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Doom Editing Digest Vol. 01 Nr. 305
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #305
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 6 June 1995 Volume 01 : Number 305
Invisible Doors/Crossways
DETH Editor
RE: Design tips wanted
superimposed lineswitches conclusion
Re: DETH Editor
Re: superimposed lineswitches conclusion
Re: DETH Editor
Re: Doom2.exe == Doom.exe
Weird things about the origional levels
DETH
Tech Lamps using WinDEU 5.24?
Editors that don't discard add-in patches?
Re: DETH Editor
----------------------------------------------------------------------
From: Shawn L Hawkins <SLH3622@tntech.edu>
Date: Sun, 04 Jun 1995 21:42:31 -0500 (CDT)
Subject: Invisible Doors/Crossways
The file below is a sample of an idea... dunno if anyone else has used it
yet. Take the standard invisible door, and use it with its lift
properties. Kind of like this:
Floor Ceiling
.----. Sector 0: 0 128
| 2 | 1: 0 128
.----+----+----. 2: 128 256
| 0 | 4 | 1 | 3: 128 256
`----+----+----' 4: 127 256 (Invisible Door/Lift)
| 3 |
`----'
I think this creates a dandy effect. Well, crap. My diagram left out two
sectors, just between sectors 4&2 and 4&3, to make the invisible door work.
Their floor/ceilings are 0/256.
- --------------------------------------------------------------------------
Also, I'm having trouble overlaying linedefs. I'm using ADE2. The
walk-over once types are overlayable, yes? How about a W1 monster port,
with a few W1 player ports over it?
- --------------------------------------------------------------------------
begin 644 test01.zip
M4$L#!!0 ( )2LQ!ZE_5U\# 4 $<, * 5$535# Q+E=!1*U638@<z
M113^NF>F9Z;G9W=V-S]JC./)4\MNC!HD2"?9B=FX[BP[BQ$$=T'P8"!$05A4y
MUC((>M&+$(.(K"!!XP\>@GC(84X*W@4A'I8<@O'@P9^;V^U7KU[WSLRN.:C=x
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M*7NAZRPM=Y[J])JLLY<HT^M8;> R:]A1>X3T.B>6NTN]&^3?(K[0G>U8@>=9x
MR^S.*(QVZ KV4N<T1X#[R)^G_/'Y[HG'Z>3?4$L! A0 % @ E*S$'J7]w
M77P,!0 1PP H @ %1%4U0P,2Y704102P4& v
/ $ 0 X - 4 u
t
end
- --------------------------------------------------------------------------
------------------------------
From: pdavy@taranaki.ac.nz
Date: Mon, 5 Jun 95 20:41:53+130
Subject: DETH Editor
Hi
I downloaded the DETH23.zip editor for doom2 because I've been having problems
with other editors I've tried. Everytime I try to run DETH I get the following
message "...is the shareware version. You will not be able to save any
changes" referring to my Doom2 version. I have version 1.9 the full commercial
version. I don't think I've ever had the shareware version. It is off the
commercial CD-ROM and it states it is the commercial version as it starts. The
other editors I've tried work OK with it. I start DETH using the following
syntax DETH -w c:\doom2\doom2.wad
Any ideas?
Also I get a blank screen if I type c for create. Just blank!! Which video
driver should I use with my stock standard Trident 1 meg ISA card in the
runme.bat file? Assuming I can fix all these problems how do I get started
actually using DETH?
regards
Peter Davy (New Zealand)
pdavy@taranaki.ac.nz
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Mon, 5 Jun 1995 10:16:01 +0100
Subject: RE: Design tips wanted
Go to my homepage (doom section). I have written a "do's and
dont's" of good level making. It is at:
http://www.linefeed.com/linefeed/alek/dario/home.html
To back it up, I have my own levels there too.
Dario
------------------------------
From: a13231@mindlink.bc.ca (Drake O'Brien)
Date: Mon, 05 Jun 95 03:59:15 -0800
Subject: superimposed lineswitches conclusion
Re: the superimposed lineswitch thread Jacob Roberto asks:
> First of all, how come DOOM isn't crashing when you load it for having
>crossing linedefs and two vertexes on the same spot.
And EvilGenius demands:
> Sheesh! All this overlaid linedef talk is *REALLY* confusing me. How
>about posting a WAD with ALL the overlaid linedef stuff figured out so
far?
>I need to see what all this is a bout before I try to understand it all.
>Thanks.
