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Doom Editing Digest Vol. 01 Nr. 365
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #365
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 1 August 1995 Volume 01 : Number 365
Re: LMPs in and out of WADs
Help with nodes!!!
Re: Special effects
Weekly reminder: beginners' questions
Re: Help with nodes!!!
Re: Special effects
Re: Special effects
Re: Help with nodes!!!
----------------------------------------------------------------------
From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Mon, 31 Jul 1995 16:37:58 +1000 (EST)
Subject: Re: LMPs in and out of WADs
> Probably better to just have the episode end and change the text for the
> ending to explain what happens next in words.
What about having a batch file which ran DOOM, then when the player
reached the end they quit doom, which went back to the batch file and ran
doom playing an LMP ? A bit of a kludge, but it should work...This might
actually be practical with a bit of experimentation.
cu
Matthew.
- --
Matthew Smith-Stubbs | "Windows has caused a Total System Stuff Up.
Brisbane, Australia | Choose Ignore to continue working, or Nuke
Email: matthew@hitech.com.au | to solve your Windows problems forever."
------------------------------
From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Mon, 31 Jul 1995 01:35:51 -0400 (EDT)
Subject: Help with nodes!!!
Hello all!
I have encountered a problem with ALL node builders
for my map. This leads me to believethat my map is at fault,
but for the life of me I can't figure it out.
I was happily building my wad, adding in new suff,
and testing it periodically, using BSP to build nodes, when
suddenly I get:
C:\GAMES\D2>bsp base.wad
** Dom BSP node builder ver 1.2x (c) 1994 Colin Reed **
Opened PWAD file : base.wad. 11 ir entries at 318539.
Loaded 172 vertices, but 0 were unused.
Creating Segs ..........
Floating Point exception at eip=2bec
eax=000045a1 ebx=00000663 ecx=00000000 edx=00064004 esi=000a0387 edi=00000387
ebp=00051e44 esp=00051e14 cs=af ds=a es=a7 fs=a7 gs=bf ss=b7 cr2=00001ff4
Call frame traceback EIPs:
0x00002bec
0x00002543
What is THAT al about?? Any ideas?
BTW, I tried to go back and find an error in the wad by
deleting all the stuff I added since te error, but I still
get it.... so I think the whole wad is corrupted.
One more thing. I used ZENNT to build te nodes to
see if it would work, and it sorta did. I got throught
without crahing, but only built a partial blckmap (I could
walk trough some walls, but not others.. in new and old
sections of he map....hmmmmm????)
Anyway, thanks n advance!
Arek.
------------------------------
From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Mon, 31 Jul 1995 14:06:07 +0200 (METDST)
Subject: Re: Special effects
Alden Bates writes:
>> >Does anyone know how to get the special effects at the following http site to
>> >work?
>> >http://www.daimi.aau.dk/~hykkelbj/doom/special/index.html
If you have problems with the special effects described on the pages,
there can be several reasons:
1. Linguistic problems:
English isn't my native language, so if you spot any problems
please don't hesitate to tell me about it.
2. The text is too difficult to understand
If any of you have any suggestions of improvements
I'd like to hear about it.
3. There are missing details.
I might have left out a few details when I wrote the page.
I'm so used to the special effects like deep water and invisible
stairs that I might leave out essential details that seems trivial
to me. Send me a note if you find anything.
4. It's not my fault ;)
Remember that you need to have an editor that gives you total
control of everything, in order to implement some of the special
effects.
>A side note, this is available on ftp.cdrom.com in (I think) the
>/pub/idgames/docs directory as special10.zip, or something. There's the
>WAD with it and everything.
Correct path:
ftp://ftp.cdrom.com/pub/doom/docs/editing/special10.zip
The special10.zip on the ftp site get updated at a much slower rate
than the WWW site. The zip file is in pure ASCII,
(which isn't quite as good as the GIF's on the WWW page), and many of the WAD's
referenced on the WWW page aren't in the ZIP at all.
So what I'm saying is that I only supply the zip file to please the people with
no WWW access.
The new "DeHackEd Grabbag" page by Lee Gaiteri is also not available in
the ASCII version (yet).
>I have only tried the invisible platforms, the other effects, things like
>the all-sky room and the deep water often don't look right.
