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Doom Editing Digest Vol. 01 Nr. 407
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #407
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 13 September 1995 Volume 01 : Number 407
Text in DOOM.EXE
Re: Text in DOOM.EXE
Re: new technique for transparent doors - newdoor.zip - transdor.zip [1/1]
Re: Transparent Doors
Re: Transparent Doors (UUE file)
Re: Text in DOOM.EXE
Re: new technique for transparent doors
Re: new technique for transparent doors
Re: new technique for transparent doors
Re: new technique for transparent doors
Re: Re: Text in DOOM.EXE
----------------------------------------------------------------------
From: Julian Peterson <julianp@atlas.otago.ac.nz>
Date: Tue, 12 Sep 1995 10:52:02 +1200 (NZST)
Subject: Text in DOOM.EXE
Sorry if this has been done before, but I'm curious and haven't seen any
info anywhere, so here goes...
Looking through the text in Ultimate Doom's .exe (Using Dehacked)
I discovered the following..
offset text
- ------ --------------------------------------
20792 You mumble to yourself
20816 Who's there?
20832 You scare yourself
20852 You start to rave
20872 You've lost it ...
and well, I was wondering what it was for. I don't recall seeing it anywhere
in the game.
Later,
Julian (julianp@atlas.otago.ac.nz)
PS
I saw the discussion about visplane overflow and how to correct it,
but I also have recently got another error 'no more visplanes', it seems
to be caused (and cured) by the same methods, I was just wondering what it
actually meant.
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Mon, 11 Sep 1995 23:02:12 -0400 (EDT)
Subject: Re: Text in DOOM.EXE
> Looking through the text in Ultimate Doom's .exe (Using Dehacked)
> I discovered the following..
>
> offset text
> ------ --------------------------------------
> 20792 You mumble to yourself
> 20816 Who's there?
> 20832 You scare yourself
> 20852 You start to rave
> 20872 You've lost it ...
Some or all of these are used in netgames when you attempt to do a
personal message to your own color. I.e., you are the Green Marine and
you hit 'g' to send a message to someone (yourself in this case). That's
when it shows one/all of those messages. Perhaps others are used when
sending messages to players who do not exist in multiplayer games, I
can't say for sure.
The thing I'm curious about is what the "fuck %d" is that occurs at
13732 or thereabouts in Ultimate Doom (and all previous versions as far
as I know).
Greg
------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Mon, 11 Sep 95 19:31:31 PST
Subject: Re: new technique for transparent doors - newdoor.zip - transdor.zip [1/1]
Ty Halderman wrote:
>I agree there's no HOM on the 3rd door. However, I found that
>when I looked across the door at the far side linedef, I could
>still see all of it even though it was supposed to be rising
>into the ceiling, as though the ceiling was transparent between
>the door panels.
Sorry about that. I only noticed it myself after I posted the zip. I
posted it quite quickly after uncovering the technique because I
thought I might be losing net access...
Anyhow, I'm attaching a second UUencoded zip that shows the fix for that.
I'm *very* sorry for doing this and not trying to explain in words, but I
haven't the technical vocabulary for that. Fact is, I can't explain why it
works.
TRANSDOR.WAD is only one level, built by DMapEdit4.11 nodebuilder.
To the people who e-mailed me asking if I was certain it was a nodebuilder
dependent effect, the answer is yes, it is.
>Since there is no bottom of this door, you also end up with
>zero-width bars, mostly noticeable when you stand directly
>beneath them and face sideways ["don't do that"], and as you
>point out, you can get trapped between the
>cage bars since only the right side of the linedef can trigger the door.
>That could be handled by a switch between panels.
Well, I made the doors very thick so you could see all details :).
Look at a 'traditional' transparent door from below. The view is worse, at
least the way I make them. Not only are the bars infinitely thin, but also
there's HOM on the inside sidedefs (this is related to the 'flash of HOM'
effect).
In transdor.wad there's a switch inside the 3rd door.
