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Doom Editing Digest Vol. 01 Nr. 315

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

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #315
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 17 June 1995 Volume 01 : Number 315

Re: Doom Limits
Re: Doom Limits
Re: Doom Limits
Re: Doom Limits
...no subject...
Re: Doom Limits
Re: ...no subject...

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

From: zorro@spirit.com.au (Jeremy Riley)
Date: Fri, 16 Jun 1995 11:58:06 +1000
Subject: Re: Doom Limits

> I have a question. I looked all through the DOOM Specs 1.6, and
>I didn't find anything on Doom limits for vertices, linedefs, sidedefs,
>sectors, etc... I might have missed it, bit it wasn't in section
>A-2. I would like this info because DCK is crashing on a level I am
>making that has 8192 sidedefs. Is this just another stupid problem
>with DCK, or have I hit a WAD limit??? Thanks.
> -- Evil Genius (Jimmy Sieben)
>
>If you take a look in the information option in the help menu you will see
that DCK does have a 8192 sidedef limit. (i.e. 0 sidedefs free) It must be
a bloody big level. Are you sure you need it to be that big?
As far as I know none of the other editors handle more than that either,
so I conclude that it is a Doom limit.
A similar question I have is that I have 52 triggers in my level. As
soon as I run over the 52nd the entire computer crashes and hangs. If I
remove the section it works fine. Is this a limit?

Thanks
Jeremy
>


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

From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Thu, 15 Jun 95 19:33 PDT
Subject: Re: Doom Limits

> I have a question. I looked all through the DOOM Specs 1.6, and
>I didn't find anything on Doom limits for vertices, linedefs, sidedefs,
>sectors, etc... I might have missed it, bit it wasn't in section
>A-2. I would like this info because DCK is crashing on a level I am
>making that has 8192 sidedefs. Is this just another stupid problem
>with DCK, or have I hit a WAD limit??? Thanks.
The DOOM engine has a limit on how many two sided linedef can be in view at
a time, but I don't belief there is one on WAD size. I think it is a DCK
limitation. Try adding more linedefs using a different editer and see if it
works. If it does, you can either wait until it is fixed or get to know a
deferent editer (I like DEU.)
'''''''''''''''''''''''''''''
' JACOB ROBERTO, ROBERTOSOFT '
' JROBERTO@ON-RAMP.IOR.COM '
' HTTP://WWW.IOR.COM/~GROBERTO/ '
''''''''''''''''''''''''''''''''''''''''

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

From: "G. Moshovitis (tmL)" <gmosx@theseas.ntua.gr>
Date: Fri, 16 Jun 1995 11:49:37 +0300 (EET DST)
Subject: Re: Doom Limits

Where can i find Doom Specs 1.6 ?
ftp site i mean...

GM-

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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Fri, 16 Jun 95 11:04 GMT
Subject: Re: Doom Limits

> A similar question I have is that I have 52 triggers in my level. As
>soon as I run over the 52nd the entire computer crashes and hangs. If I
>remove the section it works fine. Is this a limit?
No, just did about 60 and all is still fine.

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: Steve=Cox%model=shop%Mat=Hou@bangate.compaq.com
Date: Fri, 16 Jun 95 8:32:16 CDT
Subject: ...no subject...

I will be getting the doom editing faq's as soon as I can .. but
in the meantime ... I will make this short and to the point ....

Where can I find ftp'able C source code to query a WAD files information.
Or at least a file structure description ...

WHY ??? ?
I want to be able to query what peoples machines speed and
wad file version capabilty is remotely before a DOOM multy-player
game session gets started ... ( IPX or GameConnection style front end )

Also .... has anyone looked into hacking DOOM I or DOOM ][ network
packets to the point of knowing what bytes control what aspects in
the network being played.

Why ????
I want to develope a DOOM/HERETIC/DOOM ][ "Spectator" client
that snoops either IPX or Game Connection packets and reconstructs
some of the info on a DOOM game session ( realtime ) for Non-Interactive
more than 4 DOOM game play ... has this been done already ????

Sorry for all the dumb questions !!!

Steve Cox




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

From: jmichlsn@ix.netcom.com (Jason Michelsen )
Date: Fri, 16 Jun 1995 07:54:16 -0700
Subject: Re: Doom Limits

You wrote:
> A similar question I have is that I have 52 triggers in my level. As
>soon as I run over the 52nd the entire computer crashes and hangs. If I
>remove the section it works fine. Is this a limit?

I just finished a level with about 76 triggers and it runs without a
hitch, so I would say that there is some other problem associated with that
section of the level your trying to do.

Jason Michelsen
JMichlsn@ix.netcom.com

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

From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Fri, 16 Jun 95 19:32:50 +0200
Subject: Re: ...no subject...

Steve Cox wrote:
> Where can I find ftp'able C source code to query a WAD files information.
> Or at least a file structure description ...
>
You should take a look at the source code for DEU. I just released a new
beta version with source code. If you cannot read the announcement that I
posted in rec.games.computer.doom.editing a few hours ago, take a look on
my ftp server: ftp2.montefiore.ulg.ac.be, in /pub/doom/deu/beta/deu53b9.zip.
I have also uploaded a copy on ftp.cdrom.com. It has already been moved in
/pub/idgames/utils/level_edit/deu/.

> Also .... has anyone looked into hacking DOOM I or DOOM ][ network
> packets to the point of knowing what bytes control what aspects in
> the network being played.
>
The file format is known. Basically, it is the same format as the demo
files (*.LMP), wrapped with some additional info depending on the type of
network in use. The source code for the serial driver and IPX drivers can
also be found on several ftp server, including mine (in /pub/doom/id_src/).
The format of the demo files has also been described in detail and some
utilities are able to read and disassemble them. Take a look on ftp.cdrom.com
in /pub/idgames/docs/editing/ (I think).

> I want to develope a DOOM/HERETIC/DOOM ][ "Spectator" client
> that snoops either IPX or Game Connection packets and reconstructs
> some of the info on a DOOM game session ( realtime ) for Non-Interactive
> more than 4 DOOM game play ... has this been done already ????
>
As far as I know, this has not been done yet. But this won't be easy,
because the packets sent over the network contain no information on the
absolute position of the players. They only contain relative moves, and
you will have to handle lots of special cases by yourself, such as detecting
when a player teleports to another location, when he dies and respawns, etc.

- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet (NEW: Updated DOOM page) |
| 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. *-- |
+---------------------------------------------------------------------------+


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

End of doom-editing-digest V1 #315
**********************************

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