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Doom Editing Digest Vol. 01 Nr. 314

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #314
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 16 June 1995 Volume 01 : Number 314

doom-crash error message
Doom Limits
Re: Good editors...

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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Wed, 14 Jun 95 16:50:19 PST
Subject: doom-crash error message

To anyone who's collecting a list of doom error messages I got this one
when triggering a GR SW1x with the chaingun:

P_StartButton: no button slots left!

If you've heard of it before, just ignore this message..




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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Thu, 15 Jun 1995 15:06:02 -0500
Subject: 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)

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

From: "David A.R. Wallace" <dwallace@ccs.neu.edu>
Date: Thu, 15 Jun 1995 16:05:32 -0400 (EDT)
Subject: Re: Good editors...

On Fri, 9 Jun 1995 AFree120@AOL.COM wrote:

> Hey that's cool. I've tried all the editors (I think) and DCK2.2 is my
> favorite. It tends to crash on my system once in a while but that just tought
> me to save often. Plus booting up with very little other than DOS and my
> sound card and mouse helped too. I love the way that you can hit F9 and go
> right to DOOM or Heretic etc. and test out the level. When you exit you got
> automatically back to DCK. WOW!
>

Yeah, but I do have a beef with its built-in BSP builder. I use WARM
myself, and it works well albeit slowly. It does have one odd quirk that
I can't quite understand.

In my HIVE.WAD, I have 160-length lindefs with the METAL1 (hexagon, width
64, appropriate for a beehive) texture. When I align them, they work
most of the time, but sometimes I get only some of the texture aligned. The
problem seems to be that the first instance of the texture (left to
right) on the linedef is offset correctly, but later instances are not
offset at all.

Why is this so? /:|

David Wallace of Sigless

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

End of doom-editing-digest V1 #314
**********************************

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