As I meantion in the txt file, monsters aren't trapped inside DR doors
even tho' a player is (why???), and if a monster is either inside or on
the far side of a DR door when the player fires the monster will simply
walk straight toward the player, opening the doors immediately & with zero
hesitation. To get around this strangeness you can use an SR as in the 3rd
door of transdor.wad. Good thing that the monsters can't open S and G types.
Altho' the 3rd door is SR the player can't tell the difference, except if he
gets trapped in there he can hit the doortrack to open it.
>Now, I'm not saying it's a bad thing (except maybe the
>far-side ceiling problem). A door sufficiently thin would
>probably work well, and you do get rid of the HOM which is
>what looks so bad in these transparent doors. I
>didn't experiment with it, but perhaps having the MIDBARS on
>both sides of the line is part of the ceiling problem, since
>the near side looked fine. A thin door might be OK with the
>far side having no normal texture.
Well, this post shows how to fix that problem. Can't get rid of the
infinitely thin view from below, but as you say, that's a minor problem
in a door that's sufficiently thin. Can't have everything:)
Anyhow, this stuff is all quite curious -
>Good work, in any case (not that I know of an editor check that'll
>put up with it).
It was pure luck that I found the method.
I think the newer editors coming out are moving toward error checkers that
are user modifiable, so you can tell them to exclude stuff when wanted. In
the meantime, don't use any technique like this until you've pretty much
finished everything else in the level! Or you'll be sorry!
I'm not attaching this zip in a separate article because I was asked not to.
Apparently some services don't accept separated attachments. I like
separated zips myself because it keeps things nice and neat, but...
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`
end
------------------------------
From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Tue, 12 Sep 1995 00:05:59 -0400 (EDT)
Subject: Re: Transparent Doors
Hello All!
Yesterday we had a new attempt at a transparent door. So here is
my 2 cents:
Drake O'Brien posted a message and wad file (called NEWDOOR.WAD)
that wad his version of the perfect transparent door. Someone later
pointed
out that there were a few minor flaws in the design, so here is
DOORTEST.WAD!
I took the NEWDOOR.WAD, and after tinkering with it a while came
up with some modifications that I believe render the transparent door
flawless.
The main problem was the second side of the door, which appeared
to rise into the ceiling without being hidden by it. The first door in
DOORTEST.WAD shows this. The second door is simple a gate that rises,
and the third door is the cage idea (could be quite useful!)
I think now it's time to get back to all those levels I keep
meaning to finish building! :)
One more note: Drake mentioned that he had problems getting a perfect
trans door using WARM. DOORTEST.WAD is built using WARM with the -na
parameter rather than the default -n. I didn't rebuild NEWDOOR.WAD
using -na, so I don't know if it makes a difference, but I bet it does
(I know you have to use -na to get the deep water effect to work...)
Arek Wojciechowski E-mail: awojciec@flash.lakeheadu.ca
------------------------------
From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Tue, 12 Sep 1995 00:10:03 -0400 (EDT)
Subject: Re: Transparent Doors (UUE file)
section 1 of uuencode 5.21 of file doortest.zip by R.E.M.
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`
end
sum -r/size 58953/4201 section (from "begin" to "end")
sum -r/size 28070/3025 entire input file
------------------------------
From: cerberus@pinc.com
Date: Tue, 12 Sep 1995 01:17:16 -0700
Subject: Re: Text in DOOM.EXE
>
>Sorry if this has been done before, but I'm curious and haven't seen any
>info anywhere, so here goes...
>
>Looking through the text in Ultimate Doom's .exe (Using Dehacked)
>I discovered the following..
>
>offset text
>------ --------------------------------------
>20792 You mumble to yourself
>20816 Who's there?
>20832 You scare yourself
>20852 You start to rave
>20872 You've lost it ...
>
>and well, I was wondering what it was for. I don't recall seeing it anywhere
>in the game.
In Net games...you type the first letter of the color you wish to speak
to...and if you are Indigo..and type "I"....you are talking to yourself and
will get those messages.
