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Doom Editing Digest Vol. 01 Nr. 475
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #475
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 10 November 1995 Volume 01 : Number 475
Re: doom-editing-digest V
Re: Re: Blimey, old message ahoy.
Re: doom-editing-digest V1 #473
oops (was Re: doom-editing-digest V1 #473)
Re: doom-editing-digest V1 #473
Hexen Scripts (was: Blimey, old message ahoy.)
Re: No Subject
Re: Re[2]: Blimey, old message ahoy.
OFFSUB: legal question
Re: doom-editing-digest V1 #473
Re: doom-editing-digest V1 #473
Re: Blimey, old message ahoy.
Re: doom-editing-digest V1 ?473
Re: OFFSUB: legal question
Re: doom-editing-digest V1 #473
Re: OFFSUB: legal question
Re: doom-editing-digest V1 #473
Re: doom-editing-digest V1 #473
Re: doom-editing-digest V1 #473
Re: doom-editing-digest V1 #473
Re: Re: doom-editing-digest V1 #473
Re: Re: Re[2]: Blimey, old message ahoy.
Saving Hexen wad
Re: Re: Blimey, old message ahoy.
Re: OFFSUB: legal question
----------------------------------------------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Wed, 08 Nov 1995 19:09:00 -0500
Subject: Re: doom-editing-digest V
DO>Do any of you know if any Hexen editors are available yet? I know that
DO>HexenCK is being worked on, but don't know if it's finished.
DO>John Romero
I'm working hard on HexenCAD, for what it's worth...
matt tagliaferri
matt.tagliaferri@pcohio.com
- ---
þ OLX 2.1 TD þ I am Pentium of Borg. Prepare to be approximated!
_ _ ---------------------------------------------------------------
|_|_| PC-OHIO PCBoard OIS pcohio.com HST 16.8: 216-381-3320
|_|_| The Best BBS in America Cleveland, OH V34+ 33.6: 216-691-3030
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------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Wed, 8 Nov 1995 19:16:07 GMT
Subject: Re: Re: Blimey, old message ahoy.
In your message dated Tuesday 7, November 1995 you wrote :
> At 7:50 pm 6/11/95, Jim Wraith wrote:
> >
> > Also, couild someone describe in laymans terms, what a Poly Object is? I
> >read the specs, but I was absolutely bewildered by them
>
> Check out the WADster's Guide: the page you want is
> http://cres1.lancs.ac.uk/~esasb1/doom/uds/xpolyobj.html
>
> This is a complete rewrite of the original specs page: of course, it could
> be that I misinterpreted the original so may have a couple of the details
> wrong. The page is a development page and currently lacks about two extra
> paras that should be in by the time most of you Americans find it. Full
> details of the polyobj specials should be up later today too.
>
Okay, nice one. Now, I've got another question (aaaaarrrgghh!!).. How the smeg
do I make smashing windows???
------------------------------
From: Cerberus <cerberus@pinc.com>
Date: Sun, 29 Oct 1995 11:15:29 -0800
Subject: Re: doom-editing-digest V1 #473
Romero wrote:
>
> Do any of you know if any Hexen editors are available yet? I
know that
> HexenCK is being worked on, but don't know if it's finished.
>
> John Romero
I should hopefully begin beta testing HCK in about a few
days...i'll be posting as soon as i have it in my hot little
paws...
- -= Cerberus =-
------------------------------
From: "John W. Anderson" <76132.3415@COMPUSERVE.COM>
Date: 08 Nov 95 22:03:25 EST
Subject: oops (was Re: doom-editing-digest V1 #473)
STeve --
>>Still, at least this way everyone gets a chance to contradict me and tell
the world that their editor works NOW!<<
Our editor works now. And it's been on ftp.cdrom.com for almost a week,
although the latest version of the beta was just posted yesterday. The editor
is called DETH, and currently there are two main files: the main program,
v2.67 with a HETH beta v0.6 in DETH267.ZIP and the latest upgraded HETH files
in HETH-B11.ZIP. All in /.2/idgames/newstuff/
The author is Antony Burden; I'm just his front man and beta tester<g>.
Have a look. It is fairly complete. All of the HEXEN PWADs at cdrom (except
for the first one, HXMORGUE) were made with DETH.
- -John
- -----------------------
John W. Anderson
dr_sleep@cis.compuserve.com @ 08-Nov-95 21:58:41 EST
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Wed, 08 Nov 95 22:19:33 -0500
Subject: Re: doom-editing-digest V1 #473
> Do any of you know if any Hexen editors are available yet? I know that
> HexenCK is being worked on, but don't know if it's finished.
