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Doom Editing Digest Vol. 01 Nr. 437
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #437
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 8 October 1995 Volume 01 : Number 437
Re: hexen-editing
Re: Tracers
OFFSUB: e-mail modes
Hexen Demo out of focus???
List of text files in Hexen
Re: Re: Re: Hexen extraction info
Re: Questions about hard coded stuff
Win95=Quake, etc.
RE: HEXEN LINEDEFS ARE OF SIZE 16
Re: Re: Re: Hexen extraction info
[none]
Re: Re: Re: Hexen extraction info
Hexen lightning easy to do
Re: List of text files in Hexen
----------------------------------------------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 7 Oct 1995 00:09:43 GMT
Subject: Re: hexen-editing
In your message dated Thursday 5, October 1995 you wrote :
>
> i was wondering how many of you have looked into this yet. seems as if
> raven has promised some specs and possibly some of their developement
> tools soon for hexen.
>
Yep.. If anyone makes a Hexen compatible editor, drop me a line, eh?
------------------------------
From: misc335@cantva.canterbury.ac.nz
Date: Sun, 08 Oct 1995 03:01:02 +1300
Subject: Re: Tracers
This is the way I would make tracer fire;
First off, use the plasma gun. AFAIK the speed at which the projectiles
travel can't be changed or it affects aim, so there will still be the
delay while the "bullets" reach their destination.
Replace the plasma graphics with a sprite rotation set, of simply a
horizontal streak (when viewed from the side that is, as it has
rotations) that is "lit". make a "blank" sprite (ie a pixel of cyan) and
edit the frame table to display this sprite for approximately 4 times the
time as the tracer sprite. Then, do a bit of maths, and fine tune the
timing so it is offset from the firing rate by the time for which the
tracer frame is displayed. (That should work, I may have got something
backwards as I havn't put much thought into this.)
The result will be that the tracer sprites are out of sync with each
other, but out of sync by a constant increment. The desired effect being
that the instant a tracer sprite disappears (and it should only appear
_very_ briefly) the tracer sprite for the plasma glob immediately _in
front_ appears, resulting in tracer streaks rocketing down your line of
fire at five times the speed of normal plasma, and in roughly the right
"density" for machine-gun fire.
I suspect setting up correct timing in the frame table will actually be
more difficult than presented here, but so what. :)
Seeya
Justin
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sat, 7 Oct 95 10:28:18 EDT
Subject: OFFSUB: e-mail modes
Sorry to bother you:
Does anybody know how to stop e-mail from this list from
coming in packets of 6 or 7 messages?
- -Erwen
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Sat, 07 Oct 95 12:15:15 -0500
Subject: Hexen Demo out of focus???
The Hexen graphics seem dirty or out of focus. Will Raven clean up the graphics
before shipping them? After playing Hexen and then play Doom; Doom graphics
are clean and crisp.
Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU, TEAM WOLF3D
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??
------------------------------
From: DTeeter@AOL.COM
Date: Sat, 7 Oct 1995 14:24:51 -0400
Subject: List of text files in Hexen
Hi,
I went through the lumps from the Hexen Demo and here are the ones in text
mentioned by Olivier:
ANIMDEFS.lmp - defines flat and patch animations including number of frames
and duration of each frame
DMXGUS.lmp -
quote from the .lmp:
"Purpose: Different size patch libraries for different memory sizes.
# The libraries are built in such a way as to leave 8K+32bytes
# after the patches are loaded for digital audio."
MAPINFO.lmp -
example:
; --- Cluster 1 ---
map 1 "WINNOWING HALL"
cluster 1
sky1 SKY2 0
sky2 SKY3 0
lightning
map 2 "SEVEN PORTALS"
cluster 1
sky1 SKY4 0
sky2 SKY4 0
map 3 "GUARDIAN OF ICE"
cluster 1
sky1 SKY4 0
sky2 SKY4 0
map 4 "GUARDIAN OF FIRE"
cluster 1
sky1 SKY4 0
sky2 SKY4 0
I think that the sky texture in Map01 changes from dark to light when you go
through the fire/teleport and end up in front of the "Ethereal travel"
portal, this is reflected in the two different sky textures defined for that
level.
The patches correspond like this:
Sky2 = SKY2 0
Sky2a=SKY3 0
Sky3=SKY4 0 - I wonder what the 0 means? offset?
SNDINFO.lmp - includes a list of player sounds, monster sounds, worldsounds,
miscelaneous sounds, map songs
BTW - the map songs section defines Maps 1 thru 40 and five map 0's
SNDSEQ.lmp - defines sound sequences
example:
Platform
playuntildone PlatformStart
playrepeat StoneMove
stopsound PlatformStop
end
- -A couple of guesses on Hexen features:
1. Sky changes within the same level
2. Capable of defining special light/sound features for sectors within a
given map section
3. Capable of defining new animated textures and controlling the duration of
each frame.
