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Doom Editing Digest Vol. 01 Nr. 436

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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 #436
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 7 October 1995 Volume 01 : Number 436

Hexen linedefs an things
Re: Hexen extraction info
Re: Questions about hard coded stuff
Re: Hexen extraction info
Re: Re: Hexen extraction info
Re: HEXEN LINEDEFS ARE OF SIZE 16
Re: Re: Hexen extraction info
Re: Re: Hexen extraction info
[none]
Re: Another BSP problem

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

From: "Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Fri, 6 Oct 1995 15:27:43 MET-2DST
Subject: Hexen linedefs an things

Olivier wrote:
> Hexen's linedefs have an additional field, which make them of
> size 16 instead of 14.
> struct H2LINEDEF
> { short VtxS; /* index of vertex start */
> short VtxE; /* index of vertex end */
> short Flag; /* flags 1=impassible 2=block 4=2sided 32=secret 128=not on map*/
> short Type; /* special type*/
> short Tag; /* sector tag*/
> short Tag2; /* second tag. purpose unknown. animations?*/
> short SideR;/* Index of Right SideDef (-1=null) */
> short SideL;/* Index of Left SideDef (-1=null) */
> };

Thanks Olivier, this was what I needed to get my wadviewer working
for Hexen (sorry, it has too many bugs to be of release quality).

Using this I found that the definition of THINGS has changed as
well: Using the old interpretation most things are placed in a more
or less vertical cluster, with a lot of things placed far away from
the map. At least the X and Y coordinates of the THINGS are no
longer what they were. Apart from this, most of the things seemed to
be of type '0'. I guess the order in the THINGS structure has
completely changed.

One of the other things I noted was that there are some linedefs with
weird properties: my viewer complained the same type of complaints
that it complains when you feed levels with 'deep water' like
effects: missing or reversed sidedefs that cause nonclosed sectors.
At least for MAP01 and MAP02 that is... (one of the original heretic
levels (E3M4?) had such effects as well).

As I wrote in an earlier message (I haven't seen it back from the
listserver so I don't know whether it was sent at all): Each level
has a BEHAVIOR entry. Does anyone know what it does? And the level
headers (MAP01 etc.) are no longer empty but contain 12 bytes; what
are they?

Luc.



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

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 06 Oct 95 16:31:13+0100
Subject: Re: Hexen extraction info

> > Wintex 3.4 seemed to recognize all of the entries and put them into the right
> > directories
>I was able to view the sprites with DETH, subbing hexen.wad for doom2.wad.
>in DOOM2.CFG
>I was unable to get the maps up in the editor, but *all* of the sprites
>from the full game appear to be there.
I saw then yesterday and apparently the swamp snake wasn't here.


>They can also probably be viewed with any DEU clone editor.
they can be viewer by any decent program. they are the same as in DOOM.

>I was incredibly impressed with the hexen demo.
I wasn't impressed at all. cool graphics... in WAD. In game, it's so aliased
it gives me headaches.

>Just how the heck do those sliding sectors and swinging doors work, anyhow?
special linedefs put into the level at run time.
They are rendered just like any 2S line, I suppose.
as long as they are in places that the BSP nodes don't split, it's no problem.

I saw an early version of hexen, when it was still heretic2, and the node split
lines sometime cut those moving doors. then half the door sometime disapeared ;-)
But the ID guys have fixed that of course.




>I hope it is something that can be fairly easily plugged into existing
>editors, like a new sector type or something similar...
I doubt it. We don't even have any idea how those things are coded.
They are not on the level map (look with WinTex 4.0)






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

From: "Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Fri, 6 Oct 1995 17:08:11 MET-2DST
Subject: Re: Questions about hard coded stuff

> 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.

Finally someone who agrees with me on the largest misfeature of the
id games :-). I really want to configure keys that are on the left
side of a keyboard for all normal playing controls, which gives real
troubles when those keys are hardcoded to something else (especially
the 'Q', 'R' and 'T' keys, and even more 'F' and 'G' in mapmode).
There is a related missing feature: the close-to-nowhere
configurability of the mouse buttons. I really liked the ability of
Descent to set a mouse button to 'move backward'.

Luc.


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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Fri, 6 Oct 1995 16:05:30 -0400 (EDT)
Subject: Re: Hexen extraction info

>
> Just how the heck do those sliding sectors and swinging doors work, anyhow?
> I hope it is something that can be fairly easily plugged into existing
> editors, like a new sector type or something similar...
>

I'm just guessing that they are 3d objects like in darkforces. It appears
that way at least.

ZombyWoof


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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Fri, 6 Oct 1995 07:52:28 GMT
Subject: Re: Re: Hexen extraction info

Okay... How do you guy's know so much about Hexen? If there is a beta:
When? Where? Who? What? Why?

:=-=:|:=-=:|Jim Wraith|:=-=:|:=-=:|:=-=:|:=-=:|:=-=:|:=-
"Rimmer, you're a hologram!"
"Yes, that's because I'm dead. Dead as a can of spam."
|:=-=:|jim@kildare.demon.co.uk|:=-=:|:=-=:|:=-=:|:=-=:|=

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

From: d.moeller@rendsburg.netsurf.de (Denis)
Date: Fri, 6 Oct 1995 21:25:36 +0100
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.

>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.

>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
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
better than Heretic - just from the player view. All those little nice
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 ------------[]


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

From: thekid@ornews.intel.com (Brian Kidby)
Date: Fri, 6 Oct 1995 14:27:29 -0800 (PDT)
Subject: Re: Re: Hexen extraction info

>
> 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.

Brian
- --
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------

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

From: joost schuur <jschuur@acmepet.com>
Date: Fri, 6 Oct 1995 18:37:45 -0400 (EDT)
Subject: Re: Re: Hexen extraction info

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

</j>
_ ___ ___
=====| |/ _ \/ __|===========================================================
| | (_) \__ \ jschuur@acmepet.com lotlhwI on IRC
_/ |\___/|___/ http://home.pages.de/~jschuur/ go away
===|__/================================================nuqDaq 'oH puchpa''e'=


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

From: bdick@Direct.CA (Darwin Dick)
Date: Sat, 07 Oct 1995 16:08:03 -0700
Subject: [none]

stop sending me these damb digest things!!!

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

From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Fri, 06 Oct 1995 19:56:49 -0400 (EDT)
Subject: Re: Another BSP problem

On Fri, 6 Oct 1995, drake o'brien wrote:

> transp doors. Now I look closer at this 'deep water' I see that it's
> slightly flawed - from some angles the partition lines as the water is
> stepped can be seen. This flaw can be minimized by careful placement
> of the steps but I haven't been able to eliminate it with WARM -b -n=a.
> So I agree with Jens, I too haven't seen a nodebuilder that'll allow
> perfect transp doors in the same level as the best 'deep water'.

This was my original problem. We have come full circle without a
solution.... Oh well... I guess I'll have to live with the flaw!

>
> P.S., is there anywhere where all the WARM options are documented? So far
> I've come across the -n=a (same as -na), -n=!a, -n=au, and default node
> builds, all of which are slightly different... But I've only seen the
> tersest documentation of command line options and this doesn't meantion
> everything.

This would definately be nice!

>
> Also, I can't get to the new docs on the 'deep water tunnel' and 'deeper
> water' at the SPECIAL page because I keep getting GPF's crashing me out.
>

I have accessed them with Netscape, as well as lynx, without problems...

Arek.




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

End of doom-editing-digest V1 #436
**********************************

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