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Doom Editing Digest Vol. 01 Nr. 299
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #299
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 31 May 1995 Volume 01 : Number 299
Re: WAD ID Util *** WARNING ***
Re: WQ: Secret levels, player width
Re: WAD ID Util *** WARNING ***
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From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Tue, 30 May 95 09:40:56 CST
Subject: Re: WAD ID Util *** WARNING ***
On Tue, 30 May 95 02:14:00 +0200,
Raphael.Quinet@aachen.eed.ericsson.se wrote:
>Anyway, it's good to see someone pushing for some ID field in the WADs.
>I talked about the ExMxINFO fields with Jason (author of DMapEdit) several
>months ago, and we never added the code in our editors. I still have
>everything written on paper (with some bits of code), but this has not been
>integrated in DEU 5.3 yet. So maybe it's better if you are pushing for it
>even if your idea is a bit different. That way, I will be forced to do
>something about it. :-)
Yep. :) But this sounds a little different from what we talked about.
This sounds good, though. Kinda interesting that I came up with some of
the same complains about the !!GAME!! method. I like Raphael's ideas a
lot more. It's possible to mix Doom and Doom II maps in DMapEdit as well,
(and I'll assume it's playable in both games) so I'm for a method that
will support multi-game wads. So anyway, Raphael's come up with a good
system for all this, and just as easy to support really, so I'll add
support for DMapEdit to operate as he's layed it out. Just a question or
two about it, though..
Are these info subfiles going to be headers (0 length), in which case the
pointer would be the actual game type bits, or is the length going to
serve as the game type bits (non-standard, so I'm against this idea), or
is it going to be a regular subfile, with a length of 1 byte or
something, and the game type bits will actually be the data area like all
the other files? If this last method is used, maybe you should just go
and set it up as a text subfile, with something like..
type=doom
Kinda like your windows INI file system sorta thing. The reason this
method would work better is because other information can be added to
this subfile later. You can set up info in headers to avoid editor
conflicts, etc. But I dunno. This is pretty much what we talked about
before, isn't it? We didn't see enough reason to do it, so I'm not sure
having all this would be very inportant.
Anyway, back to method 1. I think I like this idea best. 0 length
identifies it as a header, instead of a subfile, and since the pointer
isn't used for anything in a header file, it can be used for whatever we
wish, hopefully. Actually, I'd have to check and make sure I don't reset
the pointers for headers too in DMapEdit. Anyway, talk to you all later..
-Jason
.............................................. .
. .
. Jason Hoffoss - hoffo002@gold.tc.umn.edu .
.. http://www.umn.edu/nlhome/g253/hoffo002/ .
... .
:... Author of DMapEdit - A map editor for Doom! .
::... http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
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From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 30 May 95 16:32:44 +0100
Subject: Re: WQ: Secret levels, player width
At 8:53 am 30/5/95, Robert Fenske Jr wrote:
>
> It's true that it's the player's center point that has to cross the
>line to activate it. So in theory, crossing a vertex joining two lines would
>activate both lines. But, DooM actually restricts line activation to those
>lines that are at least 17 units apart. Crossing over two lines (or using
>your activate key (e.g. space bar) less that 17 units apart will activate
>only one of them.
>
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
have a copy to hand to check right now! ;) Certainly one of my demo WADs
with that book shows how to put two triggers side by side (and back to
back) to make a 'line' to operate a lift from either side.)
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
facing the same way but close together, the second line *can* be activated
provided it is physically possible for the player to move so that his/her
centre-point is between the two lines. It is usually difficult to arrange
this in a useable way in a WAD, usually because S-type lines are positioned
against 'solid' surfaces, but it warrants further exploration.
- -Steve
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From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Tue, 30 May 95 22:36 GMT
Subject: Re: WAD ID Util *** WARNING ***
>And I am thinking about using this as the default save option in DEU 6.0
>(maybe DEU 5.3 too), because it is safer: if something bad happens to your
>WAD while you are saving it or while you are getting it from some FTP site
>or BBS, you are more likely to be able to recover at least some bits of
>it if the WAD directory is intact. Most of the current WADs are unusable
>if the last few bytes are lost: I think it would be better if all editors
>were saving the directory at the beginning of the WAD file (at least for
>the WADs for which the number and size of the entries is known in advance).
Corrupt WADs are really rare and if, just download it again. Having
the directory at the end is much easier to handle, such as adding and
deleting entries. If it is at the beginning and someone wants to add a
resource you have to copy the whole sh**, if it is at the end, you can just
overwrite it... I don't like directories as the first resource.
Btw, I don't care about any WAD-IDs or something, it's not worth adding
a dummy entry to identify a WAD. If a textfile isn't showing this to
me, I throw the WAD away... but, do what you want - if you guys agree on
the names etc. I will let NWT support this. :)
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. []
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End of doom-editing-digest V1 #299
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