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Doom Editing Digest Vol. 01 Nr. 416
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #416
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 22 September 1995 Volume 01 : Number 416
Re: linedef triggered player position markers
Falling
Falling
Re: deep water
ADMINISTRIVIA: Repeating messages
Re: MIDI to MUS
Re: Falling
Re: Falling
Re: Falling
Re: Falling
Re: Falling
Re: Falling
Re: linedef triggered player position markers
WEEKLY REMINDER : Beginner's Questions
Re: Falling
Re: Falling
Re: Falling
Re: linedef triggered player position markers
----------------------------------------------------------------------
From: deth@webcom.com (Scott Smith)
Date: Wed, 20 Sep 1995 14:58:42 GMT
Subject: Re: linedef triggered player position markers
I've always thought it would be real cool to have a map of the actual
PWAD displayed on a wall in the level that would show little BLIPs
depicting the last place that another player was detected. By having a
number of teleporters in the same room as the wall map, you could
watch the map for a BLIP and then hop into the teleporter that takes
you to the closest map location.
Everyone that I've mentioned this to in the past has said "Chyeah
right. Can't be done!" Well... I'VE DONE IT! <g>
My new PWAD, named JUSTDETH.WAD has a map room containing a wall map
and two arrays of teleporters. The wall map is linked to "motion
sensors" throughout the actual level. When one of those "motion
sensors" detects another player, a small blue light will glow on the
wall map in the area covered by that "motion sensor" and you'll hear a
soft ::PING::; the indicator lights fade out a few seconds after they
are first turned on. You can watch the wall map for motion and then
hop into the appropriate teleporter, which will place you in an area
with a good view of the section covered by the "motion sensor".
The trick is really quite simple, too. Each "light" on the wall map
consists of two VERY tiny sectors (3 units wide, 6 units tall, and 1
unit deep) positioned at the various "wall map" longitudes and
latitudes. The first sector, the one in direct contact with the wall
map linedef is a tiny turbo door that is opened when a player crosses
a certain linedef (or linedefs). The other small sector behind that
has bright blue walls and a blue ceiling. Because these sectors are so
small, when the door opens, it gives the impression of a little blue
light flashing on. I've replaced the sound the door normally makes
while opening with a soft ::PING:: and the closing door sound is now
just silence.
The effect is cool as hell and works GREAT in a game. You can even get
teleporter frags using this thing! It has alot of potential for large
PWADs, too.
By adding a couple of map rooms, you can make the level larger than
you normally would, because it would be fairly easy for a player to
step into a map room, find the other player, and teleport to him.
JUSTDETH is not exactly a large level, tho, since it was really just
intended to be a testbed for my wall map concept.
If you want to see this thing in action, the PWAD is available on my
Web pages at the following URL:
http://www.webcom.com/~deth/dm_levels9.html#JUSTDETH
The PWAD itself makes for great Deathmatch play, even without the wall
map and has another cool trick that I used to make TURBO lifts. Check
it out!
Oh... I IWADified the map, so you'll have to rePWADify it to get it to
load into DEU and DEU wannabes.
Scott A. Smith - scott@gate.net
-=( Scott's DOOM Pages )=-
*-------------------------=*=----------------------------*
| Preview some of today's | http://www.webcom.com/~deth |
* HOTTEST DOOM2 DeathMatch *-----------------------------*
| Levels! | deth@webcom.com |
*-------------------------=*=----------------------------*
------------------------------
From: dnabiesz@maple.net (Vorticon)
Date: Wed, 20 Sep 1995 17:48:46 -0400
Subject: Falling
Hi,
Is there anyway I can make a person start a level falling? On the last level, the guy is falling down a deep pit, slowly inching forward until he hits the exit LineDef. How do I start the next level with him continuing his fall? I've been successful with teleport falls, but cannot do level starts with it. HELP!!! Sorry if this is a repeat of a previously asked question.
Vorticon
------------------------------
From: dnabiesz@maple.net (Vorticon)
Date: Wed, 20 Sep 1995 17:48:46 -0400
Subject: Falling
Hi,
Is there anyway I can make a person start a level falling? On the last
level, the guy is falling down a deep pit, slowly inching forward until he
hits the exit LineDef. How do I start the next level with him continuing
his fall? I've been successful with teleport falls, but cannot do level
starts with it. HELP!!! Sorry if this is a repeat of a previously asked
question.
Vorticon
------------------------------
From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Thu, 21 Sep 1995 11:05:36 +0200 (METDST)
Subject: Re: deep water
>Does anybody have an idea how to
>make other things appear half under the water?
