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Doom Editing Digest Vol. 01 Nr. 473
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #473
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 8 November 1995 Volume 01 : Number 473
Various questions...
Re: Various questions...
Re: Various questions...
Re: Various questions...
ANNOUNCE: Hex Specs on WWW
Re: Blimey, old message ahoy.
Re: Various questions...
Re: Various questions...
Re: Various questions...
WEEKLY REMINDER : Beginner's Questions
[none]
Re: No Subject
Re: Various questions...
----------------------------------------------------------------------
From: Nick McLeod <n_mcleod@postoffice.utas.edu.au>
Date: Tue, 7 Nov 1995 12:59:58 +1100 (DST)
Subject: Various questions...
Sorry if any of these questions are inappropriate. I just thought you people
would be the ones to know. I've lumped all my questions together so that
there's only one annoying post instead of several...
1) Why don't the textures AASTINKY and AASHITTY display in Doom/Doom ][? Or is
it just my editor? It could well be... :)
2) In the Hexen demo, when clipping and walking through walls, the HOM effect
is stationary, and doesn't seem to swap between old screen pages. Does this
mean they've used a new display method? Was this the same with Heretic?
3) Is SKY4 the only new texture in Ultimate Doom? Apart from supporting loading
and saving of episode 4, and (I think) a new line type (well, I hadn't seen
it before!), what else needs to be done to support UD?
4) I posted here ages back asking what needed to be done before releasing a
Doom editor, because I'd heard you had to get a 'utility license' from id.
I was told that all I had to do was to not support maps that work in the
shareware version, and id would be happy. Now I hear that that is not the
case, and that I do need a license. So - how do I get one? Anyone here
already obtained one?
Inquiring minds want to know...
- - Nick McLeod
(n_mcleod@postoffice.utas.edu.au)
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 06 Nov 1995 23:07:25 EST
Subject: Re: Various questions...
Nick McLeod <n_mcleod@postoffice.utas.edu.au> ,in message <Pine.SUN.3.91.951107
125303.20872A-100000@bruny.cc.utas.edu.au>, wrote:
> 1) Why don't the textures AASTINKY and AASHITTY display in Doom/Doom ][? Or i
>> s
> it just my editor? It could well be... :)
I know at least one of these has a texture width that is not a power of
two. This caused me problems and it took a while before someone on doom
editing pointed out that the texture could not be used on a linedef that was
longer than the width of the texture without causing HOM.
> 3) Is SKY4 the only new texture in Ultimate Doom? Apart from supporting loadi
>> ng
> and saving of episode 4, and (I think) a new line type (well, I hadn't see
>> n
> it before!), what else needs to be done to support UD?
Good question. I never considered supporting TUD in PFME. I never bought
a copy (didn't think one extra episode was worth the $25 or whatever they're
charging, and no, DWANGO time is worthless to me. I'm not willing to pay
the long distance. That and my lack of skill prevented me from entering
that Deathmatch 95 tournament).
> 4) I posted here ages back asking what needed to be done before releasing a
> Doom editor, because I'd heard you had to get a 'utility license' from id.
> I was told that all I had to do was to not support maps that work in the
> shareware version, and id would be happy. Now I hear that that is not the
> case, and that I do need a license. So - how do I get one? Anyone here
> already obtained one?
You know, I have no idea. I'd just make sure that your editor only saves
if they have the registered version. That's why PFME will not support TUD.
I can't figure out what makes it a registered TUD :)
------------------------------
From: "Lachlan O'Dea" <drizzt@yoyo.cc.monash.edu.au>
Date: Tue, 7 Nov 1995 16:33:00 +1100 (EST)
Subject: Re: Various questions...
[...]
> 2) In the Hexen demo, when clipping and walking through walls, the HOM effect
> is stationary, and doesn't seem to swap between old screen pages. Does this
> mean they've used a new display method? Was this the same with Heretic?
Were you flying while doing this? Your virtual head (an therfore your
view) doesn't bob up and down while flying, only while running or walking.
[...]
- ---------------------------------------------------------------------
Lachlan O'Dea OS/2 Warp. Make it so.
drizzt@yoyo.cc.monash.edu.au Member of Team OS/2.