I'll answer both at once and put this topic to rest. I've been using
WinDEU2.4. The linedefs haven't been crossing, so far, just overlayed.
I've been taking isolate predefined 2-sided x1 lines (eg. S1 OPEN DOOR,
SW1GSTON) of 64 length and dropping them on a 64 length line-def
(wall-switch) of an interior sector. WinDEU says there are vertices
occupying the same position, do I want to merge? and I answer yes, then
WinDEU says there are superimposed linedefs, do I want to merge? and I
answer no. In sum the results are:
1. you can overlay x1 linedefs
2. if you overlay some isolate W1 linedefs the first 9 will be triggered
at once by the first walkover, the next bunch will be triggered by the
second walkover. I didn't test more than 18. Steve and Ty know which 9 are
triggered on first gothru'... no need to experiment. As in:
3. if you overlay S1 and G1 linedefs (onto a wall-switch baseline on some
interior sector wall) the S1 switches will trigger in sequence of their
linedef #, low #s first. In my tests three things have stopped the
triggering sequence:
a) a SR linetype was interposed in the sequence of S1 types - so no doubt
interposing any type that can't be discharged will stop the sequence.
b) a G1 linetype was interposed in the sequence and the line hadn't been
shot yet. Overlayed G1 linetypes are triggered like overlayed W1 types,
all at once (probably in groups of 9).
c) the 'baseline' has been triggered. eg., if you overlay S1 #49 and #146
on S1 #111 you'll trigger in order low to high #49-->#111, but since #111
is the 'baseline' (the original linedef holding the texture you see),
line-switch #146 is blocked.
I've also looked at isolated S1 line-switches placed 1 pixel apart in front
of the wall-switch of the interior sector. These are triggered in the
physical sequence of closest to the player first, and so on. I hadn't
checked out crossed isolated S1 line-switches - my tests were already kind
of absurd - but FYI I did a quick test run and didn't run into any problems
with nodes etc. The two isolated S1 line-switches that I crossed worked
exactly as uncrossed ones would - in near to far order (except now we're
talking about near to far parts). I can imagine a situation or two where
someone might even want to do this....
Finally, there was no sense in posting a zipped wad because none of the
info about how things were done etc. would be visible anyhow. After you
click 'yes' to merge the vertices in WinDEU the vertices are merged -
there's no trace of the old form, and also there's no way to see that
there're superimposed linedefs present, or how many there are.
- --
Drake O'Brien
a13231@mindlink.bc.ca
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Mon, 5 Jun 1995 08:27:13 -0400 (EDT)
Subject: Re: DETH Editor
(Keeping in mind that advice is cheap, here's some of mine.)
On Mon, 5 Jun 1995 pdavy@taranaki.ac.nz wrote:
> Everytime I try to run DETH I get the following
> message "...is the shareware version. You will not be able to save any
> changes" referring to my Doom2 version. I have version 1.9 the full commercial
> version. I don't think I've ever had the shareware version. It is off the
> commercial CD-ROM and it states it is the commercial version as it starts. The
> other editors I've tried work OK with it. I start DETH using the following
> syntax DETH -w c:\doom2\doom2.wad
> Any ideas?
The beauty of DOS programs is that you NEVER simply load 'n' go. :)
Check your deth.ini file. It should include a line like the
following:
config = c:\games\doom\deth\doom2.cfg
...replace this with the filename and path of where you put the doom2.cfg
file that came with Deth, and put # at the beginning of any other `config
= ' lines so as not to confuse the Deth.
Now check the doom2.cfg file itself; it should include a pair
of lines, like so;
[wad]
d:\doom2cd\doom2.wad
...replacing the second line with the path and filename of your doom2.wad.
> Also I get a blank screen if I type c for create. Just blank!! Which video
> driver should I use with my stock standard Trident 1 meg ISA card in the
> runme.bat file? Assuming I can fix all these problems how do I get started
> actually using DETH?
I just use the VESA driver myself. Try editing your runme.bat file to
look like this:
- ----------
@echo off
set GO32TMP=c:\tmp
set GO32=emu c:\games\doom\deth\emu\emu387 drivers | This is all
c:\games\doom\deth\drivers\vesa_s3.grn | one long line
- ----------
And remember to run runme.bat whenever you've booted your computer and
are about to run Deth.
The first line, @echo off is not necessary, it just keeps the
computer from spitting out the commands at you every time you run the
batch.
The second line sets the directory where temporary files will be
stored. Shouldn't be too hard.
