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Doom Editing Digest Vol. 01 Nr. 279
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #279
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 16 May 1995 Volume 01 : Number 279
Re: !LAST! UPDATE ON THIS LIST
UNSCRIBE
Re: Question Concerning doom VR
Another WAD Error
Re: Another WAD Error
Announce: GRINDER1.WAD
----------------------------------------------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 15 May 95 11:36:23 +0100
Subject: Re: !LAST! UPDATE ON THIS LIST
At 12:53 pm 13/5/95, Chainsaw Jim wrote:
>> *** DO NOT REPLY TO THIS ON THIS MAILING LIST ***
>> *** IF YOU HAVE ANY COMMENTS MAIL THEM TO ***
>> ME ---> Michiel Rutting <--- ME
>> m.p.m.rutting@student.utwente.nl
>
>Putting "Reply-To: m.p.m.rutting@student.utwente.nl" in the mail
>header would have been a good idea
No it wouldn't: Majordomo strips it out and substitutes Doom-editing. I do
hope Chainsaw Jim's enjoying Michiel's lmps: my rocket should be reaching
him round about now.... ;)
- -Steve
------------------------------
From: Ross_D._Lopatkovich@freenet.medina.org (Ross D. Lopatkovich)
Date: 14 May 1995 17:09:24 GMT
Subject: UNSCRIBE
UNSCRIBE ROSS LOPATKOVICH
------------------------------
From: mneves@venus.rdc.puc-rio.br (Marcus Vinicius de A.B. Neves)
Date: Mon, 15 May 1995 17:11:21 -0300 (BSC)
Subject: Re: Question Concerning doom VR
> 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
I think this only happened really in version 1.0 (or 1.1?) of DOOM I.
If you have it, you can try, because I never tried it before...
*--------------------------------------*-------------------------------------*
| ()s/2, | |
| Marcus Vinicius Neves | "In the depths of a mind insane |
| Internet: mneves@eros.rdc.puc-rio.br | Fantasy and reality are the same." |
| mneves@unikey.ax.apc.org | -Slayer |
*--------------------------------------*-------------------------------------*
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 15 May 1995 15:52:20 -0500 (CDT)
Subject: Another WAD Error
Ok. I am full of WAD errors these ays :). Here is this one:
I have a level I am maing that spans a lot of coordinates. The
leftnost X coordinate is in the -6000s and the right most is in the
+4000s. Top most y is about +2000, bottom most y is like -3000s.
The problem is that now I cannot play the level. I evidently did
something, but I don't think it is size realted because the level
was structured like this before the error. Now, this error I get is
unlike any other error I have seen. DOOM II 1.9 does't bonb out
"neatly" and say something like Vivplanes overflow....instead, upon
starting the level, it immediately enters a half text, half video
mode that resembles the screen that appears when you have a linedef
without sidedefs. I cannot track the error down. 1) What is causing it
and 2) What do I do to fix and avoid this error in the future? Thanks!
MOO
The Tuesday Terror,
-- Evil Genius (Jimmy Sieben)
l-sieben@sieben
"Forever Fragged,
Forever Fragging"
------------------------------
From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Tue, 16 May 95 01:15:36 +0200
Subject: Re: Another WAD Error
On Mon, 15 May 1995, l-sieben@MEMPHIS.EDU (ulasieben) wrote:
> Ok. I am full of WAD errors these ays :). Here is this one:
> I have a level I am maing that spans a lot of coordinates. The
> leftnost X coordinate is in the -6000s and the right most is in the
> +4000s. Top most y is about +2000, bottom most y is like -3000s.
[...]
> without sidedefs. I cannot track the error down. 1) What is causing it
> and 2) What do I do to fix and avoid this error in the future? Thanks!
It looks like a BLOCKMAP error. Get your favorite editor and look at
the size (number of K) of the BLOCKMAP entry that was created by the
BLOCKMAP generator that you are using. If it is larger than 64K, Doom
will crash. Well, at least the DOS version will crash. Maybe the UNIX
ports of Doom would work. That would be interesting. :-)
The size of the BLOCKMAP is directly related to the size of your level
(distance between the outer corners) and the number of LINEDEFS. If you
exceed the 64K limit, the only way to fix the problem is to reduce the
size of your WAD file. Either shrink some parts of it in order to
reduce the distance between the outer corners (min. and max. X and Y
coordinates) or remove some rooms in order to reduce the number of
lines in each block.
