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Doom Editing Digest Vol. 01 Nr. 374

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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 #374
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 10 August 1995 Volume 01 : Number 374

Re: Demos
Re: Special effects
Re: Quake Technical speculations
Re: Quake Technical speculations
Re: A big room problem.
Re: DeuTex
Re: A big room problem.
Re: DeuTex
Re: Quake Technical speculations

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

From: dnabiesz@maple.net (Rob Nabieszko)
Date: Wed, 9 Aug 1995 13:09:15 -0400
Subject: Re: Demos

>On Tue, 8 Aug 1995, Rob Nabieszko wrote:
>
>> Do you know where to find the latest version of Deutex? I've ben searching around for it, but have been unsuccessful. If you could supply me with a Web/FTP site, I would greatly appreciate it. Thanks in advance!
>
>I usually find all my doom-editing stuff on ftp.cdrom.com
>try /pub/doom/utils/
>
>------------------------------------------------------------------------------
>->Ryan Drake<- "The woods are lovely, dark and deep.
>[eMAiL] stiletto@psu.edu But I have promises to keep.
>[URL] --to be announced-- And miles to go before I sleep."

>------------------------------------------------------------------------------
Thanks! I am now implanting my incredible ideas into Doom. Thank you!
Vorticon
Dennis Nabieszko

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

From: Matthew Miller <rmiller@infinet.com>
Date: Fri, 4 Aug 1995 22:49:59 -0400 (EDT)
Subject: Re: Special effects

On Thu, 3 Aug 1995, John Minadeo wrote:

> Can I use DEHACKED to change the player into a cyberdeom or do I have to
> copy the cyber graphics over the players...

Well, it depends on what you mean by turning the player into a cyberdemon,
how closely you want to emulate the cyberdemon's look and behavior...
You can start by copying the cyberdemon sounds to the player entry
in the `things' section of DeHackEd.
Also copy the width and height of the cyberdemon, and the number
of hit points. Leave the speed at 0.
To make your player *look* like a cyberdemon, you can't merely
copy the frame numbers over; if you do, you will get to see the rather
amusing (the first couple of times, anyway) of witnessing your player
automatically killing itself. :)
Instead, go to the frame table and change the sprite numbers for
each player frame to the sprite numbers for the cyber. Use the space bar
often to try to figure out if the effect you're getting is what you're
looking for. Vast amounts of trial and error are involved, but you should
be able to get what you're looking for.
If you want to have unlimited numbers of rockets, try either of
the following on the weapons editor: (A) set the maximum number of rockets
to something immensely high, like 100 thousand, and also set the amount of
ammo per item to the same amount so picking up one item will have you
toting around the full set. Or, (B) set the ammo-type number of the
rocket launcher to 5, `unlimited'. I've heard that this second one causes
rather unpredictable effects, but I've never suffered them myself...yet...

Matthew Miller -- rmiller@infinet.com

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

From: Andrew Ariens <ariens@sierra.net>
Date: Wed, 09 Aug 1995 11:54:05 -0700
Subject: Re: Quake Technical speculations

At 01:07 PM 8/9/95 -0400, you wrote:
>>Okay now every body has seen the Quake pix, so:
>> How the hell does it work?
>>
>>Here are my own speculations:
>>
>>- Local 3D BSP defining every room (a bit like the
>> 3D BSP used only for the sprites in DESCENT).
>>
>>- Connections between the rooms by special tagged
>> surface, that tell which room is next (and, so what
>> is the BSP that shall be used for display beyond
>> that surface). This is already used by Dark Forces,
>> except they don't have BSP.
>>
>>Quake is obviously not Cube-based like Descent, but it
>>MUST have an accelerator structure to render
>>structures. Those structures would have the DF engine
>>run real slow :)
>>
>>Note that no-one has seen Quake actually running,
>>and informed people told me it didn't run in fact :)
>>
>> Olivier Montanuy
>>(author of DeuTex/WinTex, and of flames on r.g.d.e)
>>
>>
>Gr8 info. However, I have heard a rumour that it is going to need a
Pentium-90 MINIMUM. Can you or anyone else confirm this?
>Dennis Nabieszko
>
OK, this isn't doom-editing related, but Quake is going to be 486 minimum,
Pentium reccommended. Id is designing Quake to be able to run on a 486
because that's what most people have. People with a Pentium or higher can
run Quake at a higher resolution (640x480).