You can try to make the DEEP water in a different way:
Make a hole in the floor in the normal way.
Apply F_WATER to all floors, and DON'T apply lower
textures to the sides of the hole.
(Side view:)
---x x---
| |
| | <-- No texture here.
x----x
A monster standing in the hole will have it's lower part
obscurred by the edge of the higher floor.
(only works if the hole is small enough)
This way of making the deep water effect isn't visually as good as the
self referencing inner sector method, because you can easily see the difference
between the F_WATER painted on the floor and the F_WATER painted
on the lower texture part.
To see an example of this I suggest you check out
the acid tunnel in Trinity2.wad.
I think this method was first described by
Mathew J Ledding-Hill.
/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: Thu, 21 Sep 95 10:20:50 +0100
Subject: ADMINISTRIVIA: Repeating messages
Sorry for the repeating messages guys--it's just Bernd and me not
communicating with each other! ;) Have a nice day....
- -Steve
------------------------------
From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Thu, 21 Sep 1995 08:12:08 -0500 (CDT)
Subject: Re: MIDI to MUS
On Wed, 20 Sep 1995 SHamilton@chs.osd.wednet.edu wrote:
> different versions. The media player that came with windows can't seem to
> play MIDI's converted from MUS and the midi2mus.exe can't convert the MIDI's
> that came with windows.
>
> Does anyone know of a converter or if the problem is something else?
With MIDI2MUS I've converted a number of .MID files that I can play
under Windows to .MUS files with no problem. I'm not sure what you mean
by "that came with windows"; I didn't get any MIDI files with my Windows
copy. I just have files that came with my sound board and files that I
have gotten from the 'net. I have never tried converting .MUS files to
.MID files so I can't comment on that.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Thu, 21 Sep 1995 08:15:28 -0500 (CDT)
Subject: Re: Falling
On Wed, 20 Sep 1995, Vorticon wrote:
> Hi,
> Is there anyway I can make a person start a level falling? On the last
I don't see how this is possible. DOOM will always start the
player on the floor of the sector he is standing in. There might be some
DEHACKED trick you could do to affect the player vertical position, but I've
never seen any one reference such an ability.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Thu, 21 Sep 1995 23:27:36 +1000 (EST)
Subject: Re: Falling
> Is there anyway I can make a person start a level falling? On the last
Haven't tried it, but what about a tiny sector which the player is
standing on. The moment the player moves, s/he is falling...if you could
work out some way to have the player get "knocked" right away, the could
push them off...Maybe an imp right behind shooting at them or something...
- --
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: John Wakelin <johnw@datametrics.com>
Date: Thu, 21 Sep 95 10:34:12 -0500
Subject: Re: Falling
> From: dnabiesz@maple.net (Vorticon)
> Hi,
> Is there anyway I can make a person start a level falling?
Not without help, I'm afraid. Let's try some lateral thinking
though...or is that vertical :)
Set the start on a little lip so that he is barely on it. Then you
would need something to push him off...say a zombie shooting him in
the back. There are two problems with this: 1. Your guy is going
to start with damage. 2. You are going to have to figure out how
to kill off the guy who pushed you or you will not be able to get
100% Kills.
This is a cludgey way of doing it I know...here's another idea.
Create an animated wall texture of the previous level's last texture
going up and make your starting room look a lot like the ending room.
Then use Drake's technique of lighting the walls while keeping the
floor dark. This should look like the player is falling.
Surround the player start with linedefs that bring the light level
up and cover the walls with static textures so that when he moves,
he 'lands'.
This probably makes no sense what-so-ever and ASCII art could only
make things worse so I won't attempt it.
Sorry I couldn't be more help.
Have a great day,
johnw
****Stereographic Sig - Unfocus eyes until two Xs merge****
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------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Thu, 21 Sep 1995 11:16:57 -0400 (EDT)
Subject: Re: Falling
> Surround the player start with linedefs that bring the light level
> up and cover the walls with static textures so that when he moves,
> he 'lands'.
Hmm, this is a cool idea. It might be tough to make it look really
realistic, but it is definitely a neeto concept.
> Create an animated wall texture of the previous level's last texture
> going up and make your starting room look a lot like the ending room.
> Then use Drake's technique of lighting the walls while keeping the
> floor dark. This should look like the player is falling.
Drake's technique? I think I'm gonna have to argue you on that one,
unless Drake came up with it a looong time ago.