>
> John Romero
TEAM DEU (Me, Marc Rousseau, and Frank Quick) are working on DEU 5.3 for OS/2.
We adding Hexen support. Maybe by the weekend we'll be able to edit Hexen Wads.
We (and other programmers) are waiting for more Hexen specs. Specifically on
scripts.
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: "Luc Cluitmans" <L.J.M.Cluitmans@ele.tue.nl>
Date: Thu, 9 Nov 1995 10:45:31 MET-2DST
Subject: Hexen Scripts (was: Blimey, old message ahoy.)
> Okay, nice one. Now, I've got another question (aaaaarrrgghh!!).. How the smeg
> do I make smashing windows???
Well, let me tell you about my investigations on hexen and its
scripts. The glass shattering script (yes it is a script) of MAP01 is
script 1.
Currently I am working on a script decompiler. The output it
currently produces for script1 of MAP01 (not exactly ACS yet, but at
least it is more understandable than a list of DWORDs) is:
- ----------------
script 1(3 args) // arguments are var0, var1, var2
8: Floor_LowerInstant(var0, 0, 16);
40: thingsound(var1, "GlassShatter", 127);
68: delay 1;
76: var3 = 20; // var3 is a local variable
@92: jump_if_not (var3 > 0) @328
// that is: while(var3>0){
120: var3--;
128: Thing_ProjectileGravity(var1, random(54, 63),
random(0, 255), random(10, 40), random(5, 20));
224: Thing_ProjectileGravity(var2, random(54, 63),
random(0, 255), random(10, 40), random(5, 20));
320: jump @92 // that is: closing '}' of the while statement
@328: terminate
- ----------------
(Note: part of this output was hand-tuned, my decompiler is still
very much in development)
The glass piece is a sector whose lower texture contains the unbroken
texture and whose middle texture contains the broken glass texture.
The three arguments of the script are:
var0: the tid of a thing with type SS_SILENT. (used as a sound
source for the 'GlassShatter' sound)
var1 and var2: the tids of an X_MAPSPOTs that are used as a source
for spawning glass shards.
Note the 'random(54, 63)' is better understandable if you read it
as random(T_STAINEDGLASS1, T_STAINEDGLASS0).
Finally, this script is activated by an IMPACT style linedef. I guess
this info is enough to see what actually happens when you hit the
glass.
Luc.
------------------------------
From: jdbaugh@ix.netcom.com (Justin Baugh )
Date: Thu, 9 Nov 1995 03:21:20 -0800
Subject: Re: No Subject
You wrote:
>
>In a message dated 95-11-07 14:07:11 EST, you write:
>
>>Greetings fellow wad editors,
>>
>>
>
>Hi Justin,
>
>H2H BattleStations would be happy to distribute any materials your
group
>develops...
>
>Sounds like a good, productive idea.
>
>Mark Gundy
>H2H BattleStation1
>"The Best Place On Earth To Die"
>
What exactly is H2H? I've never heard of it (probably cuz I don't
network doom, i just build levels! hehe :)
------------------------------
From: Andrew Smith <cm4bcajs@bs47c.staffs.ac.uk>
Date: Thu, 9 Nov 1995 11:07:04 +0000 (GMT)
Subject: Re: Re[2]: Blimey, old message ahoy.
On Wed, 8 Nov 1995, Jim Wraith wrote:
> In your message dated Wednesday 8, November 1995 you wrote :
> > How about He><en!
> >
> >
> Or H!-BH (Hexen!-Beyond Heretic)
>
> Or lets stick with Hexen.
>
No-one has considered |-|E><E/\/ yet. :-)
*Andy
------------------------------
From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Thu, 9 Nov 95 8:14:45 EST
Subject: OFFSUB: legal question
Sorry for this offsub message:
After reading all the legal stuff on this list the past
weeks, I want to ask if it's legal for me to take sprites out
of the doom2.wad and edit them (cut&paste) and use them in my
homepage.
- --
Erwen Tang - Class of 1997 TJHSST \|/ ____ \|/
Email: etang@pen.k12.va.us, @~/ ,. \~@
etang@capaccess.org /_( \__/ )_\
etang@lan.tjhsst.edu \__U_/
http://www.tjhsst.edu/~etang
- ---
Flame Shield operating 24hr. Flames will be deleted so don't bother.
------------------------------
From: "John B. Williston" <John&Bec@interramp.com>
Date: Thu, 9 Nov 1995 06:26:51 -0500
Subject: Re: doom-editing-digest V1 #473
At 09:49 AM 11/8/95 -0600, you wrote:
>Do any of you know if any Hexen editors are available yet? I know that
>HexenCK is being worked on, but don't know if it's finished.