4. Capable of defining sound sequences for a given action like "platform
rise"
Stuff I wonder about:
1. Why are there five map 0's in the Map songs section?
2. Can you stand on top of a moving sector?
3. Can you use the moving sectors to make a big moving object i.e. a ship,
car, sliding stone block etc?
4. Which of these lump files can be loaded in a Pwad?
- -Just some stuff to think about. I guess we've got a couple of months to play
with Hexen before Q**** comes out.
- -Later on,
Dan Teeter (dteeter@aol.com or dteeter@inchq.com)
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 7 Oct 1995 10:59:14 GMT
Subject: Re: Re: Re: Hexen extraction info
In your message dated Friday 6, October 1995 you wrote :
>
> On Fri, 6 Oct 1995, Jim Wraith wrote:
>
> > Okay... How do you guy's know so much about Hexen? If there is a beta:
> > When? Where? Who? What? Why?
>
> since a few days ago.
>
> ftp://ftp.cdrom.com/pub/idgames/idstuff/hexen/hexdemo.zip
>
Yeah, I just noticed last night! It's a great game. This is getting out of
hand, tho. It came out a few days ago, and you're already talking about hacking
it! ;)
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 7 Oct 1995 10:54:40 GMT
Subject: Re: Questions about hard coded stuff
In your message dated Friday 6, October 1995 you wrote :
> Ok, I was wondering if there is a way to chage some of the Hard Coded keys
> in Hexen, Doom, Heretic, and Doom2. The keys that Talk to specific players
> in deathmatch (in doom I=indigo R=red G=Green And so on) Also, possibly to
> remove the 'Q' Key to end a demo (change it to something else) and remove
> the T key in deathmatch and make it something else.
For Doom and Heretic, but not Hexen, you can go into DeHacked, look under text
and find a string that's something like 'girb'. Change this to the keys youy
want and patch everybodies executable with it.
------------------------------
From: "The Ramsdell's" <ryan@dodgenet.com>
Date: Fri, 6 Oct 1995 20:43:01 -0500
Subject: Win95=Quake, etc.
Anyone know of any Win95 DOOM Editors, besides the WAD Authoring Tools.
Is id planning on making Quake a Win95 game, or just DOS.
Auf Weidersehen.
------------------------------
From: "The Ramsdell's" <ryan@dodgenet.com>
Date: Fri, 6 Oct 1995 20:39:16 -0500
Subject: RE: HEXEN LINEDEFS ARE OF SIZE 16
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Content-Transfer-Encoding: quoted-printable
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From: Denis[SMTP:d.moeller@rendsburg.netsurf.de]
Sent: Friday, October 06, 1995 3:25 PM
To: doom-editing@nvg.unit.no
Subject: Re: HEXEN LINEDEFS ARE OF SIZE 16
Hi!
>My page: http://www.ens.fr/~montanuy (yes, it's a shameless plug!)
>WinTex will allow modification of the Hexen demo, because we need =
specs,
>but WinTex will *not* support the modification of the HEXEN shareware.
Shareware. Sure. I don't think there will be a Shareware-Version...
Like Doom 2.=20
>Note:
>HEXEN has too many details, compared to DOOM, and it doesn't make it =
nicer:
>it makes it worse, because of Aliasing, even though the art of Raven
>is nicer than that of ID.
NO WAY. The worst thing of Heretic was its graphics - it is sooo =
smoothen
and blurred - naaahhh - I know you like it, because Trinity is all over
smoothen as well.=20
>THE DOOM ENGINE REQUIRES THAT THE TEXTURES BE SMOOTHED AND RE-SMOOTHED.
>How come everyone knows that and not those guys?
Gods don't need smoother. Okay, maybe a LITTLE bit, but please not like
Heretic or Hexen.
>Now, someone port HEXEN on the Quake engine, and it will look real =
nice!
I think Hexen shows us the direction of Quake - at some places I was=20
really remembered to some Quake-Screenshots and the text-style =
programmed
parts are a Quake idea. No doubt, Hexen is a great piece of work, much=20
better than Heretic - just from the player view. All those little nice=20
things are great; smashable glasses, trees with blowing leaves, fog, the
level-warp thing etc... good job.
However, making the NODES and REJECT data that way is a bit careless.
BUT - it's a beta, remember that.
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. []
[]------------ E-Mail: d.moeller@rendsburg.netsurf.de ------------[]
Yeah, that Hexen is a big leap over DOOM. But as they say, if Quake is =
supposed to be out in two month's, wouldn't id put out a demo or beta =
yet. Just so the player's can see it and find out if there are any =
problems.
Auf Weidersehen.
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------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 7 Oct 1995 22:28:55 GMT
Subject: Re: Re: Re: Hexen extraction info
In your message dated Friday 6, October 1995 you wrote :
> >
> > Okay... How do you guy's know so much about Hexen? If there is a beta:
> > When? Where? Who? What? Why?