Andrew Ariens
<ariens@sierra.net>


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

From: Ryan Drake <nccs1@farside.gsfc.nasa.gov>
Date: Wed, 9 Aug 1995 15:10:01 -0400 (EDT)
Subject: Re: Quake Technical speculations

On Wed, 9 Aug 1995, Rob Nabieszko wrote:

> Gr8 info. However, I have heard a rumour that it is going to need a Pentium-90 MINIMUM. Can you or anyone else confirm this?
> Dennis Nabieszko
>
id maintains that Quake will run on a 486-66 with 8megz of ram, but
remember... DOOM can "run" on a 386-16 but is obviously not playable.

Back to the question of whether or not we should discuss technical
aspects of quake, I think it should be fine as long as this doesnt turn
into a.g.quake. I am sure once quake does come out, this list will be
even more dead than it is now, so i don't see why we cannot get some
intellegent speculation going about how id works their magic with quake.

- ------------------------------------------------------------------------------
- ->Ryan Drake<- "The woods are lovely, dark and deep.
[eMAiL] stiletto@psu.edu But I have promises to keep.
[URL] --to be announced-- And miles to go before I sleep."

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

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

From: sbrown@neosoft.com (Steve C. Brown)
Date: Wed, 9 Aug 1995 15:57:27 -0500
Subject: Re: A big room problem.

>At 9:36 am 9/8/95, Ryan Drake wrote:
>>> Anyone
>>> think of any other things height is ignored for?
>>
>>Switches. One thing i can remember in particular. DOOM 2 map 1... there
>>is a room with four platforms. two of the platforms haf switches on
>>them. if you push one switch, it lowers the platforms so you <supposedly>
>>cannot push the other one cause the platform is the same height as the
>>floor. You can pus it, however. just go near where the thing disappeared
>>under the floor and push your USE key...
>>
>
How would one go about making the critters "jumpoverable?" Is this
possible, or would you then be able to walk through them as well? I filled
the floor of a very tall room with demons and tried to jump into them, but
there might as well have been a wall there...I'm 1024 clicks above their
pink little heads, and still they bite me....I imagine it must be a sehacked
problem, but I fear I can't find a way to make them passable from above AND
impassable at eye level

Steve


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

From: Matthew Miller <rmiller@infinet.com>
Date: Wed, 9 Aug 1995 17:26:51 -0400 (EDT)
Subject: Re: DeuTex

On 8 Aug 1995, Olivier wrote:

> 3/ DeuTex is *completely* outdated. WinTex 3.5 will
> kill it, if NWT 1.4 doesn't do the job.

Some of us can't, or don't care to, use Windows.

> 4/ Quake Quake Quake, wanna more Quake, no more DOOM.

Question for you, M. Montannuy. What's the name of this mailing list?
That's right, doom-editing.
There is a quake mailing list if you want to talk about Quake. A
message about it was posted to this list a few days ago.

Alright, everybody, back to Doom editing!

Matthew Miller -- rmiller@infinet.com

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

From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Wed, 9 Aug 95 15:55 PDT
Subject: Re: A big room problem.

