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Doom Editing Digest Vol. 01 Nr. 297

eZine's profile picture
Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #297
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 30 May 1995 Volume 01 : Number 297

A wierd looking error
Re: Math tables in exe
WAD ID Util
Recent list troubles
Re: WAD ID Util *** WARNING ***
Re: Importing Graphics
BSP
Re: WAD ID Util *** WARNING ***

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

From: Andrew Morton <amorton@nsn.scs.unr.edu>
Date: Sun, 28 May 1995 22:45:34 -0700 (PDT)
Subject: A wierd looking error

I was playin around with a broken copy of DCK2.2 and win32deu and got a
wierd error, I think it was because of deu's default textures were
assigned to lindefs that didn't need them. Just run forewar and when you
get into the second room turn arround if you stay long enough it'll
freeze you computer. Originaly the error was all blue lines then it got
some pink lines and now it has some other wiers almost transparent
textures so your mileage will definately vary. I backed up the original
if you want it (don't ask me why) If this is old shit delete the message
and send me some hate mail.

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`
end


+-----------------------------------------------------------------+
| /\ |\ /| | amorton@nsn.scs.unr.edu |
| / \ | | \/ | _|_ |
| |--| |^\ /\| \_/ | | /\ |\ | /\ |^\ IRC Nick : Gomer |
| | | | | \/| / | | \/ | | \/ | | |
+-----------------------------------------------------------------+


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

From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Mon, 29 May 1995 09:04:19 +0200
Subject: Re: Math tables in exe

Greg Lewis wrote:

> tan/sine lookups
> What does this tell us? Absolutely nothing, as far as I can tell.

Not much. I always wondered if there's only tan in there (there's a neat
description of texture mapping related usage of the BAM angle in the
Segs provided by William Doughty, wich is entirely based on tan lookups).
You'll need sine/cosine for world-to-view transformations of Things and
Vertices, but only one calculation per frame. Sine/cosine Lookup might be
handy for collision detection and movements (project "forward" to world
X/Y).

I wonder why they've bothered to use -90 to 90 intervals for tan
and 0 to 360 degree for sine. In both cases, 0..90 is perfectly
sufficient, and remapping is only a matter of two if's (or some
appropriate masking?). You'll do remapping for cos anyway.


B.






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

From: jeffj@mcs.com
Date: Mon, 29 May 1995 09:18:23 -0500
Subject: WAD ID Util


Ok, here it is, a SIMPLE utility with source in C++ to demo the
easiest way to ID a wad.
This method allows for the WAD to be distinguished as a simgle type, which is
what we want in
this case...

The method before-mentioned (ExMxINFO and MAPxINFO) are great, BUT?
MAP31INFO? How's it
going to fit... Anyway, not important, as it's only a char, but this wad
(INFO) is great for
wads to hold descriptions in indepent level manner...

Our proposal is simple, and QUICK! easy for beginners to pick up on!
THIS IS THE MAIN POINT.

DO NOT PUSH this code on the poblic, as they will probably screw it all up..
If you know the
meaning, great, use it, use it right! Our latest release will be
implementing this also.

Remember, the idea here is : ID a WAD of a certain type; DO IT
QUICK!; do it flawlessly,
unless the person implementing it into their code screws up, this will work
fine... NO overhead in the
WAD other than the dir entry (another main point...)


Read the TXT file in the ZIP for more! TATA! jeffj@mcs.com

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`
end

<---- End Attached File ---->

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 29 May 1995 17:56:26 +0200
Subject: Recent list troubles

At 7:06 pm 25/5/95, John Orazem wrote:
>->I get 2-3 copies too... and the subject line is always blank.
>Sorry, guys, that's my [fault]. I left (actually got kicked off) the place
>where I recieved my mail, before I could unsubscribe. I think
>that it's been done automatically now, though.
>Again, sorry I if caused that problem.

It was done automanually, not automagically. John is just one instance of
half a dozen such cases in the last week. (The apology is accepted, John ;)
Can I please remind *everyone* whose email account may be threatened to
unsubscribe *before* you lose it, or ask someone with an account to
unsubscribe on your behalf (with a note to doom-editing-owner@nvg.unit.no
to explain what has happened). This single act of consideration would save
a lot of work for the list admin, and a reduce inconvenience to the rest of
the list. Arnt has very kindly put some new filtering in place that should
reduce the annoyance to the rest of the list by trapping out more of the
dross but this just means that Bernd and I get it all instead. We would
appreciate *your* efforts to keep it to a minimum!

Please note that the correct address to send subscription/unsubscription
request is majordomo@nvg.unit.no, while the address for queries about the
operation of the list should go to doom-editing-owner@nvg.unit.no

Thanks.

Now back to our normal coverage.... ;)

- -Steve



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

From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Mon, 29 May 95 18:17:43 +0200
Subject: Re: WAD ID Util *** WARNING ***

*** WARNING ***

Do NOT use this version of IDWAD.EXE because it could destroy your WAD files!


If your WAD file has its directory entries at the beginning instead of the
end of the file (there are several WADs out there which have their directory
before the data), IDWAD.EXE will overwrite the first bytes of the first
entry (usually the THINGS). This means that your WAD will be unusable (and
impossible to recover unless you have a backup).

Most WAD files have their directory at the end of the file, and this
utility will work fine with them. But if this is not the case, the program
will not detect this and will silently destroy the data. If you are sure
that no data follows the WAD directory, then you shouldn't have any problems.
Otherwise, you will loose your WAD...

A few notes for Jeff (the author):

- - In my previous posting, I said that the names for the entries are
ExMxINFO and MAPxxINF (where the "x" are replaced by the level number).
There is no "O" at the end of the second name!