Finger for public PGP key
http://yoyo.cc.monash.edu.au/~drizzt/index.html
------------------------------
From: Yugo Nakai <ynakai@midway.uchicago.edu>
Date: Tue, 7 Nov 1995 01:30:18 -0600
Subject: Re: Various questions...
>> it before!), what else needs to be done to support UD?
>
> Good question. I never considered supporting TUD in PFME. I never bought
>a copy (didn't think one extra episode was worth the $25 or whatever they're
>charging,
You can download *The Ultimate Doom upgrade patch* for free from
www.idsoftware.com or ftp.cdrom.com and its many mirrors... just look under
DOOM/IDSTUFF directories. You just have to have a Registered version of
Doom 1. The UD patch only patches Doom 1 v1.9 (registered), but the patches
from 1.whatever to 1.9 are also free. Yeah, it's annoying that DeHacked
patches and LMPs keep getting incompatible, but it's worth the price. :)
Who needs patches except WAD authors anyway? <G>
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 7 Nov 95 10:40:22 GMT
Subject: ANNOUNCE: Hex Specs on WWW
Following hot on the heels of Ben's release of the Official Hexen Specs
last week, The WADster's Guide on the WWW is pleased to announce the
unveiling of the Unofficial Hypertext Unofficial DOOM Specs, incorporating
the Hexen Specs. This not just another old html markup of the standard
docs, but a major rewrite, update and revamp of the original UDS to cater
for Heretic *and* the WWWW. Now also featuring seamless (ok, ok, so it's
got some gaping cracks in it at the moment) integration of the Hexen Specs
into the UDS structure. All of the vital information about the innards of
your favorite games presented in byte-sized chunks for easier digestion
(and faster downloads) served up in lashings of rich hypertext source!
Scrumptious!!
Come get it while it's hot: queue for yours at
http://cres1.lancs.ac.uk/~esasb1/doom/ (and watch out for the holes!)
But seriously folks.... site now open to alpha texting of the html source.
Lots of holes I know I about--as a large-scale html undertaking there are
bound to be loads I've missed, too. Please test and report any errors.
Obviously most of the Hexen info is just from the provisional Specs, plus
some guesses on my part, so these bits may be wrong. Mail *me* if that's
the case: Ben can accept no responsibility (or questions) for any mistake
in my conversions.
Enjoy.
- -Steve
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 7 Nov 95 11:15:32 GMT
Subject: Re: Blimey, old message ahoy.
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.
If anyone spots any sillies in it, please let me know: I'm working in the
dark with this stuff till I can get a copy of Hexen.
- -Steve
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Tue, 7 Nov 1995 06:45:59 -0500 (EST)
Subject: Re: Various questions...
On Mon, 6 Nov 1995, Robert Forsman wrote:
> Nick McLeod <n_mcleod@postoffice.utas.edu.au> ,in message <Pine.SUN.3.91.951107
> 125303.20872A-100000@bruny.cc.utas.edu.au>, wrote:
> > 1) Why don't the textures AASTINKY and AASHITTY display in Doom/Doom ][? Or i
> > is it just my editor? It could well be... :)
> I know at least one of these has a texture width that is not a power of
> two. This caused me problems and it took a while before someone on doom
> editing pointed out that the texture could not be used on a linedef that was
> longer than the width of the texture without causing HOM.
AASTINKY has a width of 24, and is only in Doom 1 and TUD. AASHITTY has a
width of 64, and is only in Doom II. Neither of them are all that
exciting. :)
> > 3) Is SKY4 the only new texture in Ultimate Doom? Apart from supporting loading
> > and saving of episode 4, and (I think) a new line type (well, I hadn't seen
> > it before!), what else needs to be done to support UD?
> Good question. I never considered supporting TUD in PFME. I never bought
> a copy (didn't think one extra episode was worth the $25 or whatever they're
> charging
Then I suggest you head over to ftp.idsoftware.com and get yourself a copy
of the patch.
> > 4) I posted here ages back asking what needed to be done before releasing a
> > Doom editor, because I'd heard you had to get a 'utility license' from id.
> > I was told that all I had to do was to not support maps that work in the
> > shareware version, and id would be happy. Now I hear that that is not the
> > case, and that I do need a license. So - how do I get one? Anyone here
> > already obtained one?
> You know, I have no idea. I'd just make sure that your editor only saves
> if they have the registered version. That's why PFME will not support TUD.
