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Doom Editing Digest Vol. 01 Nr. 267
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #267
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 5 May 1995 Volume 01 : Number 267
RE: Re: WWW page
Re: Editor Wars (was Re: WWW page)
I agree with Matthew Smith-Stubbs
Deth
Changing the BFG
Re: I agree with Matthew Smith-Stubbs
Weekly reminder: beginners' questions
Re: Editor Wars (was Re: WWW page)
Re: I agree with Matthew Smith-Stubbs
Re: Changing the BFG
Re: I agree with Matthew Smith-Stubbs
Re: Changing the BFG
----------------------------------------------------------------------
From: Luney John <luneyj@jeff-lab.queensu.ca>
Date: Wed, 3 May 1995 22:41:16 -0400 (EDT)
Subject: RE: Re: WWW page
On Wed, 3 May 1995, Matthew Miller wrote:
> On Wed, 3 May 1995 D.Casali@rea0808.wins.icl.co.uk wrote:
>
> > Matthew - here is why I use DEU -well DETH now, but it is
> > essentially DEU. It gives you COMPLETE control over architecture
>
> I don't know who you mean by `Matthew', but I'm a card-carrying DEU'er
> myself. I haven't bothered to create any levels for Doom II, though,
> because all of the DEU hacks for Doom II that I've seen (Deu2C, ADE2,
> etc.) have their faults (for instance, Deu2C doesn't have all/correct
> names for the different things/linedefs/etc.; ADE2 is just plain buggy).
> Please tell me, where can I get DETH?
>
> Matthew Miller -- rmiller@infinet.com
ya send me the address where i can get that too!
John Luney --luneyj@jeff-lab.queensu.ca
thanks!
------------------------------
From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Thu, 4 May 1995 16:24:16 +1000 (EST)
Subject: Re: Editor Wars (was Re: WWW page)
>
> At 1:06 am 4/5/95, Matthew Smith-Stubbs wrote:
> > Ok, Ok. What is the big attraction with DEU ? I tried it and found
>
> OK. HOLD IT RIGHT THERE. NO EDITOR WARS HERE PLEASE. Please confine these
> topics to the appropriate newsgroup.
I wasn't trying to start an editor war, I just wanted a rational and
intelligent opinion on why DEU was so popular - somehting which is impossible
to get in any of the DOOM groups. My apologies, I'll drop the subject then, if
you don't like it.
Sorry all.
Matthew.
- --
Matthew Smith-Stubbs. -------------| Life is like a smelly bowl of sour cream:
Brisbane, Australia. --------------| the longer you leave it, the worse it
Email: matthew@hitech.com.au ------| gets.
================================================================================
------------------------------
From: Herschel Giansiracusa <chronomancer@sfi.survivor.org>
Date: Wed, 3 May 1995 17:22:18 -0500
Subject: I agree with Matthew Smith-Stubbs
I also found DEU to be hard to use... but to make it faster, try
using DEU 5.21GC; It's mush faster. I only use DEU because I have found
all the other editors to be amazingly full of bugs. Waded v1.47 (is that
the newest version???) crashes when I try to use "make sector". When it
waits long enough to actually get some of a level made, I try to run my
level and I get something about the blockmap not being the right size and
one block not touching the next??? I need some help with this. DCK 2.2
has problems allocating memory. I also need help with this.
As I was saying before, DEU is hard to use because it dosn't have a
draw feature like some of the other editors. This is both good, and bad,
as the source of a lot of the bugs is the other editors (DCK and Waded)
seems to be the linedef draw modes.
1. How can I keep DCK 2.2 form having problems allocating memory?
(I have a 4meg RAM)
2. How can I keep Waded 1.47 from crashing in make sector?
(it also crashes, but not as often, when is use the sec definer)
3. Is number two hopeless? (no offense to the author of Waded)
And, incase you are wondering, my computer setup is not strange in any
way. Just you run of the mill 486DX/33 with no sound card (well...
that's a little out of the ordinary. I geuss I'm still living in the
past :) ).
