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Doom Editing Digest Vol. 01 Nr. 290

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #290
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 23 May 1995 Volume 01 : Number 290

[none]
This list
OK, here's the proposal...
Re: This list
[none]
[none]
Re: This list
Re: This list
[none]
spooky
[none]
Re: Another WAD Error
Administrivia
[none]
Re: Floor drawing issues (off topic?)
NEW weekly reminder: beginners' questions
Re: This list
Looking for Heretic specs
Re: Floor drawing issues (off topic?)

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

From: doom-editing@nvg.unit.no
Date: Mon May 22 23:23:21 GMT 1995
Subject: [none]

>From doom-editing Mon May 22 16:12:13 0300 1995 remote from nvg.unit.no
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From: mneves@eros.rdc.puc-rio.br (Marcus Vinicius de A.B. Neves)
Message-Id: <9505221912.AA30679@eros.rdc.puc-rio.br>
Subject: Re: Another WAD Error
To: doom-editing@nvg.unit.no
Date: Mon, 22 May 1995 16:12:13 -0300 (BSC)
In-Reply-To: <Chameleon.950518091204.afn03713@dean.co.alachua.fl.us> from "afn03713@freenet.ufl.edu" at May 18, 95 09:08:11 am
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> this comes from a bug in the doom exe or eve in DOS4GW itself. It appears
> that system memory is being overlaid, which would point to a bug in the
> program or dos extender. Just something to think about, it mat not be you
> wads at all.

I think this isn't possible, cause I already ran in my 486 8Mb system an
PWAD called CASTLE.WAD (2Mb in size) with Doom 2 and all went OK. It seems like a
"MasterBUG", that ones that only a Divine Intervention would help. ;-)

*--------------------------------------*-------------------------------------*
| ()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: Greg Lewis <gregl@umich.edu>
Date: Mon, 22 May 1995 20:46:15 -0400 (EDT)
Subject: This list

Is it just me or is this list sending multiple (2-4) copies of every
message to my mailbox?

Greg


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

From: jeffj@mcs.com
Date: Mon, 22 May 1995 20:54:08 -0500
Subject: OK, here's the proposal...

OK, everyone seems to be more than in agreement with me as
to the WAD id in the actual WAD...

Here are some basic points to note:

The "!!GAME!!" name is being used because, as stated,
id Software suggests that all dir entries be made
up of numerics and alphabetic chars.

WE DO NOT want this name to clash with anything that id
may throw at us later... So, in essence, if THEY keep
with their own suggestion, this name will never clash with
any of ther own names (textures, sounds, sprites, etc..).

..

Now, 1, 2, 3, 4, etc... equaling DOOM, DOOM2, HERETIC, etc...
( the next being the NEXT game to be released utilizing the
WAD file principle. )

Now, with the onslaught of all the games to be released soon,
we can utilize the other bits in different ways... WE DO NOT
WANT TO BELOTE the WAD file! THIS IS A NO-NO! A dir entry
is sufficient, and to the point... WHO CARES WHO CREATED THE
WAD, WHO CARES WHICH EDITOR WAS USED. There is sufficient
room in the text file - That's what the text file is for!!!

Now, I will GIVE - AS FREEWARE! a utility to ID a WAD. Give
me a day or two to spare some time... It's EXTREMELY SIMPLE
TO DO! I will include CODE too! (C) Utilize it, relate to
it!

AUTHORS! Especially those of DEU, DMAPED, etc... Please
catch onto this convention, as it will help us in the long
run, it's simple to do, and will solve a LOT of problems.

Jeff Jones -- Direct mail to JEFFJ@MCS.COM.


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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Mon, 22 May 1995 21:52:28 -0500 (CDT)
Subject: Re: This list

> Is it just me or is this list sending multiple (2-4) copies of every
>message to my mailbox?
>
>Greg
Me too. And user "unknow.john.orazem@ablelink.org" or somethig like
that is screwed up....every time I post to the list, I get a messaage
back form ablelink.org saying unknown user. I get 2-3 copies too...
and the subject line is always blank.
-- Evil Genius (Jimmy Sieben)

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

From: doom-editing@nvg.unit.no
Date: Tue May 23 02:57:43 GMT 1995
Subject: [none]

>From doom-editing Mon May 22 20:46:15 0400 1995 remote from nvg.unit.no
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From: Greg Lewis <gregl@umich.edu>
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Is it just me or is this list sending multiple (2-4) copies of every
message to my mailbox?

Greg


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

From: doom-editing@nvg.unit.no
Date: Tue May 23 04:02:09 GMT 1995
Subject: [none]

>From doom-editing Mon May 22 20:54:08 0500 1995 remote from nvg.unit.no
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From: jeffj@mcs.com
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Date: Mon, 22 May 1995 20:54:08 -0500
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Subject: OK, here's the proposal...
To: doom-editing@nvg.unit.no
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OK, everyone seems to be more than in agreement with me as
to the WAD id in the actual WAD...