> >
>
> The demo (4-levels, no .lmps, some pretty astounding visuals) is available
> from id's www-page. Possibly available from cdrom.com and ftp.idsoftware.com
> as well, but I haven't checked. HEXDEMO.ZIP.
Yeah, but strangely enough.. Even though it doesn't play demos, NWT says that
there are 3 of them. Maybe they haven't implemented it yet (like most of
7 Portals)
> Brian
------------------------------
From: "Keith Digby" <Edigby@msn.com>
Date: Sat, 7 Oct 95 17:29:37 UT
Subject: [none]
index doom-editing
------------------------------
From: joost schuur <jschuur@acmepet.com>
Date: Sat, 7 Oct 1995 17:49:23 -0400 (EDT)
Subject: Re: Re: Re: Hexen extraction info
On Sat, 7 Oct 1995, Jim Wraith wrote:
> Yeah, I just noticed last night! It's a great game. This is getting out of
> hand, tho. It came out a few days ago, and you're already talking about hacking
> it! ;)
hehe, your point is? i was doing heretic level editing 12 hours after
it came out and had an editor ported 2 days after that ;)
</j>
_ ___ ___
=====| |/ _ \/ __|===========================================================
| | (_) \__ \ jschuur@acmepet.com lotlhwI on IRC
_/ |\___/|___/ http://home.pages.de/~jschuur/ go away
===|__/================================================nuqDaq 'oH puchpa''e'=
------------------------------
From: cheryl l coovert <clcoov0@mik.uky.edu>
Date: Sat, 7 Oct 95 19:24:14 -0400
Subject: Hexen lightning easy to do
well, I was looking in the lumps for Hexen, and if you want, say Map02
to have lightning, edit MAPINFO.LMP (deutex 3.1 takes the wad apart nicely :)
and just do like they did in map01...tack on a "Lightning" in its own line.
The 2 sky textures seem to be just that the first one is the normal
sky and the 2nd one is what appears when the lightning flashes.
Also, there's some FAST sound editing in SNDINFO.LMP...it has interesting
things like prototypes for elevators, and some doors, and the basic
monster sounds....now just who is this Korax fellow anyway (the "Greetings,
Mortal" dude, maybe?)
BEHAVIORS I'm guessing is the monster behavior...but it isn't in text :(
- -Geo
I'm probably restating the obvious, but hey, someone's gotta do it :)
------------------------------
From: Chris Rhinehart <cjr@next1.ravensoft.com>
Date: Sat, 7 Oct 95 19:16:23 -0600
Subject: Re: List of text files in Hexen
Here's a breakdown on basically what all this stuff is for:
> map 1 "WINNOWING HALL"
Pretty obvious: Map number, and name that'll be displayed on the
automap.
> cluster 1
Defines the map cluster number. Hexen maps are grouped into
clusters. Once the player leaves a cluster, he/she cannot return
to any maps within that cluster.
> sky1 SKY2 0
> sky2 SKY3 0
Only two skies can be defined per level... They're use for two
main purposes: Lightning, and parallaxing skies. On map01, sky1
defines the normal sky to display, the sky2 defines the sky to flash
to when lightning occurs. On later maps, two skies can be diplayed
(one overlayed on the other), and each can be set to scroll at
different rates. Which, interestingly enough, is defined by the
last value (zeros in this case).
> lightning
This level has lightning!
> -A couple of guesses on Hexen features:
> 1. Sky changes within the same level
Other than lightning, not really.
> 2. Capable of defining
> special light/sound features for sectors within a given map
> section
I'm not sure exactly what you mean by this. You are able
to do light effects similar to Doom/Heretics, and through scripting,
can specify that a certain sector will play a certain sound.
> 3. Capable of defining new animated textures and
> controlling the duration of each frame.
Yup.
> 4. Capable of defining
> sound sequences for a given action like "platform rise"
Again...yup.
> Stuff I wonder about:
>
> 1. Why are there five map 0's in the Map songs section?
Defining a song lump as being for map 0 was purely so that
our SNDGEN utility (which simply parses the SNDINFO file, and
creates a wadlink script) would include those lumps. All "map 0"
songs are songs that are not attached to any map...ie: intro music,
finale music, etc...
> 2. Can you stand on top of a moving sector?
No. When we release the wad development kit for Hexen, you
find that polyobjs are pretty cool to work with, but, since they
are a hack into the Doom engine (a pretty clean hack, btw) they have
a fairly strict set of rules that govern their use/placement/etc.
> 3. Can you use the moving sectors to make a big moving object
i.e. > a ship,
> car, sliding stone block etc?
No. No. Yes.
> 4. Which of these lump files can be loaded in a Pwad?
You mean the animdefs/mapinfo/sndinfo/etc? All of them.
Although, we've included an easier way to do development with these
files. More on this later, when we release the specs for Hexen.
Chris Rhinehart
------------------------------
End of doom-editing-digest V1 #437
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