>
>John Romero
>
For what it's worth, I'm wrapping up adding scripting to WadAuthor. I don't
have any source of information for modifying my node building code to allow
the new polyobject stuff, but WadAuthor does allow 3rd party node builders.
I expect to release before the end of the month once I update the docs.
John
------------------------------
From: Aragorn! <bsc4074@hades.dcs.napier.ac.uk>
Date: Thu, 9 Nov 1995 13:16:17 +0000 (GMT)
Subject: Re: doom-editing-digest V1 #473
On Wed, 8 Nov 1995, Romero wrote:
> Do any of you know if any Hexen editors are available yet? I know that
> HexenCK is being worked on, but don't know if it's finished.
>
> John Romero
Wouldn't id have acess to Ravens development tools anyway?
Didn't Raven say they were gonna release their tools somewhere?
If so where are they?
------------------------------------------------------------------
| So remember when your feeling very small and insecure |
| How amazingly unlikely is your birth |
| And pray that there's intelligent life somewhere up in space |
| Because there's bugger all down here on Earth. |
| |
| Aragorn! ,,, email: bsc4074@dcs.napier.ac.uk |
| (o o) http:/www.dcs.napier.ac.uk/~bsc4074 |
------------------ooO-(_)-Ooo-------------------------------------
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 09 Nov 1995 09:21:58 EST
Subject: Re: Blimey, old message ahoy.
Jim Wraith <jim@kildare.demon.co.uk> ,in message <695@kildare.demon.co.uk>, wro
te:
> Okay, nice one. Now, I've got another question (aaaaarrrgghh!!).. How the s
>> meg
> do I make smashing windows???
tsk tsk tsk. RTFW (read the fucking WAD :)
------------------------------
From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 09 Nov 95 18:30:40+0100
Subject: Re: doom-editing-digest V1 ?473
>Do any of you know if any Hexen editors are available yet? I know that
>HexenCK is being worked on, but don't know if it's finished.
>John Romero
Sounds like editors can't be addapted in one week, despite all the info
available, including hack specs made before the official specs were out.
Hope that id will remeber that for Quake ;-)
We can't be working at the same pace as full time dedicated coders.
Anyway I'll do my best to put HeXen support in WinTex 4.1, but
it's not a level editor.
------------------------------
From: jschuur@flash.globalnews.com
Date: Thu, 9 Nov 1995 16:15:09 +0000 (GMT)
Subject: Re: OFFSUB: legal question
On Thu, 9 Nov 1995, Erwen L. Tang wrote:
> After reading all the legal stuff on this list the past
> weeks, I want to ask if it's legal for me to take sprites out
> of the doom2.wad and edit them (cut&paste) and use them in my
> homepage.
from what id has told me, no. they said a while back that when id's
real ftp site will be up they'll release a special serious of images with
a license to use it on web pages.
</j>
------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Thu, 9 Nov 95 10:12 PST
Subject: Re: doom-editing-digest V1 #473
> > Do any of you know if any Hexen editors are available yet? I know that
> > HexenCK is being worked on, but don't know if it's finished.
> >
> > John Romero
>
>
> TEAM DEU (Me, Marc Rousseau, and Frank Quick) are working on DEU 5.3 for OS/2.
> We adding Hexen support. Maybe by the weekend we'll be able to edit Hexen Wads.
> We (and other programmers) are waiting for more Hexen specs. Specifically on
> scripts.
hm .. what's missing from the specs right now regarding scripts?
- -/-
Ben Morris: Irritant at large bmorris@islandnet.com
SavanTech/Zerius/C++/Rush/DCK http://www.islandnet.com/~voltaire
Watch for DCK and HexenCK 3.0 real soon now, eh! Real soon! Yeah!
------------------------------
From: Dave Worth <trilia@nmia.com>
Date: Thu, 9 Nov 1995 10:21:55 -0700 (MST)
Subject: Re: OFFSUB: legal question
Heya,
I believe it is legal as long as the page is not for commercial use.
Dave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go AC MILAN: Italian Cup is coming up, let's go!
Albuquerque Bulldogs, #1, State Champs in Soccer in '95
If you program in visual basic and are willing to sell VB Pro mail me.
DOOM: Where no one gives a $hit if you scream!
http://www.nmia.com/~trilia/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
From: jschuur@flash.globalnews.com
Date: Thu, 9 Nov 1995 16:55:37 +0000 (GMT)
Subject: Re: doom-editing-digest V1 #473
On Thu, 9 Nov 1995, Aragorn! wrote:
> > Do any of you know if any Hexen editors are available yet? I know that
> > HexenCK is being worked on, but don't know if it's finished.
> >
> > John Romero
>
> Wouldn't id have acess to Ravens development tools anyway?
