Copy Link
Add to Bookmark
Report
Doom Editing Digest Vol. 01 Nr. 355
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #355
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 22 July 1995 Volume 01 : Number 355
Re: MIDI Files
Up-low texture allign!
DoomCAD 6.1
Re: Up-low texture allign!
player colour
Re: player colour
Is there a way? and visplanes.
Submissions of doom wads
Re: player colour
Re: Up-low texture allign!
Re: Up-low texture allign!
Re: Up-low texture allign!
Re: Up-low texture allign!
Re: .WAV used as musical score
Re: Up-low texture allign!
----------------------------------------------------------------------
From: "Tom Talionis" <p7003nm@sunmail.lrz-muenchen.de>
Date: Fri, 21 Jul 1995 01:54:04 +0000
Subject: Re: MIDI Files
On 20 Jul 95 at 11:16, mmathews@genesis.nred.ma.us wrote:
> PLEASE show how to convert Midi to Mus! Do you have any code I can look at?
> Anybody know to convert Mus to Midi correctly?
There exist two utilities, MIDI2MUS and MUS2MIDI (I have used this one
to convert some DOOM MUS files to MIDI, so I can listen to them while
running Windows :-) ).
They should be available at the various FTP sites.
bye, Tom
------------------------------
From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Thu, 20 Jul 95 13:35:00 +0100
Subject: Up-low texture allign!
I've noticed that in the majority of wads I have tried, the upper and lower
textures are never x nor y-alliged. For all of you who are interested in a
solution to this common problem, read on: It's very easy, but you must be using
DEU5.2x. When you try to allign the textures by selecting all the all linedefs
that define a sector and by selecting "align textures", you will notice that
if you have any windows or sectors with different floor-ceiling heights
adjacent to the sector, the texture allignement will not be successful because
DEU cannot find a normal texture in the two-sided sidedefs. To fix this problem
you just have to select a normal texture for the sidedef and then select
"Allign textures-X-offset". Then remove the normal texture for the sidedef.
For Y-allignment, just set the lower and upper unpegged bit for the linedefs
you wish to allign. By doing this, you won't have to fiddle with ANY of the
texture offsets ! It'll all be instantly alligned!
Ciao,
__ __,
</'' /&v'r& --==>InterNet:joao.tavora@skyship.alce.pt<==--
... ebius tagline. This is a moebius tagline. This is a mo ...
___ Blue Wave/QWK v2.12
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Fri, 21 Jul 1995 00:04:00 -0500
Subject: DoomCAD 6.1
For those interested, DoomCAD 6.1 is out. 6.0 crashed when one used
Doom 1.9 (TUD), so this fixes it.
Since I was on vacation this week, I also had some xtra time to beat it
up pretty good, and found a few other nagging bugs that have hounded me
forever.
I put it on Software Creations, PCOhio, and (if I can figure out how
tonight), Compuserve. I may set up the last one as an auto-register
thing, though (again, if I can figure out how).
Anyone who wants it direct can email me and we can set up a modem to
modem deal.
thanx,
matt tag
_ _ --------------------------------------------------------------
|_|_| PC-Ohio PCBoard OLS pcohio.com HST 16.8: 216-381-3320
|_|_| The Best BBS in America Cleveland, OH V34 28.8: 216-691-3030
--------------------------------------------------------------
------------------------------
From: avatar@laser.net (Mackey McCandlish)
Date: Fri, 21 Jul 1995 04:53:06 +0500
Subject: Re: Up-low texture allign!
>For Y-allignment, just set the lower and upper unpegged bit for the linedefs
>you wish to allign. By doing this, you won't have to fiddle with ANY of the
>texture offsets ! It'll all be instantly alligned!
>
You might want to try out DETH, which has functional texture
aligning that recognizes upper/lower textures.. (but uses DEU code for most
everything else). One of the many clean ups for DEU's code, you could say :)
-*The Avatar*-
_Avatar_ on IRC. Mackey McCandlish.