> I can't figure out what makes it a registered TUD :)
Same thing that makes Doom II registered. There's no shareware TUD
available at all.
Matthew Miller -- rmiller@infinet.com
------------------------------
From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 7 Nov 95 11:30:23 GMT
Subject: Re: Various questions...
At 11:07 pm 6/11/95, Robert Forsman wrote:
>Nick McLeod wrote:
>
>> 1) Why don't the textures AASTINKY and AASHITTY display in Doom/Doom ][? Or i
>
> I know at least one of these has a texture width that is not a power of
>two. This caused me problems and it took a while before someone on doom
>editing pointed out that the texture could not be used on a linedef that was
>longer than the width of the texture without causing HOM.
AASTINKY (DOOM), AASHITTY (DOOM II) and BADPATCH (Heretic) are each the
first texture listed in the texture resource of each of their respective
games. As Bob Forsman points out, they are "awkward" sizes and don't tile
properly. I've always assumed from both their names and their position that
they each represent dummy data used to pad the WAD in some way. Any
byte-level gurus out there got any ideas?
>> what else needs to be done to support UD?
>
> Good question. I never considered supporting TUD in PFME. I never bought
>a copy (didn't think one extra episode was worth the $25 or whatever they're
>charging, and no, DWANGO time is worthless to me. I'm not willing to pay
>the long distance. That and my lack of skill prevented me from entering
>that Deathmatch 95 tournament).
Support for E4My maps should be the only change necessary: the textures etc
can be picked up from the IWAD. An editor shouldn't need to know about
SKY4. (Someone's already pointed out that free upgrade patches are
available 1.1r->1.9r->TUD)
>
>> 4) I posted here ages back asking what needed to be done before releasing a
>> Doom editor, because I'd heard you had to get a 'utility license' from id.
>> I was told that all I had to do was to not support maps that work in the
>> shareware version, and id would be happy. Now I hear that that is not the
>> case, and that I do need a license. So - how do I get one? Anyone here
>> already obtained one?
>
> You know, I have no idea. I'd just make sure that your editor only saves
>if they have the registered version. That's why PFME will not support TUD.
>I can't figure out what makes it a registered TUD :)
My reading of the Licence Agreement only makes a Data Utility Licence
necessary if you want to distribute your editor commercially. Read the
details on The WADster's Guide at
http://cres1.lancs.ac.uk/~esasb1/doom/dul.html
- -Steve
------------------------------
From: ah289@freenet.carleton.ca (Jonathan Mavor)
Date: Tue, 7 Nov 1995 10:15:04 -0500
Subject: Re: Various questions...
>
>[...]
>
>> 2) In the Hexen demo, when clipping and walking through walls, the HOM effect
>> is stationary, and doesn't seem to swap between old screen pages. Does this
>> mean they've used a new display method? Was this the same with Heretic?
>
>Were you flying while doing this? Your virtual head (an therfore your
>view) doesn't bob up and down while flying, only while running or walking.
>
Actually this would be because heretic and hexen use video
mode 13h instead of a three page modex. It's also why there
is no low detail (cause you need modex for that).
L8r,
Jon
- --
/----------------------------------------------------------------\
| |
| |
\----------------------------------------------------------------/
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Tue, 7 Nov 95 11:05:48 -0500
Subject: WEEKLY REMINDER : Beginner's Questions
This message is being posted at the request of the list's caretakers.
In this you will find: the purpose of this list, how to get answers
to less than 'expert' questions, how to get info about
the list, and what can get you kicked off the list.
====================================================================
FROM: the list caretaker; *** A REMINDER ***
The DOOM-editing list is not a list aimed at newcomers to DOOM-editing. Its
purpose is to provide discussions on *advanced* DOOM editing techniques.
Many of its members are not tolerant of repeated "beginners" questions.
Sorry--that's just the way they are ;) There is much that beginners can
learn from the list, however, and we would like the list to be of use to as
many subscribers as possible.
In the past, there has been much moaning about new subscribers asking what
old-hands feel to be "typical newbie questions", usually posted in
ignorance of the fact that the topic has been discussed to death
previously. This leaves newcomers in a quandary: to post or not to post?
