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Doom Editing Digest Vol. 01 Nr. 344
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #344
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 12 July 1995 Volume 01 : Number 344
Re: .. Re: Deathmatch dude that kills you?
Re: Is there a way...?
Re: doom-editing-digest V1 #343
Re: Is there a way...?
Re: Is there a way...?
Weekly reminder: beginners' questions
Re: Is there a way...?
Re: Is there a way...?
----------------------------------------------------------------------
From: John Minadeo <jminadeo@nforce.com>
Date: Mon, 10 Jul 1995 23:35:39 -0400 (EDT)
Subject: Re: .. Re: Deathmatch dude that kills you?
On Mon, 10 Jul 1995, Alden Bates wrote:
> On Mon, 10 Jul 1995, Martin Rudolph wrote:
>
> > I couldn't accept, that all the nice ideas about the player 1 doll
> > should be scrapped already, so I made some experiments.
> > Any other ideas?
>
What if you put the doll in a sector with a crushing celing and somewhere
else on the level drop a poison bottle (modified +1 health) sorrounded
that with w1 crush starts. Of course he'd die pretty quick... Unless of
course maybe you stack a ton of medkits in the same spot... I don't even
know if that would work... Just kind of hit me on the head...
All of the above is untested speculation, and I reserve the right to be
full of sh!t...
- --------------------------------------------
John Minadeo | This Space For Rent |
jminadeo@nforce.com | |
C, C++, Perl, | |
DooM | |
- --------------------------------------------
------------------------------
From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Tue, 11 Jul 1995 05:55:00 GMT
Subject: Re: Is there a way...?
JO|From: John Wakelin <johnw@datametrics.com>
JO|> > What I'd like to do is put
JO|> > a couple of low buildings -- ceilings of, say, 128 or so -- in
JO|> > the courtyard. The courtyard's ceiling is 384. I've made a couple
JO|You *can* most definitely place a lower building in a taller
JO|courtyard without leaving the roof off *and* be able to see things on
JO|the other side.
JO|The instructions and restrictions are available at:
JO| http://www.daimi.aau.dk/~hykkelbj/doom/special/
JO|More specifically (for those not inclined to exploration)
JO| http://www.daimi.aau.dk/~hykkelbj/doom/special/sky.html#skylow
Gah. I have e-mail access only, John. Any way some kind
soul <hint> ;) could uuencode this level to me? I'd ask Jens,
but he's on vacation or something, and the one time he tried
the uuencode got all munched up at the end.
JO|There is an example WAD available there as well, that demonstrates a
JO|bunch of other effects.
This sounds like exactly the thing I'm looking for, too. Thanks
for the help!
+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+
| bill.mcclendon@creature.com | If you can laugh at it, |
|--=*=---=*=---=*=---=*=---=*=---=*=-| you can live with it. |
| Author, The Unofficial WAD |-=*=---=*=---=*=---=*=---=*=--|
| Designers' Handbook: HANDBK12.ZIP | Fido netmail to 1:215/1313.2 |
+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+
------------------------------
From: andy@keo.kvaerner.no (Andrew Walker)
Date: Tue, 11 Jul 1995 08:21:26 +0200 (MET DST)
Subject: Re: doom-editing-digest V1 #343
>
> From: thldrmn@neosoft.com (Ty Halderman)
> Date: Fri, 07 Jul 1995 11:16:10 -0500
> Subject: Re: The Ultimate DOOM (commercial aspect)
>
> Um. The registered owners are known by id. Nothing is going to shareware
> "owners" anyway, and all id has to do is send out a mailing to registered
> DOOM1 owners. Doesn't matter about unregistered folks--they are the ones
> they want to exclude from the "deal."
>
Not true, actually. Outside of the US and UK there have been legitimate
commercial releases of DOOM1. If you check the appropriate file in the
DOOM distribution you'll notice a supplier called Pro-Soft in Denmark.
They provide(d) DOOM1 on a commercial basis for retail sale in shops in
Scandinavia. id do not, and cannot, have the names and/or addresses of
people who bought DOOM1 this way - like me.
- -Andy
- --
Andy Walker Kvaerner Engineering a.s.
Andrew.Walker@keo.kvaerner.no P.O. Box 222, N-1324 Lysaker, Norway
......if the answer isn't violence, neither is it silence......
------------------------------
From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Tue, 11 Jul 1995 05:51:00 GMT
Subject: Re: Is there a way...?
RA|If I understand you correctly, you are making your "low buildings"
RA|by having a lower ceiling height for these sectors and leaving the
RA|upper texture transparent, right? And your problem appears when you
RA|are trying to look at other buildings over the top of the low ones.
Looking at the outside wall (which is higher) gives me the
weird "chunk of sky" problem, but otherwise, exactly.
RA| sky sky
RA| 384 -----+ +------+
RA| : : |
RA| : (sky) : | outside wall
RA| : : | or high building
RA| 128 ++------++ |
RA| || || |
RA| || room || |
RA| 0 -----++------++------+
RA|All floors are at 0. The ceiling for the courtyard is at 384. The
RA|ceiling of the low building is at 128 (the inside doesn't matter).
YES, sir. You are CORRECT, sir.*
*<tm> Ed McMahon
RA|Well, if this is the case, then it is (alas) perfectly normal that
RA|you cannot see the wall over the building. Doom draws the sky over
RA|the building in the same way as if there was a "real" upper texture.
Agh. That's what I was afraid of. *sigh* Coulda swore I
saw this effect SOMEwhere, but after having played about
1,800-odd levels, I'll be figged if I can remember where it was.
Maybe it was the other way around -- low wall, high building.
But I've _done_ that one...