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: D.Casali@rea0808.wins.icl.co.uk
Date: Fri, 21 Jul 1995 11:43:50 +0100
Subject: player colour
Further to the raging debates on player colour - fairness issue,
I decided to get round it. I have used 3D Studio to construct a
camoflage texture that has the colours of all players in it and
looks actually like a camo jacket. I then made a level with that
the only texture (all aligned though :) with grassy floors and
it worked a miracle! all players were V.hard to spot! Dario
------------------------------
From: Chainsaw <jimu@allmalt.cs.uwm.edu>
Date: Fri, 21 Jul 1995 06:49:27 -0500 (CDT)
Subject: Re: player colour
> Further to the raging debates on player colour - fairness issue,
> I decided to get round it. I have used 3D Studio to construct a
> camoflage texture that has the colours of all players in it and
> looks actually like a camo jacket. I then made a level with that
> the only texture (all aligned though :) with grassy floors and
> it worked a miracle! all players were V.hard to spot! Dario
Why don't you just play heretic? :) It's a bitch trying to get a
good bead on player sprites as it is in that game.
Seriously, I seem to recall that it's possible to assign players colors
by changing the computer's node address. this would be in protocol.ini
or net.cfg or something like that.
------------------------------
From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Fri, 21 Jul 1995 16:45:01 +0200 (METDST)
Subject: Is there a way? and visplanes.
I've been on vacation for the last few weeks.
Now that I come back I find a few old threads that
I would have commented on if I had been here.
Sorry that I'm bringing up old and debated subjects up again.
---- Visplanes ----
>I am always approaching the vis plane limit in my wads. Would it be possible
>to create a utility that displays the number of vis planes the player "sees"
>in a small window on screen? I think this would be a useful wad
>designing/optimising tool.
I don't know very much about the visplanes error, but if it works like
this:
If the player's LOS can cross more than 129 (or whatever)
2-sided lines, DOOM will crash!
Then maybe RMB can be used to detect possible visplane crashes
by using the REPORT option.
RMB doesn't consider the 3d layout. Only the 2d map, so
sector pairs reported might not result in an error after all.
If anyone can tell me if it's actually possible to find visplane errors
using RMB, I'd appreciate it. (I'll experiment on this)
---- Is there a way? ----
Raphael Quinet writes:
>If I understand you correctly, you are making your "low buildings"
>by having a lower ceiling height for these sectors and leaving the
>upper texture transparent, right? And your problem appears when you
>are trying to look at other buildings over the top of the low ones.
>Here is a side view of what I think you have (the ":" show the
>transparent upper texture):
> sky sky
> 384 -----+ +------+
> : : |
> : (sky) : | outside wall
> : : | or high building
> 128 ++------++ |
> : : |
> : (sky) : | outside wall
> : : | or high building
> 128 ++------++ |
> || || |
> || room || |
> 0 -----++------++------+
>All floors are at 0. The ceiling for the courtyard is at 384. The
>ceiling of the low building is at 128 (the inside doesn't matter).
>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.
(I quoted this to make sure everyone knew what I'm talking about)
In the "Is there a way thread" there was a few references to my WWW
page, where I have a section called "Low Buildings in Courtyard".
I used this headline to make sure I got everyone's attention.
The headline is more or less a lie, as the section only describes some
general rules when building areas using the F_SKY textures.
The area in the associated WAD demonstrating a building inside a courtyard
has actually been created by making the courtyard walls lower.
I still think the page (and the WAD) is worth a look especially by less
experienced WAD designers, as sectors with F_SKY behave much differently
from other sectors. For instance many WAD designers still think that the
upper textures are painted as F_SKY, which is not exactly true.
In many cases the upper part of a F_SKY sector is simply transparent.
This also means that the low F_SKY sector surrounding low buildings
in a courtyard need not be very small, as they are completely transparent.
(If you want to prove me wrong on this be prepared to send me a WAD)
There are other reasons that the surrounding sector should be thin:
1. Even though the upper part of a F_SKY sector is transparent
it's still impossible to shoot through it.
(There must be a big difference between the "Texture drawing" routines
and the "Does this bullet hit anything" routine)
2. If you want the building to be very small, it might be impossible to walk under
the surrounding F_SKY sector.
