Copy Link
Add to Bookmark
Report

Doom Editing Digest Vol. 01 Nr. 347

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 #347
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 15 July 1995 Volume 01 : Number 347

Re: Ultimate Doom and WADS?
See Thru Walls
Re: See Thru Walls
Addendum: Deathmatch dude that kills you?
Re: See Thru Walls
Dehacked thought.
Data utility license ???
Re: See Thru Walls
DOOM
Re: See Thru Walls
Re: DOOM
Re: FOS problem
Re: Data utility license ???
Re: DOOM
Fortress.wad Update
Re: See Thru Walls
Re: Data utility license ???

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

From: misc335@cantva.canterbury.ac.nz
Date: Fri, 14 Jul 1995 14:00:33 +1300
Subject: Re: Ultimate Doom and WADS?

> As for getting the Aliens TC thing to work. From what I understand of
> that Patch, It worked with 1.2 only (correct me if I am wrong, the one I had
> preffered 1.2) Somebody needs to write a DE-patch Patch. Make 1.9's to
> 1.6's and so on. There are so many good add-ons that are not compatible
> with the new versions, It would be nice to jump back to the older ones.

Aliens-TC always worked with 1.666 as well as 1.2, and later versions
work with 1.7 up to 1.9. I havn't seen TUD, so I'm guessing, but my guess
is that the .exe is different to doom1.9 and so the version of dehacked
packaged with ATC won't work. (ie If you manage to get it installed
despite protests, you'll get the puddles floating in mid-air and other
errors)

Anyone know if a TUD-compatible version of DeHackEd being planned? (Is the
existing version compatible?)

Seeya


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

From: Craig Webb <cwebb@eng.nepean.uws.EDU.AU>
Date: Fri, 14 Jul 1995 13:42:22 +1000
Subject: See Thru Walls

I am trying to complete a doom level, but I'm having trouble with
see-thru walls. I have a stair case running up to a room, and if you stand
half way up the stair case and look at the wall to the right, you can see
right through the wall to the next room. However this only happens if you
are looking at a certain angle, and only on one particular step (sector).
The wall is definitely impassable, and I have checked that it is not
2-sided. I thought maybe I had too many see-thru side def's (due to the
steps), but I have had this problem twice before, with the previous
problems occuring no where in sight of steps. The one thing I
have noticed that is in common to all problems I have encountered
is that the walls of both rooms are of the same texture.

I hope I am not doing anything fundamentally stupid and wasting
your time. If so send a rocket down my way.

Craig Webb
Faculty of Engineering
Univeristy of Western Sydney, Nepean
Australia

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

From: Greg Lewis <gregl@umich.edu>
Date: Fri, 14 Jul 1995 01:28:02 -0400 (EDT)
Subject: Re: See Thru Walls

On Fri, 14 Jul 1995, Craig Webb wrote:

> I am trying to complete a doom level, but I'm having trouble with
> see-thru walls. I have a stair case running up to a room, and if you stand
> half way up the stair case and look at the wall to the right, you can see
> right through the wall to the next room. However this only happens if you
> are looking at a certain angle, and only on one particular step (sector).
> The wall is definitely impassable, and I have checked that it is not
> 2-sided. I thought maybe I had too many see-thru side def's (due to the
> steps), but I have had this problem twice before, with the previous
> problems occuring no where in sight of steps. The one thing I
> have noticed that is in common to all problems I have encountered
> is that the walls of both rooms are of the same texture.

I'm assuming you are using DEU here...? There is a bug in the
nodebuilder for DEU that causes problems like this... certain walls
become "see through" when you look at them at a certain angle. From
other angles they are fine. So it is not any error on your part, merely
a problem with the nodebuilder that you are using. The solution,
luckily, is very easy. Either build the nodes with a different editor,
or get one of the third-party nodebuilders that are avialable for Doom
levels, such as BSP 1.2 or WARM (I think).
If you are not using DEU, then I have no clue what your problem is. :)

Greg


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

From: martin.rudolph@jrc.it (Martin Rudolph)
Date: Fri, 14 Jul 1995 09:19:57 +0200
Subject: Addendum: Deathmatch dude that kills you?