The third line is the important part. `emu c:\etc.' shows the
path and filename of your 387-coprocessor emulator, which is required if
you don't have a real 387. (One such emulator should have come with Deth.)
`drivers c:\etc.' shows the path and filename of the video driver you
wish to use. If this one doesn't work, try VESADRV.VDR, or STDVGA.GRN,
or VGA.GRD. (I might have the extensions wrong.)
I hope this helps. Good luck. Be sure to let the rest of us
know when your masterpiece is finished.
Matthew Miller -- rmiller@infinet.com
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 05 Jun 1995 09:31:22 EDT
Subject: Re: superimposed lineswitches conclusion
a13231@mindlink.bc.ca (Drake O'Brien) ,in message <m0sIar5-0005AQC@deep.rsoft.b
c.ca>, wrote:
> Finally, there was no sense in posting a zipped wad because none of the
> info about how things were done etc. would be visible anyhow. After you
> click 'yes' to merge the vertices in WinDEU the vertices are merged -
> there's no trace of the old form, and also there's no way to see that
> there're superimposed linedefs present, or how many there are.
Drag to mark in a region, then use "next marked" and "prev marked". What do
you mean your editor doesn't support those features? Try another one.
------------------------------
From: JRoberto@on-ramp.ior.com (Jacob Roberto)
Date: Mon, 5 Jun 95 08:47 PDT
Subject: Re: DETH Editor
>Hi
>
>I downloaded the DETH23.zip editor for doom2 because I've been having problems
>with other editors I've tried. Everytime I try to run DETH I get the following
>message "...is the shareware version. You will not be able to save any
>changes" referring to my Doom2 version. I have version 1.9 the full commercial
>version. I don't think I've ever had the shareware version. It is off the
>commercial CD-ROM and it states it is the commercial version as it starts. The
>other editors I've tried work OK with it. I start DETH using the following
>syntax DETH -w c:\doom2\doom2.wad
>Any ideas?
I think it is reffering to the sharware version or the edititor, *not* DOOM
2. I havn't used DETH so I don't know that much about it. Either register
DETH or get a new editor. DEU works nicly. If you are new to editing, I'd
suggest reading through the programs manual first. If you get wierd bugs in
you WADs, try DESIGN12.ZIP at ftp.cdrom.com/.2/idgames/docs/editing. Hope
this helps.
>Also I get a blank screen if I type c for create. Just blank!! Which video
>driver should I use with my stock standard Trident 1 meg ISA card in the
>runme.bat file? Assuming I can fix all these problems how do I get started
>actually using DETH?
>
I don't know
*******************************************
* Jacob Roberto (JRoberto@on-ramp.ior.com *
*******************************************
------------------------------
From: johnsond@std.teradyne.com (Dean Johnson)
Date: Mon, 5 Jun 1995 12:10:21 -0700
Subject: Re: Doom2.exe == Doom.exe
>
> From: ambient!larry@nvg.unit.no (Larry Mulcahy)
> Date: Sat, 3 Jun 95 23:46 MDT
> Subject: Re: doom-editing-digest V1 #303
>
> Shouting to be heard above the roaring chainsaw of dismemberment on Sun,
> 4 Jun 1995 02:22:09 +0200, Ted J. Vessenes bellowed:
>
> Ted> Well... Back when 1.6 was released, I made some wads with all of
> Ted> the new monsters. I didn't have pictures for them (nor a way of
> Ted> including the sprites), but I found that if I never looked at
> Ted> them (ie, hit tab and walked around) the game wouldn't quit. So
> Ted> I catalogued all the monsters on 1.6.
>
> Maybe Id decided this was a hole that needed to be closed, like getting
> rid of the shareware -file option? I'm using v.1.9 of both DOOM I and
> DOOM II.
Are you using Doom.wad or doom2.wad? The doom executable uses that
file to determine how it's gonna behave. You need to do some stuff to
make the executable think it's dealing with doom2.wad -- most obviously
the name of the file needs to be doom2.wad. Second, you probably need
to tweak some internal stuff such as mapping exlx notation ->
mapxx... You might need to rename the executabel also...
I haven't done this but I've seen the discussion here before.
- -D
------------------------------
From: JRoberto@on-ramp.ior.com (Jacob Roberto)
Date: Mon, 5 Jun 95 12:28 PDT
Subject: Weird things about the origional levels
There are a few things in the doom 2 levels that I have no idea how they
are done or what they are for. It would be very nice to figure these out
since they would be nice special effects to add to a WAD.