> Didn't Raven say they were gonna release their tools somewhere?
> If so where are they?
i think john is just curious to find out how many hexen editors there
are out there already.
raven has release their script compiler (it's in hexspc09.zip).
</j>
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Thu, 09 Nov 1995 13:43:08 EST
Subject: Re: doom-editing-digest V1 #473
bmorris@islandnet.com (Ben Morris) ,in message <m0tDbSs-0005YUC@island.amtsgi.b
c.ca>, wrote:
> hm .. what's missing from the specs right now regarding scripts?
Decompilation info.
If I had more time on my hands I'd test-compile several scripts and use the
output to figure out the low-level constructs that correspond to higher-level
programming constructs and write a decompiler (not just a disassembler) that
emits code suitable for recompilation. A simple recursive-descent parser
written in PERL would be just fine (and might even be portable to DOS if
written with a minimum of care).
Now the symbol information would be lost, but oh well. At least it would
help us figure out their scripts.
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Thu, 09 Nov 95 13:03:33 -0500
Subject: Re: doom-editing-digest V1 #473
>
> On Wed, 8 Nov 1995, Romero wrote:
>
> > Do any of you know if any Hexen editors are available yet? I know that
> > HexenCK is being worked on, but don't know if it's finished.
> >
> > John Romero
>
> Wouldn't id have acess to Ravens development tools anyway?
> Didn't Raven say they were gonna release their tools somewhere?
> If so where are they?
NO!!!! I hope RAVEN does not release an editor. I'm having too much fun.
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: mmathews@genesis.nred.ma.us
Date: Thu, 09 Nov 95 16:27:45 -0500
Subject: Re: doom-editing-digest V1 #473
> hm .. what's missing from the specs right now regarding scripts?
Script examples, Please.
Also Thing heights and radius.
Thanks, Ben
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: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 9 Nov 1995 07:43:19 GMT
Subject: Re: Re: doom-editing-digest V1 #473
In your message dated Wednesday 8, November 1995 you wrote :
> Do any of you know if any Hexen editors are available yet? I know that
> HexenCK is being worked on, but don't know if it's finished.
>
> John Romero
>
Get a new version of DeeP (8.02 is out I think), or DETH (dunno what version)
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 9 Nov 1995 22:44:33 GMT
Subject: Re: Re: Re[2]: Blimey, old message ahoy.
In your message dated Thursday 9, November 1995 you wrote :
> On Wed, 8 Nov 1995, Jim Wraith wrote:
>
> > In your message dated Wednesday 8, November 1995 you wrote :
> > > How about He><en!
> > >
> > >
> > Or H!-BH (Hexen!-Beyond Heretic)
> >
> > Or lets stick with Hexen.
> >
>
> No-one has considered |-|E><E/\/ yet. :-)
>
Naah.. That verging on a warez message ;)
------------------------------
From: mmathews@genesis.nred.ma.us
Date: Thu, 09 Nov 95 16:33:13 -0500
Subject: Saving Hexen wad
I tried Saving a Hexen Wad and running it in Hexen. It crashed with something
like: numlumps >= xx. Am I missing something? Do I have to save BEHAVIOR and
and MAPINFO lumps? Anybody know what the Hexen wad directory should look like
for single WADS? This is not really spelled out in the specs.
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: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 9 Nov 1995 22:51:56 GMT
Subject: Re: Re: Blimey, old message ahoy.
In your message dated Thursday 9, November 1995 you wrote :
> Jim Wraith <jim@kildare.demon.co.uk> ,in message <695@kildare.demon.co.uk>,
wro
> te:
>
> > Okay, nice one. Now, I've got another question (aaaaarrrgghh!!).. How the
s
> >> meg
> > do I make smashing windows???
>
> tsk tsk tsk. RTFW (read the fucking WAD :)
>
I've tried! My best guess is that the textures are setup like they are (lower
as the whole window, normal as the 'remains'), and that it is an instant floor
lower. Somehow the sound and graphics have to go off as this happens.
------------------------------
From: Fairfax Shield McCandlish <fsm3m@fermi.clas.virginia.edu>
Date: Thu, 9 Nov 1995 17:35:31 -0500 (EST)
Subject: Re: OFFSUB: legal question
According to Erwen L. Tang:
>
> Sorry for this offsub message:
>
> After reading all the legal stuff on this list the past
> weeks, I want to ask if it's legal for me to take sprites out
> of the doom2.wad and edit them (cut&paste) and use them in my
> homepage.
>
Yeah that's pretty much ok, since you're not selling
your home page to anyone (and everybody else seems to do it!).
-*Avatar*-
------------------------------
End of doom-editing-digest V1 #475
**********************************