Ok, for those of you, who are not completely tired of this topic, here's
my last comment:

1)As I told you, teleporting onto your player 1 'alter ego' will kill you
in an instant.
I furthermore checked some interesting proposals from this list (Cheers,
btw), here are the results.
2)You can put a monster next to the player 1 'doll' (btw you can use more
than one, 1st person will always be the one with the highest 'thing'
number) and separate them by a wall. Using a clever level design after
activating a suitable linedef the monster will try to attack the player
and will hit the 'doll'. result: The players health will be reduced without
knowing why.
But this setup is _not_ easy to arrange.
3)If you place the doll in a sector with 'crush' attribute, and you walk
over the suitable tripwire, your doll will crushed and the player will
suffer pain (keyword -> poison drink) If the player doesn't pass a second
linedef('stop crush') in time, he will die(keyword -> antidote). If you
use a crushing ceiling you can tune the available time by assigning a
suitable sector height and either the fast or slow crush. If you want
better 'tuning' of pain, use the crush floor attribute, which stops
after one crush and can be 'pain' tuned using a higher sector ceiling
for the crush floor sector than the surrounding sectors.
4)Your doll can activate linedefs! Just place (use the _center_ of the doll)
it _very_ close to a linedef tagged to the desired action (Lights,
platforms, doors, end level ...), now you have the choice: Either you can
shoot at your doll (of course, best with the pistol :-) which pushes it a
little bit, but enough to activate the linedef, or you place a monster so
that spotting you it wants to attack you, hits the 'doll' and thus pushes it
across the
linedef -> action.
5)Your 'doll' can collect things (health, armour, weapons ..)! Just place
it (use the _outline_) close to the object. Activation and design like
in 4).

The applications I leave to your imagination.

Regards


|---> Martin P. W. Rudolph <---|"Life's a piece of shit, if you look at it"
|-----> rudolph@ei.jrc.it <----| ^ The Monty Python Troup
'lobotomy' !



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

From: Robert E Arthur <rea@st-andrews.ac.uk>
Date: Fri, 14 Jul 1995 09:04:08 +0100 (BST)
Subject: Re: See Thru Walls

Your problem is with the node-builder. Which one are you using? (the
one budled with deu is kinda buggy). I would advise getting hold of
BSP12X.ZIP from ftp.cdrom.com/pub/doom/utils/level_edit/node_builders.

Run your levels through this after editing, and you should be fine.


Bob.


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

From: Alden Bates <abates@central.co.nz>
Date: Fri, 14 Jul 1995 21:29:04 +1200 (NZST)
Subject: Dehacked thought.

A thought struck me while mailing someone about modifying objects using
dehacked.

Alter the spawn spots from level 30 so they move. Of course, they will
instantly zero in on the player...

Alden Bates. (Have to make them shootable I suppose, to give the poor
bugger a chance.)

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

From: "Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Fri, 14 Jul 1995 13:35:53 MET-2DST
Subject: Data utility license ???

Hello fellow doomophiles,

I want to release a new tool to view and investigate WADs. I once
heard that any person releasing a program that works on WAD files
should sign some kind of license before releasing that program.
However, I can't find any information on this topic in the FAQ, UDS
or elsewhere. Can anyone tell me what id's rules are for this?

Luc.