Greg
------------------------------
From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Thu, 21 Sep 1995 11:38:23 -0500 (CDT)
Subject: Re: Falling
> From: dnabiesz@maple.net (Vorticon)
>
> Hi,
> Is there anyway I can make a person start a level falling?
I was wrong initially, there is a way to start falling, but it
does have an unfortunate consequence since the mechanism is really a
DOOM bug. If the player's center starts *exactly* on a LINEDEF that is
the boundary of two sectors whose heights differ by more than 24, the
player will start at the higher sector height and then immediately fall
to the lower sector. However, though the player will be able to freely
rotate, he will not be able to move otherwise. If the high sector is a
really small one, the player could very will not see it at all. So the
fall will look like a normal fall--he just won't be able to move once he
quits falling.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Thu, 21 Sep 95 14:21:25 -0500
Subject: Re: Falling
> From: Greg Lewis <gregl@umich.edu>
> > Create an animated wall texture of the previous level's last texture
> > going up and make your starting room look a lot like the ending room.
> > Then use Drake's technique of lighting the walls while keeping the
> > floor dark. This should look like the player is falling.
> Drake's technique? I think I'm gonna have to argue you on that one,
> unless Drake came up with it a looong time ago.
I apologize for the implication that Drake invented the technique.
I too have messed with it before but, spoke of it as his since he so
recently discussed it on this list. A poor choice of words by me.
Have a great day,
johnw
****Stereographic Sig - Unfocus eyes until two Xs merge****
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:::EL__/]::::\____ :::::::::::::::: ____/:::...:::[\__J3:::
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****You should see a 3d blurry image of a computer screen****
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Thu, 21 Sep 95 14:40:05 -0500
Subject: Re: linedef triggered player position markers
> From: deth@webcom.com (Scott Smith)
> I've always thought it would be real cool to have a map of the actual
> PWAD displayed on a wall in the level that would show little BLIPs
> depicting the last place that another player was detected. By having a
> number of teleporters in the same room as the wall map, you could
> watch the map for a BLIP and then hop into the teleporter that takes
> you to the closest map location.
>
> Everyone that I've mentioned this to in the past has said "Chyeah
> right. Can't be done!" Well... I'VE DONE IT! <g>
[snip]
I took a look at it last night. Not bad. You should put an
indicator in the map room so that it is easier to show it in single
player (kind of a 'you are here'). I'll have to try it in DM sometime.
This is the first time I have seen this done. Anyone else, or does he
get to name it...Greg? :)
Nice web-page BTW
Have a nice day.
johnw
****Stereographic Sig - Unfocus eyes until two Xs merge****
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****You should see a 3d blurry image of a computer screen****
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Thu, 21 Sep 95 15:06:47 -0500
Subject: WEEKLY REMINDER : Beginner's Questions
This message is being posted at the request of the list's caretakers.
====================================================================
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====================================================================
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
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In the past, there has been much moaning about new subscribers asking what
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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:
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Your question will either be answered or, if deemed appropriate for the
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**NOTE: If your questions are prefixed with the code WQ: in the subject
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****Stereographic Sig - Unfocus eyes until two Xs merge****
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:::EL__/]::::\____ :::::::::::::::: ____/:::...:::[\__J3:::
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****You should see a 3d blurry image of a computer screen****
------------------------------
From: Ty Halderman <thldrmn@neosoft.com>
Date: Thu, 21 Sep 1995 14:44:02 -0500
Subject: Re: Falling
At 11:38 AM 9/21/95 -0500, Robert Fenske wrote:
>
>> From: dnabiesz@maple.net (Vorticon)
>>
>> Hi,
>> Is there anyway I can make a person start a level falling?
>
> I was wrong initially, there is a way to start falling, but it
>does have an unfortunate consequence since the mechanism is really a
>DOOM bug.
[snip]
>However, though the player will be able to freely
>rotate, he will not be able to move otherwise. If the high sector is a
>really small one, the player could very will not see it at all. So the
>fall will look like a normal fall--he just won't be able to move once he
>quits falling.
How about (untested theory alert):
The player drops down, and once at the bottom is close enough to a switch to
trigger it (or perhaps the line "trapping" him, but that might be asking too
much), and that switch can bring the trapping sector down to "floor" level,
thereby releasing him.
You could build interesting complexity around this sort of thing, I'd think...