Here are some basic points to note:

The "!!GAME!!" name is being used because, as stated,
id Software suggests that all dir entries be made
up of numerics and alphabetic chars.

WE DO NOT want this name to clash with anything that id
may throw at us later... So, in essence, if THEY keep
with their own suggestion, this name will never clash with
any of ther own names (textures, sounds, sprites, etc..).

..

Now, 1, 2, 3, 4, etc... equaling DOOM, DOOM2, HERETIC, etc...
( the next being the NEXT game to be released utilizing the
WAD file principle. )

Now, with the onslaught of all the games to be released soon,
we can utilize the other bits in different ways... WE DO NOT
WANT TO BELOTE the WAD file! THIS IS A NO-NO! A dir entry
is sufficient, and to the point... WHO CARES WHO CREATED THE
WAD, WHO CARES WHICH EDITOR WAS USED. There is sufficient
room in the text file - That's what the text file is for!!!

Now, I will GIVE - AS FREEWARE! a utility to ID a WAD. Give
me a day or two to spare some time... It's EXTREMELY SIMPLE
TO DO! I will include CODE too! (C) Utilize it, relate to
it!

AUTHORS! Especially those of DEU, DMAPED, etc... Please
catch onto this convention, as it will help us in the long
run, it's simple to do, and will solve a LOT of problems.

Jeff Jones -- Direct mail to JEFFJ@MCS.COM.


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

From: John Minadeo <jminadeo@cybercon.com>
Date: Tue, 23 May 1995 00:28:52 -0400 (EDT)
Subject: Re: This list

On Mon, 22 May 1995, Greg Lewis wrote:

> Is it just me or is this list sending multiple (2-4) copies of every
> message to my mailbox?
>
> Greg
>

Not just you...

John

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

From: bdick@Direct.CA (Darwin Dick)
Date: Mon, 22 May 1995 21:29:48 -0700
Subject: Re: This list

> Is it just me or is this list sending multiple (2-4) copies of every
>message to my mailbox?
>
>Greg
>

No it's not just you I have about 10 copies of the same doom level.


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

From: doom-editing@nvg.unit.no
Date: Tue May 23 05:13:00 GMT 1995
Subject: [none]

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> Is it just me or is this list sending multiple (2-4) copies of every
>message to my mailbox?
>
>Greg
Me too. And user "unknow.john.orazem@ablelink.org" or somethig like
that is screwed up....every time I post to the list, I get a messaage
back form ablelink.org saying unknown user. I get 2-3 copies too...
and the subject line is always blank.
-- Evil Genius (Jimmy Sieben)


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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 23 May 1995 07:49:07 +0100
Subject: spooky

- --G8M5ikN0YaOBd6IMVve7MvhXOrk0RhL6
Content-type: text/plain; charset="us-ascii"

I just finished a level that is 460k in size and came up against
some strange things toward the end. One sector decided (the
sector had been in existance plenty before this happened) to
have a trap-door effect in it, that is, you could walk across it
and suddenly you fell to the lowest near sector height, while
staying in the higher sector. Weird. I fixed it by adding a new

- --G8M5ikN0YaOBd6IMVve7MvhXOrk0RhL6
Content-type: text/plain; charset="us-ascii"







sector inside this one, but why should such a thing happen. I got
to thinking it was a one-off until it happened to another sector
elsewhere in the level. I fixed it using the same method. My
editor is Deth2.3. Is there a max size to a level after which the
node builder and blockmap can't cope?!?!?

Dario

- --G8M5ikN0YaOBd6IMVve7MvhXOrk0RhL6--

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

From: doom-editing@nvg.unit.no
Date: Tue May 23 06:29:51 GMT 1995
Subject: [none]

>From doom-editing Tue May 23 00:28:52 0400 1995 remote from nvg.unit.no
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From: John Minadeo <jminadeo@cybercon.com>
To: doom-editing@nvg.unit.no
cc: doom-editing <doom-editing@nvg.unit.no>
Subject: Re: This list
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On Mon, 22 May 1995, Greg Lewis wrote:

> Is it just me or is this list sending multiple (2-4) copies of every
> message to my mailbox?
>
> Greg
>

Not just you...

John

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

From: Andre Arsenault <d9ij@jupiter.sun.csd.unb.ca>
Date: Mon, 22 May 1995 20:43:02 -0300 (ADT)
Subject: Re: Another WAD Error

On Mon, 22 May 1995, Marcus Vinicius de A.B. Neves writes:

> I think this isn't possible, cause I already ran in my 486 8Mb system an
> PWAD called CASTLE.WAD (2Mb in size) with Doom 2 and all went OK. It seems like a
> "MasterBUG", that ones that only a Divine Intervention would help. ;-)

Hmm, what if, due to this "Master Bug", the memory allocation pointers
for DOOM and the DOS4GW extender pointed to the same address? Then you'd
get a crash and it wouldn't really matter how big that PWAD was.

