rmiller@infinet.com

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

End of doom-editing-digest V1 #271
**********************************

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