-Chronomancer
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 4 May 1995 09:10:55 +0100
Subject: Deth
Matthew Miller - you can get the latest version of DETH under
ftp.cdrom.com in the newstuff directory, the file is DETH22.ZIP,
or it was the last time I looked (a couple of days ago).
Dario Casali
------------------------------
From: gala@cris.com (Gala)
Date: Thu, 4 May 1995 04:18:41 -0400
Subject: Changing the BFG
First of all, I'm new on the list, so... hi, and sorry about the
size of this letter (but you can't flame me -- it's my B-Day!) <;)
My question/comment is -- the BFG is a lousy Deathmatch weapon in
my opinion and everyone else I know thinks so too. I want to
change this, but have encountered difficulties. The two things
I have tried are:
1) Porting in the Claymore Mines grphx from Dark Forces, giving it
a speed of 0 so it'd be somewhat like the mines in DF except
they would not affect the player. Someone else walks on it -
instant slop. I also, if possible, wanted it shootable,
and I wanted an explosion that would hurt the player who laid
it if someone walked on it near him.
Status: Everything else works, except giving the BFG shot a
speed of 0 renders it walk-thruable. Speed 1 works,
but I want it to stay STILL. Could not make it shootable,
but I was able to make an explosion hurt the player...
More on that later. (Used DeHacked 2.3 for this)
Also have not tried taking out the after-effect the
BFG has.
2) Making the BFG faster and hurt less.
Status: No way to change the cell usage/blast damage AFTER
it exploded in DeHacked, that I could see.
The most I HAVE been able to do is give it the Barrel ID #
so it'd explode on the spot when fired, hurt everything in sight
and blow the player halfway across the room, making it a suicide
weapon but not much else. Come to think of it, I will try
to give it the "Rocket (In Air)" ID # to see if I can make it
something of a 'Rocket Launcher Phase 2'.
All of the editing was done under Thing #36 (I believe),
the BFG Shot, in DeHacked 2.3. Any other insights or ideas
concerning the BFG are welcome.
P.S. For our local 4-way DOOM BBS I've added new weapon sounds,
Ultima Underworld 2's sword as the chainsaw, club from Heretic,
a Flame Thrower, the Snake from Heretic as the player character
w/color changing armor (LOVE the death scene), and our 7 favorite
Deathmatch levels, including Ledges-X and DOOM's E1M5. The
BFG change will be the masterpiece! };^) So please help!
(tries to get out of 'serious' mode by smacking himself with a
Barney doll and watching The Young Ones... <G>)
| -Gala- gala@cris.com |
| Just DEU it! |
------------------------------
From: Aragorn! <bsc4074@dcs.napier.ac.uk>
Date: Thu, 4 May 1995 14:54:27 +0100 (BST)
Subject: Re: I agree with Matthew Smith-Stubbs
On Wed, 3 May 1995, Herschel Giansiracusa wrote:
> I also found DEU to be hard to use... but to make it faster, try
> using DEU 5.21GC; It's mush faster. I only use DEU because I have found
> all the other editors to be amazingly full of bugs. Waded v1.47 (is that
> the newest version???) crashes when I try to use "make sector". When it
> waits long enough to actually get some of a level made, I try to run my
> level and I get something about the blockmap not being the right size and
> one block not touching the next??? I need some help with this. DCK 2.2
> has problems allocating memory. I also need help with this.
I have found that DCk crashes every so often as well, always seems to
crash on the file selection screen when exiting. Doesn't bring up a list
of file names, just draws the box and then locks.
With the blockmap not matching, i usually find the only way round it is
to delete the sectors you have just added, one at a time and you will
eventually get rid of the error. Then try again. It happens usually when
you create a sector outside another and then move it in and join up. I
thinks it's a linedef error, somebody else will know i'm sure. I'm happy
just deleting the sector and putting it in right or just trying another
method of joining.