=- Ty Halderman <thldrmn@neosoft.com> -=
=- Originator of .sigs imitated -=
------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Thu, 21 Sep 95 11:27:18 PST
Subject: Re: Falling
Greg Lewis says:
>> Create an animated wall texture of the previous level's last texture
>> going up and make your starting room look a lot like the ending room.
>> Then use Drake's technique of lighting the walls while keeping the
>> floor dark. This should look like the player is falling.
> Drake's technique? I think I'm gonna have to argue you on that one,
>unless Drake came up with it a looong time ago.
Just to be clear here: when I post to doom-editing about something that
I've 'discovered' I'm NOT claiming to be 'first' to come up with it. But I
don't think I should have to shut up just because someone might've said
something similar a year or so ago, especially if I'm posting with info on
something that isn't all that well known and yet which can be very useful.
For example, I posted with info on how to make animated switches and now
I've heard that animated switches was known of a year or more ago, well
before I began editing levels (I began in Dec.94 so it isn't exactly likely
that I'll come up with something never before heard of!). But just because
mine wasn't the first post on the topic, that doesn't mean that my message
had no value. In fact, I think knowledge about animated switches had been
nearly lost to the community until I rediscovered it - because I certainly
hadn't heard boo about the idea and yet the idea is packed with potential.
In fact, for the few weeks preceeding my post on animated switches people
were posting in asking questions and positing ideas on how to create a
'breaking glass' effect, yet nobody from the old guard wrote in explaining
that you can just apply the animated switch idea. Likewise with lighting
isolate walls. In the 6 months I've been reading this list nothing like
that idea has been meantioned. Yet in it's way it is an 'advanced'
doom-editing topic so, when I 'discovered' it, I wrote to tell about it
because it's a worthwhile technique.
So anyway, I say again, IN NO CASE do I claim to be 'first' to come up with
any of the techniques that I 'discover' in my trial and error testing of
ideas. If I say something is 'new' it's only because it's new to me and I
don't, at the time of posting, think it's 'well known'.
------------------------------
From: boom@capsinc.com (Spencer Boomhower)
Date: Thu, 21 Sep 1995 14:28:46 -0800
Subject: Re: Falling
>Hi,
>Is there anyway I can make a person start a level falling? On the last
>level, the guy is falling down a deep pit, slowly inching forward until he
>hits the exit LineDef. How do I start the next level with him continuing
>his fall? I've been successful with teleport falls, but cannot do level
>starts with it. HELP!!! Sorry if this is a repeat of a previously asked
>question.
>
> Vorticon
Here's my best shot:
Manipulate the ending of the "jump into pit" level so that the player exits
in total darkness-have him cross a type 35 line or whatever before he hits
the exit line.
Then in the next level have the player start on a very narrow, very high
ledge facing into the deep pit. The light level is 0 for the ledge and for
the pit. At the bottom of the pit, there is an adjoining sector leading out
with a light level of 64 or 80.
The line which the player has to cross to jump off the ledge is a type 12:
change light level to highest nearby level. This line is a trigger for the
pit sector's lighting. So when the player makes the slightest movement he
simultaneously starts falling and changes the pit lighting to a very dim
level.
The dim lighting is important; this way , he doesn't realise the walls are
zipping past until he's fallen far enough laterally to have his face
against the opposite wall of the shaft. It gives the impression that the
whole time he was in total darkness he was falling.
This is the "Rope" technique (after the Alfred Hitchcock flick).
Of course this whole effect can still be held up by an unmotivated player.
But at least the time he sits on the ledge will read as time spent falling
in total darkness.
I got good results with a pit 2000 high and 256 across. I used the
'blakwal' textures 'cause they're dark and convey motion well.
Boom
------------------------------
From: af318@rgfn.epcc.edu (Paul D Shelton)
Date: Thu, 21 Sep 95 17:33:29 MDT
Subject: Re: linedef triggered player position markers
>
>> From: deth@webcom.com (Scott Smith)
>
>> Everyone that I've mentioned this to in the past has said "Chyeah
>> right. Can't be done!" Well... I'VE DONE IT! <g>
>
>[snip]
>
>I took a look at it last night. Not bad.
Not bad? Folks, this one represents wadding of a high order. I highly
recommend it. In playability and design it is in the top 99 percentile of
wads I've seen. The innovative map business aside, it's clean, well
designed, and most of all, a joy to deathmatch in. A real classic. Well done!
- -Paul
- --
========================================================================
=="No one owns life, but anyone who can hold a frying pan owns death."==
== -William S. Burroughs ==
========================================================================
------------------------------
End of doom-editing-digest V1 #416
**********************************