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

From: "quester@topnet.nl" <quester@topnet.nl>
Date: Fri, 14 Jul 1995 14:01:05 +0200 (MET DST)
Subject: Re: See Thru Walls

Heya,

/----------------------------------------------------------------\
| quester@topnet.nl | UUD - Member |
| Amon Endt | Irc #UUD |
| The Hague, Holland | WWW Home Page : http://bart.nl/~shadow |
\----------------------------------------------------------------/


On Fri, 14 Jul 1995, Craig Webb wrote:

> I am trying to complete a doom level, but I'm having trouble with
> see-thru walls. I have a stair case running up to a room, and if you stand
> half way up the stair case and look at the wall to the right, you can see
> right through the wall to the next room. However this only happens if you
> are looking at a certain angle, and only on one particular step (sector).
> The wall is definitely impassable, and I have checked that it is not
> 2-sided. I thought maybe I had too many see-thru side def's (due to the
> steps), but I have had this problem twice before, with the previous
> problems occuring no where in sight of steps. The one thing I
> have noticed that is in common to all problems I have encountered
> is that the walls of both rooms are of the same texture.
The problem lies in your node builder, use BSP to correct this.
It happend to about all of my Pwads. use DCK (wich has BSP) or BSP, it
remakes all the nodes of your level.

It worked for me!
Quester

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

From: James Patrick Vernon <us004802@interramp.com>
Date: Fri, 14 Jul 95 08:50:12 PDT
Subject: DOOM

STOP DOOM-EDITING

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

From: mmathews@genesis.nred.ma.us
Date: Fri, 14 Jul 95 09:27:35 -0500
Subject: Re: See Thru Walls

>
> I am trying to complete a doom level, but I'm having trouble with
> see-thru walls. I have a stair case running up to a room, and if you stand
> half way up the stair case and look at the wall to the right, you can see
> right through the wall to the next room. However this only happens if you
> are looking at a certain angle, and only on one particular step (sector).
> The wall is definitely impassable, and I have checked that it is not
> 2-sided. I thought maybe I had too many see-thru side def's (due to the
> steps), but I have had this problem twice before, with the previous
> problems occuring no where in sight of steps. The one thing I
> have noticed that is in common to all problems I have encountered
> is that the walls of both rooms are of the same texture.
>
> I hope I am not doing anything fundamentally stupid and wasting
> your time. If so send a rocket down my way.

Get WARM v1.4 (WARM14.ZIP). It's fast and accurate. BTW, I beta tested it and ported to
OS/2 WARP.



Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 14 Jul 95 15:14:25 +0100
Subject: Re: DOOM

At 8:50 am 14/7/95, James Patrick Vernon wrote:

>STOP DOOM-EDITING

Is this a request or just friendly advice? :D

Once again, for everyone's benefit...

Mail majordomo@nvg.unit.no, no Subject:, body

which
info doom-editing
help
end

it'll tell you everything you need (for any majordomo based
mailing lis, btw :).


- -Steve



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 14 Jul 1995 10:14:48 EDT
Subject: Re: FOS problem

John Wakelin <johnw@datametrics.com> ,in message <BE93053081541273@mailgate.dat
ametrics.com>, wrote:

> middle of a bunch of nasties. It is possible to difficulty set the
> teleport landings. They do have to be in the same sector, however,
> obviously.

Do they? What if you have several sectors tagged to the linedef and have
teleport targets in each with different difficulty settings?

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

From: "Stephan D. Bouman" <S.D.Bouman@biol.RUG.NL>
Date: Fri, 14 Jul 1995 17:12:01 MET+02
Subject: Re: Data utility license ???

Luc Cluitmans <L.J.M.Cluitmans@ele.tue.nl> wrote
>
> I want to release a new tool to view and investigate WADs. I once
> heard that any person releasing a program that works on WAD files
> should sign some kind of license before releasing that program.
> However, I can't find any information on this topic in the FAQ, UDS
> or elsewhere. Can anyone tell me what id's rules are for this?
>
> Luc.
>
Why not try help@idsoftware.com ??

Stephan

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

From: Steve McCrea <sm@eng.cam.ac.uk>
Date: Fri, 14 Jul 1995 17:56:20 BST
Subject: Re: DOOM

>
> STOP DOOM-EDITING
>

Nah. It's fun.


