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Doom Editing Digest Vol. 01 Nr. 346

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #346
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 14 July 1995 Volume 01 : Number 346

Re: FOS problem
Re: FOS problem
Re: MIDI Files
Re: FOS problem
Re: FOS problem
Starting points (was: Re: FOS problem)
Re: FOS problem
Re: FOS problem
Re: FOS problem
Re: FOS problem
Re: FOS problem

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

From: "Mr. John Romero" <johnr@idtokay.idsoftware.com>
Date: Wed, 12 Jul 95 19:31:44 -0500
Subject: Re: FOS problem

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 |
+-------------------------------------------------------------------+

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

From: avatar@laser.net (Mackey McCandlish)
Date: Wed, 12 Jul 1995 23:13:27 +0500
Subject: Re: FOS problem

>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.

You realize that this bug is still present in DOOM2 (even up to v1.9)
right? Of course, it only happens with rediculously high differences in height
between the floor and ceiling, but it does exist (I found it by creating a
sector some 10k high, it was neat to fall in watching the walls slow down and
go backwards, but the game crashed sometimes going in). Also, any particular
reason id made it so the startpoints were immune to the difficult level flags?
I tried making a level where you were to start in a different area when playing
on a different difficulty level, but all the start points existed on all
difficulty levels. Oh well.
-*The Avatar*-
_Avatar_ on IRC
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!


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

From: jester@nbnet.nb.ca (Brian Cowan)
Date: Thu, 13 Jul 1995 01:23:01 -0300
Subject: Re: MIDI Files

>>If u have a SB (i assume u do if your asking for them :) ) then u can record
>>them yourself using a Sound Recorder from Win and hooking up a cassete
>>player of CD player to your computer. It records as WAVs, but you can
>>convert them or use a MIDI program.
> ^^^^^^^^^^^^
>
>I keep hearing about this apparently impossible task; how could you convert
>raw sound data (WAV format) to MIDI (which is a kind of PostScript for
>music)? Can you give us the name of the program that does this?
>
>-=-
>Dan
>
>
>

Well, no, I do not know the name of the program. It was on a local
BBS and I was browsing thru, and saw a WAV-> MIDI converter. I did not pick
it up at the time, since i was looking for a MOD player, but there was one
there. That was about a month ago. I have no idea where it is now :(. It
probably DID NOT work, but I did see one. Probably just a bad attempt :)..
Well, TTYL. BTW, do u know where I can get some good fast MIDI (White
Zombie, Metallica, or maybe Pink Floyd, even tho PF isnt fast, they r my
favorite group :)) . Thanx

-Britton


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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Thu, 13 Jul 95 11:49:31 -0400
Subject: Re: FOS problem

>Also, any particular

>reason id made it so the startpoints were immune to the difficult level
>flags?
>I tried making a level where you were to start in a different area when
>playing
>on a different difficulty level, but all the start points existed on all

>difficulty levels. Oh well.

I have a feeling that assigning skill levels to the startpoints is a "bug" of
the third-party editors. Since the startpoints are treated like objects, the
authors probably didn't bother disabling the non-applicable attributes, like
skill level and direction. This is also the case with things like teleport
destinations; skill level and direction do not apply to them either.

ID probably never intended for these attributes to be applied to startpoints;
the Doom engine would just ignore them.

- -=-
Dan


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 13 Jul 1995 12:59:58 EDT
Subject: Re: FOS problem

Daniel Bateman <batemand@dasher.buck.com> ,in message <9507131547.AA08594@dashe
r.buck.com>, wrote:

> skill level and direction. This is also the case with things like teleport
> destinations; skill level and direction do not apply to them either.

Uh, I think direction applies to teleport targets.

How else do you determine your facing when you land?

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

From: Raphael.Quinet@eed.ericsson.se
Date: Thu, 13 Jul 1995 19:49:24 +0200
Subject: Starting points (was: Re: FOS problem)

Daniel Bateman (batemand@dasher.buck.com) wrote:
> [attibution line missing]
> >reason id made it so the startpoints were immune to the difficult level
> >flags?
>
> I have a feeling that assigning skill levels to the startpoints is a "bug" of
> the third-party editors. Since the startpoints are treated like objects, the
> authors probably didn't bother disabling the non-applicable attributes, like
> skill level and direction.