In fact in the special.wad referenced from my WWW page, you start in a courtyard
with a well and a few monsters standing far away high up in two "windows"
These monsters can't be killed from far away because the shot is blocked
by a low F_SKY ceiling. you have to go quite close before the monsters
wake up and start shooting at you. THEN you can also shoot back...
Sorry to fill your mailboxes with a long letter about
subjects already debated...
/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: Peter Webb <pwebb@audio.apana.org.au>
Date: Sat, 22 Jul 1995 01:03:19 +1000 (EST)
Subject: Submissions of doom wads
Hi all.
Just a short note to all current and future doom wad authors/doom utility
authors. A new site is available for you to submit all your work to.
This site will process your files from the incoming directory to their
correct directories within hours not days like the current "so called"
doom ftp site. This site is the worlds largest doom site and is growing
every day as it is linked to the worlds largest doom bbs. Our ftp site
is 203.12.236.114 in the /pub/games/idsoftware directory. So come on all
you authors submit them in the /incoming directory and we will make them
available to everyone else far faster than anyone else.
I placed this information here as it is related to the mailing list. I
have got complaints from other doom authors that the current site takes
too long to process files, so give us a try.
Peter
------------------------------
From: Mag8@AOL.COM
Date: Fri, 21 Jul 1995 11:53:22 -0400
Subject: Re: player colour
In a message dated 95-07-21 07:44:59 EDT, you write:
>Further to the raging debates on player colour - fairness issue,
>I decided to get round it. I have used 3D Studio to construct a
>camoflage texture that has the colours of all players in it and
>looks actually like a camo jacket. I then made a level with that
>the only texture (all aligned though :) with grassy floors and
>it worked a miracle! all players were V.hard to spot! Dario
>
>
Can you make this generally available? Something along this line might be
good for the upcoming "there can be only one" IDC competition.
Mark Gundy
H2H BattleStation1
The Best Place On Earth to Die
619-426-0073
------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Fri, 21 Jul 95 10:15 PDT
Subject: Re: Up-low texture allign!
>I've noticed that in the majority of wads I have tried, the upper and lower
>textures are never x nor y-alliged. For all of you who are interested in a
>solution to this common problem, read on: It's very easy, but you must be using
>DEU5.2x. When you try to allign the textures by selecting all the all linedefs
>that define a sector and by selecting "align textures", you will notice that
>if you have any windows or sectors with different floor-ceiling heights
>adjacent to the sector, the texture allignement will not be successful because
>DEU cannot find a normal texture in the two-sided sidedefs. To fix this problem
>you just have to select a normal texture for the sidedef and then select
>"Allign textures-X-offset". Then remove the normal texture for the sidedef.
>For Y-allignment, just set the lower and upper unpegged bit for the linedefs
>you wish to allign. By doing this, you won't have to fiddle with ANY of the
>texture offsets ! It'll all be instantly alligned!
>
How about if when we make levels, we just bother aligning the major points,
and when the levels are finished, we could assign people just to do texture
alignment and visual touch-ups. The more aligned our textures are and the
better are level look, the more they will be respected.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
' #DEFINE USER "YOU" '*J*ROBERTOSOFT R O '. . '
' MAIN() '*A* O T ' . '
' { '*C* B R '. '
' WHILE INPUTFROM(USER) BEEPAT(USER) '*O* E ' '
' } '*B* ''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''
"The thing I hate most about doom editing
is when my editer bombs with a general protection fault."
------------------------------
From: thldrmn@neosoft.com (Ty Halderman)
Date: Fri, 21 Jul 1995 13:38:56 -0500
Subject: Re: Up-low texture allign!
From Jacob Roberto:
> How about if when we make levels, we just bother aligning the major points,
>and when the levels are finished, we could assign people just to do texture
>alignment and visual touch-ups. The more aligned our textures are and the
>better are level look, the more they will be respected.
Last sentence: Right.
The rest of it: And the more work you do yourself showing that you can take
responsibility for all of a job and not just the fun part, the more you will
be respected as a level author.
