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Doom Editing Digest Vol. 01 Nr. 405

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #405
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 10 September 1995 Volume 01 : Number 405

Re: Player Camera
nodes.wad & light FX - nodes.zip [0/1]
nodes.wad & light FX - nodes.zip [1/1]
Only testing

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

From: mlabbe@labtop.com (Michael Labbe)
Date: Fri, 08 Sep 95 15:08:18 PDT
Subject: Re: Player Camera

Following up on Pandion's idea of loading a multiplayer game and then killing
the second player, what if you made it so that you warp on the player 2's start
spot, so the player would ha
e no idea what's going on. Damn editor.

mlabbe@labtop.com (Michael Labbe)
http://www.labtop.com/
LabTop Computers Inc.
7871a 6th St. Bby.,BC V3N3N4
PH:6045261770 FAX:6045224242

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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Fri, 08 Sep 95 20:32:58 PST
Subject: nodes.wad & light FX - nodes.zip [0/1]

BEGIN --- CUT HERE --- Cut Here --- cut here ---
This list has been fairly dull lately and hopefully this'll be interesting
stuff. I'm attaching a small uuencoded zip (only 5K).

NODES.WAD has something of interest to both games programmers and level
designers.

For the level designer it shows a wad trick. The effect
shows light striking a wall from no visible source. All other lighting
effects on wall-textures that I've seen require the wall be contained
in the light's source sector - but this does away with that requirement
so gives a large boost to a level designer's artistic freedom.

For the games programmer it shows the identical map saved out after
nodebuilds by

WinDeu2.4 =map01
BSP (C. Reed) =map02
WARM1.4 =map03
DEEP7.5 =map04
DMapEdit4.11 =map05

you can IDCLEV between levels to see the dramatic difference in result.
As you will see, the only perfect maps are done by WinDeu2.4 and
DMapEdit4.11. The other maps aren't playable. I'll leave any
explanations to the experts since I don't know beans about the technical
stuff.

You can examine the nodes structure of these maps with the nodeviewer
in WinTex4.0 beta.

P1 start faces north in a middle sector between two sectors, each
containing an isolate linedef. These three sectors are fairly dark (120).

The right sidedef of the isolate linedef in the west/middle/east room
refers to a sector with 127higher/equal/128lower floor height than the
sector that contains it, respectively. The sectors referred to are
bright (255) and blinking, and have ceilings 128 higher than the ceiling
of the west/middle/east visible area.


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

From: a13231@mindlink.bc.ca (drake o'brien)
Date: Fri, 08 Sep 95 20:32:58 PST
Subject: nodes.wad & light FX - nodes.zip [1/1]

BEGIN --- CUT HERE --- Cut Here --- cut here ---
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`
end

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

From: Kenneth Greig Simpson <ksimpson@sfu.ca>
Date: Fri, 8 Sep 1995 22:28:27 -0700 (PDT)
Subject: Only testing

I'm really sorry for posting this crap. Please ignore this.

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

End of doom-editing-digest V1 #405
**********************************

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