RA|but the rooms surrounded by these walls will have no ceilings. Also,
RA|you cannot have doors (unless you create them with lifts). Well,
RA|strictly speaking you won't have buildings, but only areas surrounded
RA|by walls. I don't see any other way of doing what you want: this is
RA|a limitation of the Doom engine.
Arrrrgh. Oh, well. Back to Waded... :)
RA|Hmmm... Yes, I think that's the answer. One workaround is to use
RA|areas surrounded by low walls (but without ceiling). Another one is
RA|to use teleporters.
Thanks, but if I can't have it _my_ way... well, I'm sure
you can finish _that_ sentence. ;)
+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+
| bill.mcclendon@creature.com | Designer, 3X-PLAY.WAD |
|--=*=---=*=---=*=---=*=---=*=---=*=-| and other, non-released ones.|
| Author, The Unofficial WAD |-=*=---=*=---=*=---=*=---=*=--|
| Designers' Handbook: HANDBK12.ZIP | Fido netmail to 1:215/1313.2 |
+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+
------------------------------
From: Alden Bates <abates@central.co.nz>
Date: Tue, 11 Jul 1995 21:36:29 +1200 (NZST)
Subject: Re: Is there a way...?
On Mon, 10 Jul 1995, John Wakelin wrote:
> [Small buiildings in courtyards.]
> The instructions and restrictions are available at:
> [WWW site]
Do tell us, please. :-)
Alden Bates. (Who has no idea how to access the Web from a text based logon.)
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 11 Jul 95 13:42:33 +0100
Subject: Weekly reminder: beginners' questions
FROM: the list caretaker; *** A REMINDER ***
Believe it or not, the purpose of this list is to discuss *advanced* DOOM
editing techniques. If you have a question but don't know whether it's
advanced or not, and would like to avoid the extreme embarrassment of
demonstrating the extent of your ignorance in front of your peers, you are
encouraged to mail it in the first instance to:
Steve Benner : S.Benner@lancaster.ac.uk
Your question will either be answered or, if deemed suitable, forwarded to
the list. This service is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing.
**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
they will be brought to light sooner!**
Remember also that if you want any general info about this list, you should
send mail to the list-server, thus:
To: majordomo@nvg.unit.no
Subject:
Body: info doom-editing
=====================================================================
This reminder will be posted here weekly, with the same subject title.
==
- -Steve Check out: http://cres1.lancs.ac.uk/~esasb1/doom/index.html
and "Tricks of the DOOM Programming Gurus" (SAMS: ISBN:0-672-30717-0)
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Tue, 11 Jul 95 10:08:56 -0500
Subject: Re: Is there a way...?
> > From: Raphael.Quinet@eed.ericsson.se
> > Reply-To: doom-editing@nvg.unit.no
> > Well, if this is the case, then it is (alas) perfectly normal that
> > you cannot see the wall over the building. Doom draws the sky over
> > the building in the same way as if there was a "real" upper texture.
>
> > If you want to be able to see the walls or other buildings over the
> > low buildings, then you cannot have anything over your buildings.
> > In other words, the ceiling height must be at 384 and you must
> > create your low buildings by changing the floor level only. This
> > means that you can create low walls (with the _floor_ height at 128),
> > but the rooms surrounded by these walls will have no ceilings. Also,
> > you cannot have doors (unless you create them with lifts). Well,
> > strictly speaking you won't have buildings, but only areas surrounded
> > by walls. I don't see any other way of doing what you want: this is
> > a limitation of the Doom engine.
[To which I responded]
> This is not quite correct, Raphael.
>
> You *can* most definitely place a lower building in a taller
> courtyard without leaving the roof off *and* be able to see things on
> the other side.
[ Sound of crow bones crunching ]
Hmmm, seems I screwed up.
I could have sworn I'd done this in a test WAD a long time ago.
However, I spent a couple hours last night trying to acomplish this
effect to no avail. It *is* possible to create lower ceiling ht.s
that fit the criteria however, they must be textured FSKY which
defeats the objective (of being a building you can get inside).
I am still experimenting. I have been working on using a self
referencing sector in the building and a small lower sector to give
it the ceiling texture. It's not working so far in case you were
wondering.
I will post more if I learn anything and I apologize for the false
info.
I also apologize for doubting you Rapheal...(I shoulda known better)
:)
You may compile and run my .sig now.
johnw
__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}
------------------------------
From: Strange369@AOL.COM
Date: Tue, 11 Jul 1995 12:21:34 -0400
Subject: Re: Is there a way...?
In a message dated 95-07-10 21:04:39 EDT, you write:
>>You *can* most definitely place a lower building in a taller
>>courtyard without leaving the roof off *and* be able to see things on
>>the other side.
>The only possibility is the use of the SKY in the middle block,
>any other flat 'cuts' the things behind. At least I found this to be
>the only possibility. I hate this sky-cutting 'feature' of Doom.
>
>>The instructions and restrictions are available at:
>> http://www.daimi.aau.dk/~hykkelbj/doom/special/
>>More specifically (for those not inclined to exploration)
>> http://www.daimi.aau.dk/~hykkelbj/doom/special/sky.html#skylow
>A must for every real WAD-Builder.
>
>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. []
>
This is the second time the location has been posted here in two days, so I
figured I would take the chance of saying thanks, for I forgot who sent it
the first time, and deleted the letter. I think Denis sent it the first time
too, but do not quote me. Again, thanks for the info, because I ran into
this problem myself, and had to alter my design. Its too late to change it
back, but it is nice to know for the future. Besides, there was other info
that might come in handy at a latter date and time.
Timothy
strange@inch.com
Strange369@aol.com
------------------------------
End of doom-editing-digest V1 #344
**********************************