- -= Cerberus =-
------------------------------
From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Tue, 12 Sep 1995 08:08:38 -0500 (CDT)
Subject: Re: new technique for transparent doors
The HOM-like effect associated with the imperfect transparent doors
is not HOM at all but an unwanted drawing of the ceiling texture. Last year
this list was refering to this effect as "ceiling leakage" which seems a
better name for this effect than "HOM-like".
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: Tue, 12 Sep 1995 08:05:58 -0500 (CDT)
Subject: Re: new technique for transparent doors
As a side note, I don't think it's possible to have a perfect
transparent door and an invisible sector in the same level. These two
constructs require mutually exclusive node generation methods. You can
have an invisible sector and a transparent door with the HOM-like effect
in the same level. With a thin door and appropriate textures, the
undesired effect when the door opens can be minimized.
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: a13231@mindlink.bc.ca (drake o'brien)
Date: Tue, 12 Sep 95 11:05:36 PST
Subject: Re: new technique for transparent doors
Robert Fenske writes:
> The HOM-like effect associated with the imperfect transparent
>doors is not HOM at all but an unwanted drawing of the ceiling
>texture. Last year this list was refering to this effect as
>"ceiling leakage" which seems a better name for this effect than
>"HOM-like".
Right. Those pixels in the 'ceiling leakage' seem to get stretched toward
the top of the screen so it isn't a very good rendering, but the side-effect
isn't HOM.
Also, Arek Wojciechowski just explained how if we use the -na parameter in
WARM:
WARM -na input.wad output.wad
the new technique will work fine. So please accept my apologies for
misleading people about your fine utility. I've also found that the LIGHTFX
stuff that I posted a few days ago works perfectly with WARM -NA. This
certainly is good news!
On Arek's wad, I think making the doors sufficiently thin and not putting a
texture on the infacing sidedef is a good idea (Ty Halderman meantioned it).
But there're cases where you'll want to see 'the inside of the door', and in
that case you can do as in TRANSDOR.WAD, which is to have the inside
sidedefs abut an 'interior sector' with a different ceiling height. The
difference need only be -+1 pixel. But this is getting a bit picky
considering the following:
On the cage idea, watch out! If you make a single transparent door of
sufficient thickness to act as a cage, and if the player stands under one of
the doorfaces as it descends, it'll raise again - but I've found that
this'll quite often (or always, I'm not sure) render the door PASSABLE when
it apparently closes again. Therefore you have to make the door thin enough
so the player is very unlikely to be able to stand under only one door face
at a time. So people should make their transparent cages the ordinary way,
by making each side of the cage a distinct door.
------------------------------
From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Tue, 12 Sep 1995 16:41:34 -0400 (EDT)
Subject: Re: new technique for transparent doors
On Tue, 12 Sep 1995, Robert Fenske Jr wrote:
>
> As a side note, I don't think it's possible to have a perfect
> transparent door and an invisible sector in the same level. These two
> constructs require mutually exclusive node generation methods. You can
> have an invisible sector and a transparent door with the HOM-like effect
> in the same level. With a thin door and appropriate textures, the
> undesired effect when the door opens can be minimized.
>
What do you mean by an invisible sector? Do you mean a sector that
existis outside the normal play area, and as a result cannot be seen?
Also check out DOORTEST.UUE posted by me yesterday. It shows a perfect
trans door.
Arek.
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Tue, 12 Sep 1995 07:05:32 GMT
Subject: Re: Re: Text in DOOM.EXE
In your message dated Monday 11, September 1995 you wrote :
> The thing I'm curious about is what the "fuck %d" is that occurs at
> 13732 or thereabouts in Ultimate Doom (and all previous versions as far
> as I know).
>
> Greg
>
>
Maybe it's an obscured little jokette by id?? As for DeHackEd, does anyone know
of anymore code pointers than there are in LummoxJR's page?
------------------------------
End of doom-editing-digest V1 #407
**********************************