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Doom Editing Digest Vol. 01 Nr. 362

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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 #362
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 29 July 1995 Volume 01 : Number 362

Re: CheckHeap error.
Re: Hall of Mirrors
Sky problem
Special effects
ADMIN NOTE: Editor comparisons (was Re: CheckHeap error.)
Re: CheckHeap error.
Re: Special effects
Re: Sky problem
LMPs in and out of WADs
Re: LMPs in and out of WADs
Re: ADMIN NOTE: Editor comparisons (was Re: CheckHeap error.)

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

From: spockto@netdepot.com (Spock To)
Date: Thu, 27 Jul 1995 21:11:23 -0400
Subject: Re: CheckHeap error.

Would someone mind posting a "comprehensive" listing of available editors
with relative strengths and weaknesses?
Geek Code:
GO dgq H+(---) s+. !g !p au- a21 w+ v>++ C+1/2 Udon't ask N++ W+>++ M--
po--- Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ U++(*) h+ f? n-@ y+

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

From: "J. Kugelman" <kugelman@news1.mnsinc.com>
Date: Thu, 27 Jul 95 21:37:23 PDT
Subject: Re: Hall of Mirrors

You might have too many two-sided lines in view. This sometimes
produces HOM.
- -------------------------------------
Name: John Kugelman
E-mail: kugelman@mailhost.mnsinc.com (John Kugelman)
Date: 05/24/95
Time: 20:47:01

This message was sent by Chameleon
- -------------------------------------



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

From: "J. Kugelman" <kugelman@news1.mnsinc.com>
Date: Thu, 27 Jul 95 22:00:35 PDT
Subject: Sky problem

I think I've found a bug in DOOM ][ (might have been posted while
ago b4 I came). I'm working on an episode which go with the plot that
you escape to earth after level 11, and the sky changes to a city.
But if I beat level 11 and continue to level 12, the sky does not
change. It stays as a cloudy sky. If I warp there, it's the city
sky. what's happening?

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

From: Chris_Bjerke@bendnet.com (Chris Bjerke)
Date: Fri, 28 Jul 95 05:18:32 PST
Subject: Special effects

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 so, please write me. And if you have any special effects you can do with
wads...
please let me know, i am very interested.

Thanx,
Chris Bjerke

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Fri, 28 Jul 95 13:50:21 +0100
Subject: ADMIN NOTE: Editor comparisons (was Re: CheckHeap error.)

At 9:11 pm 27/7/95, Spock To wrote:
>Would someone mind posting a "comprehensive" listing of available editors
>with relative strengths and weaknesses?

PLEASE: This list is not the place for editor comparisons. Check the
posting guidelines you received when you subscribed. For this sort of
information, check out the various WWW pages on the subject, all accessible
from DOOMgate (http://doomgate.cs.buffalo.edu).

If any-one has such a comparison, please feel free to mail it direct to the
original enquirer (spockto@netdepot.com) *not* to this list--it is likely
to spark off the usual editor-war postings that we would rather not have
here.

Thanks

- -Steve
List caretaker



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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Fri, 28 Jul 95 17:04 GMT
Subject: Re: CheckHeap error.

>Would someone mind posting a "comprehensive" listing of available editors
>with relative strengths and weaknesses?
NOT to the mailing-list please.

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. []


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

From: Andrew Ariens <ariens@sierra.net>
Date: Fri, 28 Jul 1995 10:35:58 -0700
Subject: Re: Special effects

At 05:18 AM 7/28/95 PST, you wrote:
>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 so, please write me. And if you have any special effects you can do with
>wads...
>please let me know, i am very interested.
>
>Thanx,
>Chris Bjerke

So far I have tried the "Deep Water Effect" and the "Door on top of lift".
I haven't tried the invisible areas yet.


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

From: Matthew Miller <rmiller@infinet.com>
Date: Fri, 28 Jul 1995 13:41:43 -0400 (EDT)
Subject: Re: Sky problem

On Thu, 27 Jul 1995, J. Kugelman wrote:

> I think I've found a bug in DOOM ][ (might have been posted while
> ago b4 I came). I'm working on an episode which go with the plot that
> you escape to earth after level 11, and the sky changes to a city.
> But if I beat level 11 and continue to level 12, the sky does not
> change. It stays as a cloudy sky. If I warp there, it's the city
> sky. what's happening?

Y'know, I just noticed this `jeez-how-could-they-let-this-one-slip-by?!'
bug, which is (as far as I know) limited to version 1.9, a couple of days
ago. (Been doing the `edit-warp-edit-warp-edit-warp' routine for so
long...) As far as I can tell, if you start playing Doom II from any level
to the end, the sky will never change! And this is in the `final' version
1.9, too! (I know that programming this game must have itself been
hellish, but come *on*...)
What are we supposed to do to alleviate this? Frankly, I don't
know...

Matthew Miller -- rmiller@infinet.com

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

From: Gene Franzen <gfranzen@tenet.edu>
Date: Fri, 28 Jul 1995 13:31:47 -0500 (CDT)
Subject: LMPs in and out of WADs

I'm currently working on a WAD (Which I think is just about done) but
I've come across a problem. I want to insert an LMP into the WAD file
itself to avoid having an external demo, but every time I insert one, it
becomes slightly corrupt. If I then take the LMP back out and run it as
a separate file, the LMP runs correctly. I've tried inserting the LMP
using both WadMaster 1.01b and NewWadTools 1.3 and both have the same
problem. I've seen other wads with demos in them that work, so I don't
understand why it plays slightly different when inside the WAD file. Any
help would be very much appreciated.

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

From: Phunnel@AOL.COM
Date: Fri, 28 Jul 1995 17:05:29 -0400
Subject: Re: LMPs in and out of WADs

I am having a similar problem. I am creating a Wad in which I want to have a
demo be part of the play. When a player destroys a certain monster, I want
to autostart a Lmp so what you see is a cutsene of sorts. I can't sem to
figure out how to do this. I am sorry if this is a newbie question or has
been covered before.

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

From: spockto@netdepot.com (Spock To)
Date: Fri, 28 Jul 1995 18:46:42 -0400
Subject: Re: ADMIN NOTE: Editor comparisons (was Re: CheckHeap error.)

At 01:50 PM 7/28/95 +0100, doom-editing@nvg.unit.no wrote:
>At 9:11 pm 27/7/95, Spock To wrote:
>>Would someone mind posting a "comprehensive" listing of available editors
>>with relative strengths and weaknesses?
>
>
>PLEASE: This list is not the place for editor comparisons. For this sort of
>information, check out the various WWW pages on the subject, all accessible
>from DOOMgate (http://doomgate.cs.buffalo.edu).
>
>If any-one has such a comparison, please feel free to mail it direct to the
>original enquirer (spockto@netdepot.com) *not* to this list--it is likely
>to spark off the usual editor-war postings that we would rather not have
>here.

Sorry, I mean to say mail me. I have checked in all the other places i can
think of and noone seems to have this thing, this was my last try.

Geek Code:
GO dgq H+(---) s+. !g !p au- a21 w+ v>++ C+1/2 Udon't ask N++ W+>++ M--
po--- Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ U++(*) h+ f? n-@ y+


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

End of doom-editing-digest V1 #362
**********************************

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