I may be wrong, of course...
- -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: thekid@ornews.intel.com (Brian Kidby)
Date: Mon, 15 May 1995 16:17:52 -0800 (PDT)
Subject: Announce: GRINDER1.WAD
================================================================
Title : Meat Grinder I
Filename : GRINDER1.WAD (GRINDER1.ZIP)
Author : Brian Kidby
Email Address : thekid@ornews.intel.com
: brian_kidby@ccm2.hf.intel.com
: BKidby@aol.com
Misc. Author Info : I've been playing Doom since v. 1.0 (0.99),
and creating levels since DEU 5.0. I've
created somewhere around 20 levels, but this
is the first time I've made one publicly
available.
Description : This level is intended for DeathMatch, and
DeathMatch only. The layout is quite simple:
A large, octagonal courtyard, surrounded by
four raised ledges and four sunken pillboxes,
with a raised, octagonal kiosk at its center.
DM start-points are located on each ledge and
in each pillbox.
A Mega-Sphere (or "Skin" as one of my buddies
calls it) is located at the top of the central
kiosk. The top of the kiosk is accessible
via any of four lifts. However, when one lift
is lowered, all are lowered, which makes it
easy for all players to go for the "Skin" at
the same time... ;> However, getting to a
lift may be difficult, as each is positioned
just a short distance away from (and directly
in front of) a pillbox where other players may
be waiting... ;> ;>
Weapons and ammo are in abundance, both on the
ledges and in the pillboxes. The ledges,
however, are only accessible by players who
start on them.
To get into a pillbox, a player must jump
through a teleporter. The sound of the
teleporter will alert players who are already
in the pillbox. There are two such entrances/
exits to each pillbox, one on either side.
When playing at skill-levels "I'M TOO YOUNG TO
DIE", "HEY, NOT TOO ROUGH", and "HURT ME PLENTY",
two Soul-Spheres and two sets of Blue Armour are
available in the pillboxes. For "ULTRA-VIOLENCE"
and "NIGHTMARE", these turn into four sets of
Green Armour. The "Skin" is available at all
skill-levels.
This level has been thoroughly play-tested (DM),
and has proven to be a good fragger. I tried
to keep it simple, so people with slower
machines could still enjoy it. (My 486DX2-66 is
ISA-only, and has a pretty slow video card, and
this level plays well on it.)
The idea for this level was conceived under the
influence of the adrenaline rush produced by
playing a two-hour 'Dead Simple' DeathMatch. ;>
Additional Credits to : Id Software, for the great game and support.
All my Doomin' buddies.
My Uncle, who (unknowingly) helped inspire this.
My girfriend, Gail, the most patient person in
the world.
The rest of the 'TNT' project-team (Take a break
from your editing, guys, and unwind with this!)
================================================================
* Play Information *
Episode and Level # : DOOM II, Map 01
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : Yes!!!
Difficulty Settings : Yes
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : WinDEU 5.24, BSP12x
Known Bugs : As simple as this is, how could there be any?
Build Time : Approx. 6 hours
Test Time : Much more than it took to build. :)
Build Systems : 486DX2-66/ISA/8MB & Pentium-90/PCI/16MB
* Copyright / Permissions *
Authors MAY use this level as a base to build additional
levels, as long as my work is mentioned/credited in a
text file accompanying the aforementioned additional levels.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this level in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. If you are building an add-on collection for retail
distribution, all I ask is that you send me an e-mail telling me
the name of the collection, and where I can get it. Optionally,
you can send me a copy of the collection. :)
* Where to get this WAD *
FTP sites: ftp.cdrom.com /pub/idgames/newstuff
or /pub/idgames/levels/doom2/deathmatch
ftp.idsoftware.com /tonsmore/newstuff
or /tonsmore/levels/doom2/deathmatch
BBS numbers: None (that I know of...)
Other: None
- --
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------
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End of doom-editing-digest V1 #279
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