Direction _does_ work with player starting points.
Did you ever create a WAD? :-)

> This is also the case with things like teleport
> destinations; skill level and direction do not apply to them either.
>
Wrong: both apply to teleport destination. I have been able to create great
WAD in which the path that you have to follow is totally different depending
on which skill level you choose. I did that by having different locations for
the keys and several obstacles, but also by changing the teleport exits,
depending on the skill level.

- -Raphael

P.S.: For those who are interested, I will be off the net for one week.
I didn't have the time to reply to the messages sent to me by several
people from this list, so you will have to wait until I come back. Sorry.


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

From: John Wakelin <johnw@datametrics.com>
Date: Thu, 13 Jul 95 14:27:20 -0500
Subject: Re: FOS problem

on Thursday the 13th of July,
batemand@dasher.buck.com (Daniel Bateman) perhaps too hastily wrote:

> I have a feeling that assigning skill levels to the startpoints is a "bug" of
> the third-party editors. Since the startpoints are treated like objects, the
> authors probably didn't bother disabling the non-applicable attributes, like
> skill level and direction. This is also the case with things like teleport
> destinations; skill level and direction do not apply to them either.

How do you figure?

Direction *does* apply to start points.

And direction most definitely applies to teleport destinations. It
determines what direction the player will be facing when he comes
through.

I am not sure about the skill level of teleport landing spots
however, I will have to check that one.

johnw

__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}

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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Thu, 13 Jul 95 15:37:56 -0400
Subject: Re: FOS problem

>This is also the case with things like teleport destinations; skill level
>and direction do not apply to them either.

Just so no one will be misled, I was quite mistaken when I said direction
does not apply to teleport destinations and startpoints. It, of course,
determines what direction the player will face when he leaves them.

My reasoning about skill level and startpoints still stands. ;)


- -=-
Dan

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

From: Ryan Drake <nccs1@farside.gsfc.nasa.gov>
Date: Thu, 13 Jul 1995 15:37:44 -0400 (EDT)
Subject: Re: FOS problem

On Thu, 13 Jul 1995, Daniel Bateman wrote:

> This is also the case with things like teleport
> destinations; skill level and direction do not apply to them either.

I am not sure about skill level, but I know that teleport destinations
use the direction value to show which way you will be facing when you
come out of the teleporter.

- ------------------------------------------------------------------------------
- ->Ryan Drake<- "The poets talk about love, but
[eMAiL] nccs1@farside.gsfc.nasa.gov what I talk about is DOOM. Because
[URL] --to be announced-- in the end, DOOM is all that counts."

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

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 13 Jul 1995 16:39:51 EDT
Subject: Re: FOS problem

John Wakelin <johnw@datametrics.com> ,in message <4363053081541273@mailgate.dat
ametrics.com>, wrote:

> I am not sure about the skill level of teleport landing spots
> however, I will have to check that one.

It does matter. The most dramatic example is a teleporter on MAP17 of
Doom2. linedefs 1264 - 1267 (near the archvile) are tagged to a sector that
has a teleport thing in it with the multiplayer bit set. The result is that
it doesn't work on single-player games. You die in the ooze.

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

From: John Wakelin <johnw@datametrics.com>
Date: Thu, 13 Jul 95 18:35:10 -0500
Subject: Re: FOS problem

> From: Robert Forsman <thoth@cis.ufl.edu>
> Reply-To: doom-editing@nvg.unit.no

> It does matter. The most dramatic example is a teleporter on MAP17 of
> Doom2. linedefs 1264 - 1267 (near the archvile) are tagged to a sector that
> has a teleport thing in it with the multiplayer bit set. The result is that
> it doesn't work on single-player games. You die in the ooze.

I remember that. That kinda sucked.

I also remember making a level where part of the difficulty settings
was how close to the plasma weapon you were when you appeared in the
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.

Have a good day,
johnw
__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}

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

End of doom-editing-digest V1 #346
**********************************

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