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Doom Editing Digest Vol. 01 Nr. 308

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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 #308
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 8 June 1995 Volume 01 : Number 308

Re: Tech Lamps using WinDEU 5.24?
Considerations on 3D engines
Help wanted
Re: Shadows
OFFSUBJ: WAD err list; testers/evaluators
Re: OFFSUBJ: WAD err list; testers/evaluators
Good editors...

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

From: zack@smartlink.net (Zack Hobson)
Date: Tue, 6 Jun 1995 21:15:37 -0700
Subject: Re: Tech Lamps using WinDEU 5.24?

Here's what I have to say about it . . .

<snip>
>>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'.
<snip>
>I don't know why 5.24 won't work. because I have WinDEU32 5.23 final and it
>displays the sprites just fine
<snip>

I have WinDEU 5.23 Final (the 16-bit version) and I have the same problem.
When I first saw the tech lamps, it was in a custom level, and I thought
they were custom sprites! The points is, for some reason the 16-bit version
*does* have this problem, even though the 32-bit verson does not.
Go figure!


Zack Hobson
E-mail: zack@smartlink.net

"The only excuse for creating a useless item is that one
admires it intensely. All art is quite useless."--Oscar Wilde


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

From: Olivier <montanuy@lsun75.lannion.cnet.fr>
Date: 07 Jun 95 10:01:05+0200
Subject: Considerations on 3D engines

Hello, Pals
I'm about to release an unofficial Terminal Velocity
spec 1.0, I have read the docs on editing Dark Forces
and Descent, and of course I know a bit about DOOM/HERETIC.

Only DOOM is apparently using pre-calculated stuff like
a BSP. an in fact I bet *only* DOOM is using 2D raytracing
as the basis rendering method.

Here are some basic considerations:

TV is using a simple 256x256 grid for the map, which allows
'simple' hidden-face removal.
Descent and also Dark Forces are using reference to other
sectors on the wall (when you draw a wall, there's a stuff
that indicates which sector to draw beyond that).
Descent's cube are trivially convex, no need for BSP.
Dark Force levels... well, they don't seem to need that.

Note that this "sector reference" stuff in Dark Forces is
what allows the overlapping floors (but you can only see
one floor at the time) and it could be applied also to
a DOOM-like engine, with a BSP built for a few separate
sets of sectors. I guess that's what they wanted to put
in Strife.
Note also that the 'one overlapping floor seen' stuff could
be made 'two overlapping' by simply adding two texture
reference per face. but that's not to speed the rendering!

So what? well, the conclusion is that Descent and Dark
force *should* slow down quite a bit when many sectors
are to be seen in sequence. it's true for Descent, but
I had never noticed that in Dark Forces.

The other conclusion is that only John Carmak knowns how
to use a BSP :)

Olivier Montanuy




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

From: pdavy@taranaki.ac.nz
Date: Wed, 7 Jun 1995 11:29:48 +0200
Subject: Help wanted

Can anyone please help?

Using Renegade Graphics DoomEd I can't seem to build a sector within a sector
with a door. (ie a big room with a smaller room inside it, with a door into it
(ie a big box with a smaller solid box inside it with a door into the smaller
box). I've tried all the usual ways that work with other editors but I can't
get it. I've tried auto-struct and manually doing the whole thing. In manual
mode it is especialy difficult because there doesn't seem to be a way to
define new sectors over old sectors. You end up with sectors that don't join
up and no tool to connect them up again. Anybody else got this editor and know
how to do it? Please use a personal reply, as this topic is probably not of
general interest to the list.


regards
Peter Davy (New Zealand)
pdavy@taranaki.ac.nz



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

From: hermjepi@glo.be (Hermans JP)
Date: Wed, 7 Jun 1995 12:28:00 +0200
Subject: Re: Shadows

Hoi Jeremy,

>>I'll post it to ftp.cdrom.com soon, I'm still testing it. Anyone want
>>a copy, send me a request, and I'll mail it to you.
>>Sounds pretty cool. Like the shadow idea too. I'd like to see a copy
>of it.
Jeremy

How must i request to get the program too ?