- - You should check if there is no data after the WAD directory. If there
is something (length of file > file pos after last entry), then you should
duplicate the whole directory at the end of the file and adjust the
pointers. It's not very hard to do (only one offset) and it will be safer.

- - Please release a new version of IDWAD.EXE which does not overwrite the
WAD data. It could be a nice and useful program, but using the current
version is too dangerous.

- - I understand that you want to keep your program very simple and have only
one entry for the whole WAD instead of one for each map as I want to
have in DEU. But you should at least provide a way to identify the WADs
that work with more than one game: I suggest that you use 1 for Doom,
2 for Doom II and 4 for Heretic (or 16, like in DEU). That way, you could
use 5 for Doom + Heretic or 3 for Doom + Doom II.

I think there will be more and more WADs with dual game support because I
added a special option for that in DEU (and other editors will probably
follow). It makes no sense to identify them as "single-game" WADs if they
work with more than one version of the Doom engine. And remember, Strife
and Heretic II will be released soon!

In DEU, I use the following numbers:
0 - Doom shareware
1 - Doom registered
2 - Doom II commercial
16 - Heretic shareware
17 - Heretic registered
18 - (reserved for Heretic II)
32 - (reserved for Strife shareware, if any)
33 - (reserved for Strife registered)

- -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) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+


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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Mon, 29 May 95 17:18 GMT
Subject: Re: Importing Graphics

>>I have Photostyler 2.0 and have been trying to import some special
>>effects into Doom ][, but the effects must be done in 24 bit Truecolor
>>mode and I can't seem to figure out how to convert my graphics to 8bit
>>256 colors without screwing up the color. (I am using NWT to do the
>>importing.)
>okay, okay, just joking: since I only implemented a hash table, 24bit color
>quantisation is slow as hell in DeuTex.
>
>The recommended method is to get a DOOM picture, load it into PSP 3.0, save the
>palette, get your 24 bit pictures, and load the palette into the picture.
>PSP is quite fast at this, and fairly good too. but it's not automatised, so
>if you have hundred of pictures, better use DeuTex. It will take ages, so have
>your PC do that while you sleep.
A very fast and clean way to quantize a 24bit to an 8bit picture is to
use Alchemy. Simply extract a picture to have a gif with the original
Doom palette and save it as 'original.gif'. With NWT press F3 to do this.

Then use Alchemy to convert your 24bit pic to an 8bit gif USING the original
Doom palette from 'original.gif':

alchemy -o -g truecolor.pcx output.gif -f original.gif

Batchfile-compatible, fast and very good quality.

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []


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

From: mneves@triton.rdc.puc-rio.br (Marcus Vinicius de A.B. Neves)
Date: Mon, 29 May 1995 15:28:22 -0300 (BSC)
Subject: BSP

Hello!

> Anyway, ID has made history one year before anyone else, Carmack is god, and
> let's all prepare to celebrate the first Quake beta.
> BTW, 3D BSP optimisation seems to be a real horror, so we're better start
> studying the problem soon!

Well, I might be disturbing all you again, but I got DooM Specs 1.666 and I am
studying it by now (that's why i'm really bad at school :))). So, I didn't get too much at
BSP. I know it is a sort of Binary Space Partition (or so :), but what this *cool* letters
really are meant too?
What I am trying to ask is what the real benefits of BSP (and why is it so
important) on the DOOM Engine (I said before sorry for my question :).
And, 3D BSP is a real master problem, isn't it? Huh!

*--------------------------------------*-------------------------------------*
| ()s, | |
| 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: jeffj@mcs.com (Jeff Jones)
Date: Mon, 29 May 1995 17:42:39 -0500
Subject: Re: WAD ID Util *** WARNING ***

>
> *** WARNING ***
>
>Do NOT use this version of IDWAD.EXE because it could destroy your WAD files!
>
>
>If your WAD file has its directory entries at the beginning instead of the
>end of the file (there are several WADs out there which have their directory
>before the data), IDWAD.EXE will overwrite the first bytes of the first
>entry (usually the THINGS). This means that your WAD will be unusable (and
>impossible to recover unless you have a backup).
>
>Most WAD files have their directory at the end of the file, and this
>utility will work fine with them. But if this is not the case, the program
>will not detect this and will silently destroy the data. If you are sure
>that no data follows the WAD directory, then you shouldn't have any problems.
>Otherwise, you will loose your WAD...

Thanks for pointing this out, as I was playing around with a wad and had
something
happen to kill the contents myself...

BUT... IDWAD is a generic name, and released just for info (as asked by
quite a few)
especially on the local hang outs I frequent..

The purpose of IDWAD is to get the message across as the the simplicity of
the process.

Don't get the wrong idea, I think your scheme of describing the wad is
great! BUT for
general purposes of MOST, as I think you'll agree, this is about the easiest
way to
go about adding a description to a wad that any program can pull out in a
heart-beat,
or clock tick, if you will...

Your method *IS* better, but this is meant for simplicity, anyone can use
it, and it WILL
co-exist your yours.

Oh, I know they exist, but which program generates the WADS with the dir
BEFORE the
data (after the header?)

Thanks for the feedback, and remember, I'm not knocking you, or your
programs. They
*are* great. There is reason for the simplicity level of this dir entry,
also,
it's meant to be easily added to the 1500+ WADs we have on-line here to
describe them.
In about a flat second or so each, they're easy to ID. Most PWADs are for
a single
game in mind anyway.

jeffj@mcs.com


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

End of doom-editing-digest V1 #297
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