>IE, the all-sky room you can see the lower and upper half of the sky,
>which looks yucky.
I'm working on an update of the WAD, where I've changed the F_SKY1
texture to be a starry sky. It should look better when I'm done.
(Check the new Doom ][ version of the WAD to see how it looks with
stars)
/Jens Hykkelbjerg
- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last."
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 31 Jul 95 17:00:01 +0100
Subject: Weekly reminder: beginners' questions
FROM: the list caretaker; *** A REMINDER ***
The DOOM-editing list is not a list aimed at newcomers to DOOM-editing. Its
purpose is to provide discussions on *advanced* DOOM editing techniques.
Many of its members are not tolerant of repeated "beginners" questions.
Sorry--that's just the way they are ;) There is much that beginners can
learn from the list, however, and we would like the list to be of use to as
many subscribers as possible.
In the past, there has been much moaning about new subscribers asking what
old-hands feel to be "typical newbie questions", usually posted in
ignorance of the fact that the topic has been discussed to death
previously. This leaves newcomers in a quandary: to post or not to post?
Well, help is at hand. The "Beginners Questions Service" can act as a
buffer between you and the higher echelons of the DOOM-editing elite,
conceited lot that they are. It works like this: if you have a question but
don't know whether it's advanced or not, and would like to avoid any
potential embarrassment from asking the question in front of the whole
list, 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 appropriate for the
list, forwarded to it. This service is offered as a potential red-face
saving and list-annoyance abatement service: there is absolutely no
requirement on anyone to make use of this service, but doing so may get you
an answer quicker than sending to the list, and can potentially save you
from finding yourself in the middle of a flaming. But then, as a DOOMster,
you can take a toasting, right?
**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: mustaine@usa.net (Tom Mustaine)
Date: Mon, 31 Jul 1995 10:35:17 -0600
Subject: Re: Help with nodes!!!
>Hello all!
>
> I have encountered a problem with ALL node builders
>for my map. This leads me to believethat my map is at fault,
>but for the life of me I can't figure it out.
>
> I was happily building my wad, adding in new suff,
>and testing it periodically, using BSP to build nodes, when
>suddenly I get:
>
>C:\GAMES\D2>bsp base.wad
>** Dom BSP node builder ver 1.2x (c) 1994 Colin Reed **
>Opened PWAD file : base.wad. 11 ir entries at 318539.
>Loaded 172 vertices, but 0 were unused.
>Creating Segs ..........
>Floating Point exception at eip=2bec
>eax=000045a1 ebx=00000663 ecx=00000000 edx=00064004 esi=000a0387 edi=00000387
>ebp=00051e44 esp=00051e14 cs=af ds=a es=a7 fs=a7 gs=bf ss=b7 cr2=00001ff4
>Call frame traceback EIPs:
> 0x00002bec
> 0x00002543
You have a sector that is not closed, I suggest you search the wad for
un-closed sectors.
<( Tom Mustaine )>
<( Keeper of things developed )>
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Mon, 31 Jul 95 11:56:08 -0500
Subject: Re: Special effects
I tried SPECIAL10.ZIP with Ultimate Doom and it crashed. I rebuilt it with deutex and
then it ran fine.
Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Mon, 31 Jul 95 11:56:08 -0500
Subject: Re: Special effects
I tried SPECIAL10.ZIP with Ultimate Doom and it crashed. I rebuilt it with deutex and
then it ran fine.
Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Mon, 31 Jul 95 22:55 GMT
Subject: Re: Help with nodes!!!
Hi!
> I was happily building my wad, adding in new suff,
>and testing it periodically, using BSP to build nodes, when
>suddenly I get:
[...]
>Creating Segs ..........
>Floating Point exception at eip=2bec
>eax=000045a1 ebx=00000663 ecx=00000000 edx=00064004 esi=000a0387 edi=00000387
>ebp=00051e44 esp=00051e14 cs=af ds=a es=a7 fs=a7 gs=bf ss=b7 cr2=00001ff4
The failue is quite simple - anywhere in your level are two vertices
on top of each other. This craches/hangs every node-builder. Not easy
to spot, I don't know if any editor does checks about this... Deu not.
Try to find it by moving every vertex on a grid a bit...
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. []
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End of doom-editing-digest V1 #365
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