Cya....
Jp Hermans


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

From: M&Ms <millerm@uwwvax.uww.edu>
Date: Wed, 07 Jun 1995 10:20:12 CST
Subject: OFFSUBJ: WAD err list; testers/evaluators

This might be slightly offsubject (wrong group?) but does anyone know
where to find a list of errors that happen while executing DOOM/DOOM2/Heretic?
I just got another Visplane error while trying to run a WAD I'm making (which
isn't that complicated) and was wondering about a full list. TIA.

P.S. Are there any sites/individuals etc., who can check out WADs for errors,
make suggestions, or sites to load WADs to that someone will evaluate?

P.S.S. Any more ramblings on QUAKE?


_ o o | Michael(M&M's)(millerm@uwwvax.uww.edu)(TEAM OS2) | _º_
\/o\ o o | Working? at UW-Whitewater; Ren- SysSnot HHJJ BBS | -=O O=-
/\_/ | (414-699-5560; 8am-2am CST; VBBS/2 on Warp v3) | \0/

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Wed, 7 Jun 95 17:06:12 +0100
Subject: Re: OFFSUBJ: WAD err list; testers/evaluators

At 10:20 am 7/6/95, M&Ms wrote:
>This might be slightly offsubject (wrong group?) but does anyone know
>where to find a list of errors that happen while executing DOOM/DOOM2/Heretic?
>I just got another Visplane error while trying to run a WAD I'm making (which
>isn't that complicated) and was wondering about a full list. TIA.

I don't think there is one: I'm trying to assemble a list of such messages
for inclusion in The WADster's Guide WWW. Anyone else seen one anywhere?
Mail me if you get any messages you haven't seen documented anywhere: if
you can identify what caused the message, so much the better.

>
>P.S. Are there any sites/individuals etc., who can check out WADs for errors,
>make suggestions, or sites to load WADs to that someone will evaluate?

Mail waded-help@cdrom.com for WAD debugging but be patient: I'm busy with
other things most of the time. That address is intended for help with the
WADED editor so you should at least pretend you have a copy ;) [Sorry,
Matt...] [And I can't check Heretic WADs yet 'cos I still don't have it! Of
course, if anyone wants to send me a nice shiny CD with it on...]

>
>P.S.S. Any more ramblings on QUAKE?
>

Now that IS off-topic. Anyone responding can expect complaints from list
admin! ;)

- -Steve



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

From: erik.cumps@ping.be (Erik Cumps)
Date: Wed, 07 Jun 95 23:53:24 EDT
Subject: Good editors...

re all...

I'm currently using EdMap 1.40 and I'm pretty happy with it, weren't it for the fact that EdMap doesn't allow me the twiddling and lowlevel editing that DEU offers me, like, e.g. manually deleting sectors and cleaning the resulting mess up.

Why don't I use DEU then? Well, allthough I don't know about the latest DEU versions, EdMap has as one of many nice features it's ability to quickly merge vertexes and sectors. It sure speeds up the creation of new sectors or the modification of existing ones. But, alas, at the expense of losing that nice lowlevel control...

Anybody got any suggestions concerning good editors? I need an editor that works for DOOM II, anything extra is fine. And no, I don't want a Windows based editor, I'm not using an OS/2 PM editor either...

Thx for your patience, your mail'll be appreciated... :)

Cya,


*** Erik/2 aka Slay - Proud member of Team OS/2! ***
Erik.Cumps@ping.be aka 2:292/629@fidonet aka 81:432/102.2@os2net
Take a peek at my homepage at http://www.ping.be/~ping0069
*** DOOM - Something in the next shadow is waiting to eat your face! ***


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

End of doom-editing-digest V1 #308
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