Just a thought.

============ Andre Arsenault ------- d9ij@jupiter.sun.csd.unb.ca ============
%%%%%%%%%%% "You know, if you shoot me you're liable to lose a %%%%%%%%%%%%
%%%%%%%%%%%%% lot of those humanitarian awards..." -Fletch %%%%%%%%%%%%%%
=============================================================================





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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 23 May 95 10:48:06 +0100
Subject: Administrivia

Hi all,

Sorry about the spate of multiple mailings: we are investigating and hope
to have it stopped soon. In the future, if this sort of problem crops up
can you all please note that it makes much more sense to mail the *list
caretaker* (doom-editing-owner@nvg.unit.no) and report the trouble than to
mail to the list and proliferate the surplus mailings. Please bear in mind
that managing the list consumes so much time that *reading* it has to take
a back-seat!!

Thanks, and sorry for any inconvenience.

- -Steve



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

From: doom-editing@nvg.unit.no
Date: Tue May 23 08:43:30 GMT 1995
Subject: [none]

>From doom-editing Mon May 22 21:29:48 0700 1995 remote from nvg.unit.no
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> Is it just me or is this list sending multiple (2-4) copies of every
>message to my mailbox?
>
>Greg
>

No it's not just you I have about 10 copies of the same doom level.


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 23 May 95 13:27:19 +0100
Subject: Re: Floor drawing issues (off topic?)

At 2:22 pm 19/5/95, Robert Fenske Jr wrote:
> if you have no upper
>texture on a door you would expect to see any stuff on the other side of
>the door if a back-to-front draw is done. But since the missing texture
>area is not filled with anything (or has leftover junk), DooM has to know
>that it doesn't have to draw anything behind the texture. A front-to-back
>approach would give you that knowledge. It also explains why DooM slows
>down when you are viewing through a grated texture: there are lots of small
>see-throught areas that have to be examined and drawn.
>

I don't think the last point is correct: 2-s main textures seem to be
handled *last* and not by the main wall-drawing code: I think grating
textures do get drawn onto the distant view, and by the sprite drawing
engine (or a close relative). I've never noticed any real slow-down with
grating textures.

{You know, John Romero must be wetting himself laughing at all this
pointless speculation about the DOOM internals ;)

- -Steve



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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 23 May 95 13:44:09 +0100
Subject: NEW weekly reminder: beginners' questions

FROM: the list caretaker; *** A REMINDER ***

The purpose of this list is to discuss *advanced* DOOM editing techniques.
If you have a question but don't know whether it's advanced or not, and
would like to avoid the extreme embarrassment of demonstrating the extent
of your ignorance in front of your peers, you are encouraged to 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 service 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.

**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
they will be brought to light sooner!**


Remember also that if you want any general info about this list, you should
send mail to the list-server, thus:

To: majordomo@nvg.unit.no
Subject:
Body: info doom-editing

=====================================================================
This reminder will be posted here weekly, with the same subject title.

==
- -Steve Check out: http://cres1.lancs.ac.uk/~esasb1/doom/index.html
and "Tricks of the DOOM Programming Gurus" (SAMS: ISBN:0-672-30717-0)



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

From: "DM. Neidle" <ph1068@bristol.ac.uk>
Date: Tue, 23 May 1995 15:37:41 +0100 (BST)
Subject: Re: This list

>
> > Is it just me or is this list sending multiple (2-4) copies of every
> >message to my mailbox?
> >
> >Greg
> >
>
> No it's not just you I have about 10 copies of the same doom level.
>
>
I just got three copies of this

Dan


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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Tue, 23 May 95 16:09 GMT
Subject: Looking for Heretic specs

Hi!

I'm in search of some kind of heretic-specs, like those great
doom-specs. In fact I need the numbers for the keys only, but
maybe I need a bit more later.

Anyone?

Btw. could someone fix those multiple postings?

cya
Denis


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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Tue, 23 May 95 15:00:25 CDT
Subject: Re: Floor drawing issues (off topic?)

>I don't think the last point is correct: 2-s main textures seem to be
>handled *last* and not by the main wall-drawing code: I think grating
>textures do get drawn onto the distant view, and by the sprite drawing
>engine (or a close relative). I've never noticed any real slow-down with
>grating textures.
Now that I think about it, for any slowdown I've seen with see-
through textures, the game could have slowed down because many more textures
came into view. But I would think that there must be some front-to-back
processing; otherwise, the game should be the same speed regardless of how
many textures are on the screen.

>{You know, John Romero must be wetting himself laughing at all this
>pointless speculation about the DOOM internals ;)
Either that or he's thinking "hey, why didn't we think o' that" ...

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

End of doom-editing-digest V1 #290
**********************************

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