>
> As I was saying before, DEU is hard to use because it dosn't have a
> draw feature like some of the other editors. This is both good, and bad,
> as the source of a lot of the bugs is the other editors (DCK and Waded)
> seems to be the linedef draw modes.
>
> 1. How can I keep DCK 2.2 form having problems allocating memory?
> (I have a 4meg RAM)
Get 8meg? I have 8 and never come across this problem.
I would suggest removing most of the tsr's from your config.
Try just loading your memory mgrs and mouse driver.
> 2. How can I keep Waded 1.47 from crashing in make sector?
> (it also crashes, but not as often, when is use the sec definer)
> 3. Is number two hopeless? (no offense to the author of Waded)
Sorry, never used it.
> And, incase you are wondering, my computer setup is not strange in any
> way. Just you run of the mill 486DX/33 with no sound card (well...
> that's a little out of the ordinary. I geuss I'm still living in the
> past :) ).
>
>
>
> -Chronomancer
>
>
\ \ / / /\ "Beware the Jabberwok,
-BURBLE- \\{__}// /((\ my son!
/ / \ \ \|aa|/ ) ) The jaws that bite,
_____vvvV__(oo)__Vvvv__(_(_ the claws that snatch!
| `` |
| Aragorn! |
| bsc4074@dcs.napier.ac.uk | Beware the jubjub
|___________________________| bird, and shun
';;;;;( )` The frumious
\ \/ \ \// Bandersnatch!"
_/_/ _/ /
vvvV^ Vvvv - Lewis Carroll
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 4 May 95 16:39:16 +0100
Subject: Weekly reminder: beginners' questions
This message is being posted at the request of the list caretaker:
The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:
Steve Benner : S.Benner@lancaster.ac.uk
Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing.
**If your questions are prefixed with the code WQ: (for 'WAD query') in the
subject field (e.g. Subject: WQ: Sprites), they will be processed quicker
because they will be spotted by an automatic mail sorter and brought to my
attention sooner than if I have to plough through my mail-box!**
This reminder will be posted here weekly, with the same subject title.
==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html
------------------------------
From: tbone@proex.com (Bill Ballmaier)
Date: Thu, 4 May 95 12:37:01 -0700
Subject: Re: Editor Wars (was Re: WWW page)
>At 1:06 am 4/5/95, Matthew Smith-Stubbs wrote:
>> Ok, Ok. What is the big attraction with DEU ? I tried it and found
>>it to be slow and hard to use.
>
>
>OK. HOLD IT RIGHT THERE. NO EDITOR WARS HERE PLEASE. Please confine these
>topics to the appropriate newsgroup.
>
>Thanks.
>
>-Steve
>
>
Quiet, Benner, you pansy.
T-Bone
------------------------------
From: Artemis Entreri <d9ij@jupiter.sun.csd.unb.ca>
Date: Thu, 4 May 1995 17:53:21 -0300 (ADT)
Subject: Re: I agree with Matthew Smith-Stubbs
On Thu, 4 May 1995, Aragorn! wrote:
> On Wed, 3 May 1995, Herschel Giansiracusa wrote:
> > 1. How can I keep DCK 2.2 form having problems allocating memory?
> > (I have a 4meg RAM)
> Get 8meg? I have 8 and never come across this problem.
> I would suggest removing most of the tsr's from your config.
> Try just loading your memory mgrs and mouse driver.
If you are using EMM386, don't. DCK and EMM386 just don't like each
other. (Maybe that's your problem.)
************ Artemis Entreri ******* d9ij@jupiter.sun.csd.unb.ca ************
"There is a wide world out there, my friend, full of pain, but filled with
joy as well. The former keeps you on the path of growth, and the latter makes
the journey more tolerable." -R.A. Salvatore
------------------------------
From: avatar@widomaker.com (Mackey McCandlish)
Date: Thu, 4 May 95 16:54 EDT
Subject: Re: Changing the BFG
>
>All of the editing was done under Thing #36 (I believe),
>the BFG Shot, in DeHacked 2.3. Any other insights or ideas
>concerning the BFG are welcome.