>'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
>' #DEFINE USER "YOU" '*J*ROBERTOSOFT R O '. . '
>' MAIN() '*A* O T ' . '
>' { '*C* B R '. '
>' WHILE INPUTFROM(USER) BEEPAT(USER) '*O* E ' '
>' } '*B* ''
>'''''''''''''''''''''''''''''''''''''''''''''''''''''''''
>"The thing I hate most about doom editing
> is when my editer bombs with a general protection fault."
How about posting more lines than your .sig takes?
=-Ty Halderman (thldrmn@neosoft.com)-=
=- Keeper of Things Miscellaneous -=
------------------------------
From: mmathews@genesis.nred.ma.us (Mark Mathews)
Date: Fri, 21 Jul 1995 17:04:21 -0400 (EDT)
Subject: Re: Up-low texture allign!
> "The thing I hate most about doom editing
> is when my editer bombs with a general protection fault.
HA! You must be running Windoze.
Long live OS/2!
------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Fri, 21 Jul 95 14:30 PDT
Subject: Re: Up-low texture allign!
>>From Jacob Roberto:
>> How about if when we make levels, we just bother aligning the major points,
>>and when the levels are finished, we could assign people just to do texture
>>alignment and visual touch-ups. The more aligned our textures are and the
>>better are level look, the more they will be respected.
>
>Last sentence: Right.
>
>The rest of it: And the more work you do yourself showing that you can take
>responsibility for all of a job and not just the fun part, the more you will
>be respected as a level author.
>
I get mail from two mailing lists and acidently wrote a reply as I would
the other one, so this post won't make much sense to you. Direct any more
flames to personal reply.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
' #DEFINE USER "YOU" '*J*ROBERTOSOFT R O '. . '
' MAIN() '*A* O T ' . '
' { '*C* B R '. '
' WHILE INPUTFROM(USER) BEEPAT(USER) '*O* E ' '
' } '*B* ''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''
------------------------------
From: "quester@topnet.nl" <quester@topnet.nl>
Date: Fri, 21 Jul 1995 23:39:17 +0200 (MET DST)
Subject: Re: .WAV used as musical score
/----------------------------------------------------------------\
| quester@topnet.nl | UUD - Member |
| Amon Endt | Irc #UUD |
| The Hague, Holland | WWW Home Page : http://bart.nl/~shadow |
\----------------------------------------------------------------/
Haya,
> > What is the longest-playing sound in the game? I have not been able to
> > experiment but my guess would be the "reverse-demon-voice" on MAP30. But
> > i remember sound wads with sounds in them that were clearly > 6 seconds...
>
> I made a sound WAD some time ago (didn't release it yet - this will
> be when I'll have the time to finish my current level), in which I
> replaced the "Player Dies" sound with a "Marches Funebres" sample
> which was about 9 seconds (and it works fine!). So this would be
> beyond 65535 (the WAV file is about 96K). But maybe some other sound
> entries are limited in size - the teleport sound, spider/cyber demon
> walking... I'm not sure.
nice, but I have been meaning to ask, what tool do you use for the snoud
changeings in Doom 2!, I have one for doom1 not for doom2.
Thanx
>
> bye, Tom
>
------------------------------
From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Fri, 21 Jul 95 22:57 GMT
Subject: Re: Up-low texture allign!
Hi!
[For DEU5.2x...]
>"Allign textures-X-offset". Then remove the normal texture for the sidedef.
>For Y-allignment, just set the lower and upper unpegged bit for the linedefs
>you wish to allign. By doing this, you won't have to fiddle with ANY of the
>texture offsets ! It'll all be instantly alligned!
Sure, use Deth 2.3 and you will not have to 'fiddle with' any normal texture.
This works with Doom and Doom 2 WADs.
Btw, is the sound-format-conversion chat still Doom specific? I'm kinda
sick of this discussion... (no it can't be done <-> YES it can be done !
<-> snif, please tell me how <-> I don't know exactly, but there is a prog...)
;)
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. []
------------------------------
End of doom-editing-digest V1 #355
**********************************