The things are:
- In level 30, there is a mystery linedef out to the side of the
level. It is in its own sector and my editer gives my errors that the sector
is not closed, and I one tried removing it, saving the level as a PWAD, and
playing back a demo of someone beating level 30, but it went out of sinc (he
was dying and shooting the walls) The linedef doesn't have a sector tag and
the type is 0. What could this linedef be for?
- In level 30, how does doom know where to explode the rockets when
the level is beaten?
- In level 32, how does doom know that it need to raise the sector
once all the keens are destroyed?
- In level 7, hoe does the level do certain things when all of a
certain type of enemy is destroyed?
------ /\ --- -- +-\ # JACOB ROBERTO
/ / \ | | | \__| # ROBERTOSOFT
| / |--| | | | \ | # PROGRAMMER
./ | | --- -- \-/ # THE OWNER
### ### ### O####B##### / JACOB ROBERTO
# # # # # O# # / ROBERTOSOFT
### #### ## ### # / OWNER
# # # # # # # /
# # #### ## # # /
####### #### #
# # #
# # # ## #
## #### #
*******************************************
* Jacob Roberto (JRoberto@on-ramp.ior.com *
*******************************************
------------------------------
From: pdavy@taranaki.ac.nz
Date: Tue, 6 Jun 95 08:41:45+130
Subject: DETH
Hi
To all the nice people that sent me answers to my DETH editor problem Thankyou
very much, it now works fine. If I'm not meant to send thankyou notes to the
whole mailing list can somebody tell me please. I've not been on a mailing
list before.
regards
Peter Davy (New Zealand)
pdavy@taranaki.ac.nz
------------------------------
From: thekid@ornews.intel.com (Brian Kidby)
Date: Mon, 5 Jun 1995 15:25:27 -0800 (PDT)
Subject: Tech Lamps using WinDEU 5.24?
I never noticed this before this weekend, but WinDEU 5.24 doesn't seem
able to recognize/use Doom II's medium or tall 'Tech Lamps'.
For example, in MAP06 (The Crusher), there are supposed to be four of
these 'Tech Lamps' in the control room (the large rectangular room with a
central island that spews forth demon-spawn when the yellow key-card is
picked up). Each lamp is set into one of the room's outer walls.
When using WinDEU 5.24 to edit this level, the editor indicates that
there is indeed a 'Tech lamp' at each of these positions. However,
when I try to edit the lamps, WinDEU can't find a sprite to associate
with the name. Furthermore, the 'Tech Lamps' are not available to
me when I'm creating levels from scratch using WinDEU 5.24. MY IWAD
is virgin.
I have a level that desperately cries out for a few of these 'Tech Lamps'.
Can someone out there confirm this deficiency for me? Also, what is the
best way to work around this? (Is there a way to manually enter the
THING numbers in WinDEU 5.24? If not, are _all_ THINGS available through
DCK 2.2?)
thx,
Brian K.
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------
------------------------------
From: thekid@ornews.intel.com (Brian Kidby)
Date: Mon, 5 Jun 1995 15:36:03 -0800 (PDT)
Subject: Editors that don't discard add-in patches?
Are there any MAP editors available that won't throw away any additional
texture-patches that I've added to my PWAD when I rebuild the damn thing?
When WinDEU 5.24 rebuilds my map resources, it just throws away any
non-map resources that happen to be in the PWAD. I'd really like to be
able to add my patches and texture-list to my PWAD when I begin
creating my level, so that I can see the new textures in action early
on.
thx,
Brian K.
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------
------------------------------
From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Mon, 5 Jun 1995 23:56:39 +0100 (BST)
Subject: Re: DETH Editor
On Mon, 5 Jun 1995, Jacob Roberto wrote:
> I think it is reffering to the sharware version or the edititor, *not* DOOM
> 2. I havn't used DETH so I don't know that much about it. Either register
> DETH or get a new editor.
Please don't _guess_: DETH is free and looks to be GPLed.
BTW, I have replied by email to the original questioner.
- --
David 'Gotterdammerung' Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk.
Trinity College, Cambridge University. CUWoCS President. All Hail Discordia!
|___| IV - A Discordian shall Partake of No Hot Dog Buns, for Such was the
| | | Solace of Our Goddess when She was Confronted with The Original Snub.
------------------------------
End of doom-editing-digest V1 #305
**********************************