Well, help is at hand. The "Beginners Questions Service" can act as a
buffer between you and the higher echelons of the DOOM-editing elite,
conceited lot that they are. It works like this: if you have a question but
don't know whether it's advanced or not, and would like to avoid any
potential embarrassment from asking the question in front of the whole
list, you are encouraged to mail it in the first instance to:
John Wakelin : johnw@datametrics.com
Your question will either be answered or, if deemed appropriate for the
list, forwarded to it. This service is offered as a potential red-face
saving and list-annoyance abatement service: there is absolutely no
requirement on anyone to make use of this service, but doing so may get you
an answer quicker than sending to the list, and can potentially save you
from finding yourself in the middle of a flaming. But then, as a DOOMster,
you can take a toasting, right?
**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
they will be brought to light sooner!**
====================================================================
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=====================================================================
-= John Wakelin =-
- -= .sig copyright violator =-
-= TeamTNT - Member =-
------------------------------
From: jdbaugh@ix.netcom.com (Justin Baugh )
Date: Tue, 7 Nov 1995 09:17:36 -0800
Subject: [none]
Greetings fellow wad editors,
Have you ever really wanted to get credit for your work? I mean,
after you have struggled to get every linedef and sector right, working
on the textures, the heights, etc, do you really want to see some
schmoe hack it (adding 1 room) and calling it his? Here's where our
group TWC comes in. TWC is a group of talented wad editors and
graphical artists that design wads for D1/D2/H/Hex, etc etc. If you
would like to see your wad given the credit that's due and then see
that wad circulated across hundreds of FTP sites and BBS'es, then
please send e-mail to me at jdbaugh@ix.netcom.com, and include either a
name of some wads you have done, or a sample of your work. If it's
good enough, you can become a member and be part of the group. Just in
case you don't know what TWC is, it stands for The Wad Crew. We
currently have 8 dedicated members that are very talented and do good
work, but we feel that expansion is a good and necessary thing.
Future projects of TWC include:
A TC (Total Conversion) for D2, using ray-traced (and yes,
anti-aliased!) graphics
A Dwango xx type wad (20 or so DM levels)
A 15 level replacement (or just an episode replacement) for D2 / D1.
TWC distributes monthly (except for this month, this will be an
October-Nov pack.) We also plan to build Hexen / Quake levels when we
can start that. If you don't want to join, but want your wads in the
pack (you go under the contributors list), you can send me 2 files: 1
is a WAT (Wad Author's Template) for the level, and the other would be
the wad file. That's it. If it is good enough, i will e-mail you and
tell you where you can find the entire zip with YOUR wad in it. Either
way, you will hear from me.
Well, I hope that some of you decide to join. I feel that there are
way too many cheesy wads that some schmoe just threw together, slapped
GSTONE1 or some shit on every linedef, and released it. TWC is
dedicated to making fun, playable wads that people will play over and
over again.
- -Dark Shadow (jdbaugh@ix.netcom.com)
------------------------------
From: Mag8@AOL.COM
Date: Tue, 7 Nov 1995 17:12:47 -0500
Subject: Re: No Subject
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"
------------------------------
From: d.moeller@rendsburg.netsurf.de (Denis)
Date: Wed, 8 Nov 1995 00:54:00 +0100
Subject: Re: Various questions...
Hi!
>>> 2) In the Hexen demo, when clipping and walking through walls, the HOM
effect
>>> is stationary, and doesn't seem to swap between old screen pages.
Does this
>>> mean they've used a new display method? Was this the same with Heretic?
>>
>>Were you flying while doing this? Your virtual head (an therfore your
>>view) doesn't bob up and down while flying, only while running or walking.
> Actually this would be because heretic and hexen use video
>mode 13h instead of a three page modex. It's also why there
>is no low detail (cause you need modex for that).
Besides all the questions - did anybody noticed that the 6th
savegame does not work properly? This reminds me of Doom I think...
Two things I don't like of Hexen: the switches and the action of it
are way too 'wide-spreaded', without the hint line from time to time
nobody would know where to go. And the second thing is the alignment
of the levels. Overall the levels are cool constructed, but I think
not a single wall is aligned. Ugly stairs, moving doortraks, etc -
all the stuff we knew already...
However, nice game.
cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[]------------ E-Mail: d.moeller@rendsburg.netsurf.de ------------[]
[] Memento Mori is coming! []
[] Check this out: http://www.geopages.com/Hollywood/2299/mm.html []
------------------------------
End of doom-editing-digest V1 #473
**********************************