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
could make a big cloud of them, or shoot them as you ran so the other guy
would run into them, or spin around in a room shooting them out (it was also
kinda cool when both players used them on each other in an enclosed space
and you didn't know whose mines were whose). Sure, you no longer had the
ultra-effective rocket launcher, but it was a pretty cool effect.. one way
to change the BFG would be to do something humerous like having it shoot
dead bodies instead of flashes :)
-*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: simfan@ra.isisnet.com
Date: Thu, 4 May 1995 19:14:35 -0300
Subject: Re: I agree with Matthew Smith-Stubbs
>On Wed, 3 May 1995, Herschel Giansiracusa wrote:
>
>> I also found DEU to be hard to use... but to make it faster, try
>> using DEU 5.21GC; It's mush faster. I only use DEU because I have found
>> all the other editors to be amazingly full of bugs. Waded v1.47 (is that
>> the newest version???) crashes when I try to use "make sector". When it
>> waits long enough to actually get some of a level made, I try to run my
>> level and I get something about the blockmap not being the right size and
>> one block not touching the next??? I need some help with this. DCK 2.2
>> has problems allocating memory. I also need help with this.
>I have found that DCk crashes every so often as well, always seems to
>crash on the file selection screen when exiting. Doesn't bring up a list
>of file names, just draws the box and then locks.
>With the blockmap not matching, i usually find the only way round it is
>to delete the sectors you have just added, one at a time and you will
>eventually get rid of the error. Then try again. It happens usually when
>you create a sector outside another and then move it in and join up. I
>thinks it's a linedef error, somebody else will know i'm sure. I'm happy
>just deleting the sector and putting it in right or just trying another
>method of joining.
>
>>
>> As I was saying before, DEU is hard to use because it dosn't have a
>> draw feature like some of the other editors. This is both good, and bad,
>> as the source of a lot of the bugs is the other editors (DCK and Waded)
>> seems to be the linedef draw modes.
>>
>> 1. How can I keep DCK 2.2 form having problems allocating memory?
>> (I have a 4meg RAM)
>
>Get 8meg? I have 8 and never come across this problem.
>I would suggest removing most of the tsr's from your config.
>Try just loading your memory mgrs and mouse driver.
>
>> 2. How can I keep Waded 1.47 from crashing in make sector?
>> (it also crashes, but not as often, when is use the sec definer)
>> 3. Is number two hopeless? (no offense to the author of Waded)
>Sorry, never used it.
>
>
>> And, incase you are wondering, my computer setup is not strange in any
>> way. Just you run of the mill 486DX/33 with no sound card (well...
>> that's a little out of the ordinary. I geuss I'm still living in the
>> past :) ).
>>
>>
>>
>> -Chronomancer
>>
Not meaning to get into the middle of this, but I prefer DCK2.2 and so far
have had no problems with it bombing. I have a 386/40 with 8 megs. I find it
the easiest to use and also have had no problems with creating anything that
I wanted to.>
------------------------------
From: johnsond@std.teradyne.com (Dean Johnson)
Date: Thu, 4 May 1995 15:30:51 -0700
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
> could make a big cloud of them, or shoot them as you ran so the other guy
> would run into them, or spin around in a room shooting them out (it was also
> kinda cool when both players used them on each other in an enclosed space
> and you didn't know whose mines were whose). Sure, you no longer had the
> ultra-effective rocket launcher, but it was a pretty cool effect.. one way
> to change the BFG would be to do something humerous like having it shoot
> dead bodies instead of flashes :)
A suggestion, there was a hack with barrels that'd follow you and blow
up when you were near. Find it or roll your own (attack frame ==
barrel explosion, also an optional, borrowed movement frame).
Then make the BFG spawn barrels.
Even tweak the sprites so you get something nicer than big ol'
barrels. Heh...use a prexisitng sprite. ("BOOM--That's not a
health potion!")
- -D "You want to make the BFG create MIMES!?"
------------------------------
End of doom-editing-digest V1 #267
**********************************