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Doom Editing Digest Vol. 01 Nr. 482

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #482
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 15 November 1995 Volume 01 : Number 482

Re: Spec question on Hexen Map 01
Re: late quake release
List of Script Specials
Late Quake release
RE: Quake Scripting Language
Re: unholy imagery

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

From: mmathews@genesis.nred.ma.us
Date: Tue, 14 Nov 95 15:43:14 -0500
Subject: Re: Spec question on Hexen Map 01

> > I noticed on Hexen Map 1 that thing types PO_StartSpot_Crash and PO_Anchor
> > are using the thing angle as tags. Is that right? What does this mean?
>
> Yes. This is mentioned in Ben Morris's specs.
>
> > Is the thing angle used by the scripts? How should the editors display this
> > info?
>
> The thing angle IS the polyobject number.
>

Your right. Page 28, 4th paragraph. Thanks.




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: "Derek Callaghan, MIT Support" <DCALLAGH.oo2unix@au.oracle.com>
Date: Wed, 15 Nov 95 07:36:45 EDT
Subject: Re: late quake release

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>Well, the Christian religion never actually put a person on an altar and
>sacrificed them. Personally, I have no problem with fighting against demons

Hmm. What would you call what they did to Christ?

{Todays footer}
If they really were the three musketeers, why did they keep using swords?


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Content-Type: message/rfc822

Date: 14 Nov 95 12:50:09
From:"Ted Vessenes " <owner-doom-editing@nvg.unit.no>
To: doom-editing@nvg.unit.no
Subject: Re: late quake release
Reply-to: doom-editing@nvg.unit.no
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> > Lastly, there's the little matter of taste, specifically with id's
> > evil fetish. Nobody has a problem with carnage, but do we really need
> > textures mocking religious figures?
>
> Um, Thulsa Duum (or however you spell his name) had followers wearing
> white robes and the candles and shit. Anyone disagree that he was evil?
> Hell, considering the history of Christianity (the Crusades, the
> Inquisition, the assorted right-wing groups trying to annihilate the First
> Amendment on-line) you could quite believably label certain factions as
> evil.
>
> Why would an evil religion look phenomenally different from a good
> religion?

Well, the Christian religion never actually put a person on an altar and
sacrificed them. Personally, I have no problem with fighting against demons
and whatnot, but I raise an eyebrow when rather sacriligious and demonic
pictures are strewn about for no reason whatsoever. Ironicly enough, I'm
a very non-violent, religious person. I don't enjoy how violent DOOM is.
The only reason I play is that the engine itself is very well done, and the
game is well contructed. There is a good deal of tense, on the edge of
your seat action.

Now if iD wants to press their evil imagry even farther, well... I can't
stop them, and I'll probably play the game anyway, but I'd like the option
to draw my own person line. What I'm suggesting is some options to use,
ahem... "less disturbing" pictures.

> Well, I don't think the evil graphics will really sell the game, but I
> definitely want to know I'm crushing evil bad guys, whether it's Dark
> Bishops or CIA assassins.

Okay, and I'll grant that there's a difference between fighting bad guys
and being one.

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
| "[William] Shatner couldn't direct his way out of the
tjvessen@midway. | bathroom with both hands and a map!"

uchicago.edu | -Ryan Ingram (1st), -Kibo's .sig (2nd)


- --Boundary-2554341-0-0--

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

From: mmathews@genesis.nred.ma.us
Date: Tue, 14 Nov 95 16:10:47 -0500
Subject: List of Script Specials

I noticed some THINGS or LINEDEFS have a Script Special # 80 - 83 or none.

Anybody have a list of Script Special for the Registered version?


Example:

Script Special located Script Special # Script # Map # Action
Map 1, Bell in Tower 0 14 1 Ring bell

Do we have to do this by hand? Is this located in the MAPINFO lump?
If so, How do I read the MAPINFO lump?


You think Hexen is difficult. Wait until Quake comes out. It will be 3-6 months
(maybe longer) before the first Quake editor comes out.

Doom has static Linedef numbers.
Hexen has Scripts.
Quake will be 100% programmable.






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: Romero <johnr@idtokay.idsoftware.com>
Date: Tue, 14 Nov 95 15:33:57 -0600
Subject: Late Quake release

Mackey McCandlish wrote a nice long post that explained what he envisioned
Quake to be like, which was the summation of just about everything we've
posted or has been published in magazines and such.

Well, everything you think Quake is, isn't. You will not get information out
of id Software regarding the current state of Quake since things constantly
change -- technology, design, concepts, technical limits. Hence the delay and
our not making Christmas.

Rest assured that pretty much everything you've heard about Quake regarding
specifics such as story, characters, etc. is just wrong. The concept, setting,
character, weapons, etc. has all been redesigned. Even the name 'Quake' is
merely the project codename.

- ---
+-----------------------------+
| John Romero |
| id Software, inc. |
| johnr@idsoftware.com |
+-----------------------------+

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

From: Karl Reichenberger <shadow@mwci.net>
Date: Mon, 13 Nov 1995 21:48:33 -0600
Subject: RE: Quake Scripting Language

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Justin Baugh wrote:
>[lots of stuff about bugs etc snipped]
>

steve someone wrote:
>Don't forget, iD want this to play better than Doom. That's a tall
>order, and I imagine they're working *real* hard on this. Sort the
>bugs out later, when the code is actually what is going into the
>final version, rather than alpha code. (I know, algorithm bugs
>should be caught as soon as possible, blah,blah.)
>
>Steve.


Well steve, you obviously have never tried to write any type of a =
program, or at least a halfway complex one. If Id used your philosophy =
they might take more time... They need to make sure early code works =
before they can implement it into the program. They need to have "alpha =
code"
before they can have final code. Yes, I am sure that Id is =
working *real* hard on this thing...
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------------------------------

From: Denis <d.moeller@rendsburg.netsurf.de>
Date: Wed, 15 Nov 1995 00:36:47 +0100
Subject: Re: unholy imagery

Hi!

>> Now if iD wants to press their evil imagry even farther, well... I can't
>> stop them, and I'll probably play the game anyway, but I'd like the option
>> to draw my own person line. What I'm suggesting is some options to use,
>> ahem... "less disturbing" pictures.
> Buy the German version? :)
M A Y B E not! Most german versions of us-games look very castrated.
Translations and cut movies are the worst. Considerable is that the
us movies and stuff are cut because of prudery, in germany all the
blood and gore stuff gets cut... but no real gamer in germany likes
to play these 'cut' versions. Everyone having the original release
is very proud and happy. :)

> Maybe some of the action in the next game should be the consecration of holy
>water and pouring it over an unholy altar which causes the whole place to go
>to hell (or heaven?) and bring down the ceiling.
Maybe not...

;)

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 #482
**********************************

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