>On Tue, 8 Aug 1995, Alden Bates wrote:
>
>>
>>
>> On Tue, 8 Aug 1995, JOHC wrote:
>>
>> > The big room has a normal ceiling texture. The shops should be "real"
>> > rooms that can be entered.
>> > But I want to be able to look over the shops - through the big
room. When
>> > standing on higher grounds I would like to "look down" at the
shops...
>> > Is it possible?
>>
>> Yes, been there, done that. I ripped the idea out of the "special
>> effects"
wad at the www page. Here's how I did it:
>>
>> I had a large sector of height about 256, and wanted a smaller building
>> in the centre.
>> I created the walls of the building using 2-sided linedefs, wrapping them
>> around so that the walls weren't impossibly thin. I applyed 1-patch
>> textures to the walls, kept them about 72 height. (The tops of the walls
>> were 72 off the ground.)
>>
>> Following the example in the WAD, I made a "cross-hatching" of lines
>> across the middle of the sector, and applied the STEPTOP texture to them,
>> offsetting so it appeared as a roof.
>>
>> Finally, to make a door, I created a platform blocking the entrance, and
>> created an invisible platform to prevent the player riding it up to the
>> roof. (Else they'll fall through it.)
>>
>> So looking down, I had somthing like:
>> +---------------+
>> |+-+-+-+-+-+-+-+|
>> || | | | | | | ||
>> |+-+-+-+-+-+-+-+|
>> || | | | | | | ||
>> |+-+-+-+-+-+-+-+|
>> || | | | | | | ||
>> |+-+-+-+-+-+-+-+|
>> || | | | | | | ||
>> |+-+-+-+-+-+-+-+|< 2-sided, impassable walls.
>> +------+-+------+
>> ^Door
>>
>> The door has an extra "invisible platform" sector in the middle, with a
>> floor equal to that of the outer sector, and a ceiling matching the floor
>> of the door platform when it is closed.
>>
>> Obviously, the finer the cross-hatchings, the better the ceiling looks,
>> but you haave to trade off with 2 sided slowdown.
>>
>> Of course, another catch will be that monsters can see you through the
>> walls, and weapons will fire straight through... Perhaps I could put
>> extra invisible platforms in there...
>>
>> I haven't explained it all that well, but I can send the PWAWD to anyone
>> who asks, it's very small, the building being the only thing in there.
>>
>> Alden Bates.
>>
>
>send it here mate i'd love to see it :)
>
I'll take a look at it. I prefer mime attached if you mailer supports it,
but I can handle uuencoded too.
PS: Anyone think of starting a mailing list where people could send
binaries related to doom-editing. That way if someone didn't like to be
bothered with binaries they wouldn't subscribe, and if somebody wanted to
get all the binaries (like me), they wouldn't have to send mail to each
person they want a binary from (and the list would be cluttered with "send
me a copy"
messages).
- ---------------------------------------------------------------
' #DEFINE USER "YOU" . . . . '*J*ROBERTOSOFT R O '. . '
' MAIN() . . . . . . . . .'*A* O T ' . '
' { . . . . . . . . . . . .'*C* B R '. '
' .WHILE INPUTFROM(USER) BEEPAT(USER) . . '*O* E ' '
' } . . . . . . . . . . . . . . . . '*B* ''
`^*-._.-*^`^*-._.-*^`^*-._.-*^`^*-._.-*^`^*-._.-*^`^*-._'
"The potential logic of a computer supercedes that of any human, but the
logic required to write such a program also supercedes that of any human."
--me

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

From: Kurt <crawley@coscc.cc.tn.us>
Date: Wed, 09 Aug 1995 18:17:32 -0600 (CST)
Subject: Re: DeuTex

I signed onto that group.. And well.. Haven't recieved a thing... It's
dead I think...

/#----------------------------------------------------------------#\
| Kevin Crawley Sysop: The Lost World |
| - Former Student Worker - (615)540-8699 |
| COE: KC-Programming Internet Email: crawley@coscc.cc.tn.us |
| Tutoring - Windows, DOS Doom ][ Master |
| (615)380-0493 |
| |
| Mail Address: 1159 Roy Sellers Road |
| Columbia, TN 38401 |
| |
\#----------------------------------------------------------------#/
On Wed, 9 Aug 1995, Matthew Miller wrote:

> On 8 Aug 1995, Olivier wrote:
>
> > 3/ DeuTex is *completely* outdated. WinTex 3.5 will
> > kill it, if NWT 1.4 doesn't do the job.
>
> Some of us can't, or don't care to, use Windows.
>
> > 4/ Quake Quake Quake, wanna more Quake, no more DOOM.
>
> Question for you, M. Montannuy. What's the name of this mailing list?
> That's right, doom-editing.
> There is a quake mailing list if you want to talk about Quake. A
> message about it was posted to this list a few days ago.
>
> Alright, everybody, back to Doom editing!
>
> Matthew Miller -- rmiller@infinet.com
>

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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Wed, 9 Aug 95 23:55 GMT
Subject: Re: Quake Technical speculations

Hi!

>Gr8 info. However, I have heard a rumour that it is going to need a
Pentium-90 MINIMUM. Can you or anyone else confirm this?
>Dennis Nabieszko
If you got rumours, go to alt.games.quake - pleeeeease.

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 #374
**********************************

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