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

From: Strange369@AOL.COM
Date: Fri, 14 Jul 1995 14:21:06 -0400
Subject: Fortress.wad Update

Subj: Re: FOS problem
Date: 95-07-12 21:24:35 EDT
From: johnr@idtokay.idsoftware.com (Mr. John Romero)
Sender: owner-doom-editing@nvg.unit.no
Reply-to: doom-editing@nvg.unit.no
To: doom-editing@nvg.unit.no

The FOS (Flash Of Sky) problem is a bug in the earlier versions of the DOOM
engine and a bug in the Heretic v1.0 engine. I believe i had Raven fix the
bug in v1.2.

The error occurs when you have a height change that is >512 pixels. And, it

might have something to do with the floor of the sector being a negative
value, but i'm not completely sure there. It is definitely caused by a very

high sector height change in the 512 pixel-high region.
+-------------------------------------------------------------------+
| John Romero (romero@idsoftware.com) id Software |
| Send questions about id software to help@idsoftware.com |
| ftp.idsoftware.com Official id anonymous FTP site |
| www.idsoftware.com Official id Web site |
+-------------------------------------------------------------------+

John is correct regarding the fix in version 1.2 for Heretic. The FOS bug is
no longer present anywhere in the pwad. However, an interesting aside of
the Heretic 1.0 to 1.2 upgrade patch is that it also fixed a single case of
"Moire, Tall Room Error, or Flash of Black" that I was going to tackle after
the FOS effect was fixed. Now I can continue with the REAL work, and
hopefully finish the editing of the pwad!

Thanks one and all,
Timothy
Strange369@aol.com
strange@inch.com


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

From: Strange369@AOL.COM
Date: Fri, 14 Jul 1995 15:24:56 -0400
Subject: Re: See Thru Walls

In a message dated 95-07-14 02:30:32 EDT, you write:

> I'm assuming you are using DEU here...? There is a bug in the
>nodebuilder for DEU that causes problems like this... certain walls
>become "see through" when you look at them at a certain angle. From
>other angles they are fine. So it is not any error on your part, merely
>a problem with the nodebuilder that you are using. The solution,
>luckily, is very easy. Either build the nodes with a different editor,
>or get one of the third-party nodebuilders that are avialable for Doom
>levels, such as BSP 1.2 or WARM (I think).
> If you are not using DEU, then I have no clue what your problem is. :)
>
It was recommended to me to use bsp12.zip and Warm.zip on a problem I was
having with the Fortress.wad for Heretic that I am redesigning and fixing (as
compared to the Doom I & II versions). The visual defect in the wad wasn't
fixed using these two node builders. In fact, it duplicated the effect on
the other fall (you'd be standing at a 90 degree corner), which wasn't there
using the node builder that came with the shareware version of Deep/Heep
(Deep for Doom I & II - Heep for Heretic). If you are having a possible
problem with the node builder, then I would suggest using the Deep/Heep node
builder instead of BSP 1.2 or Warm. I have nothing against these two
programs, but the node builder that came with Deep/Heep was better. You
could always try all three.

Timothy
Strange369@aol.com
strange@inch.com



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

From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Fri, 14 Jul 1995 18:24:47 -0400
Subject: Re: Data utility license ???

>Luc Cluitmans <L.J.M.Cluitmans@ele.tue.nl> wrote
> >
> > I want to release a new tool to view and investigate WADs. I once
> > heard that any person releasing a program that works on WAD files
> > should sign some kind of license before releasing that program.
> > However, I can't find any information on this topic in the FAQ, UDS
> > or elsewhere. Can anyone tell me what id's rules are for this?
> >
>Why not try help@idsoftware.com ??

No, don't use that address. It's only for FAQs. If I remember the
license.doc correctly, the data utility license is required only for
commercial programs.

BTW, what happened to the license.doc? It seems to have disappeared when
I upgraded to 1.9.

Myles Williams

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

End of doom-editing-digest V1 #347
**********************************

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT