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Doom Editing Digest Vol. 01 Nr. 472

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 #472
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 7 November 1995 Volume 01 : Number 472

Re: more hexenspec eratta
Re: Hexen Editing
Re: more hexenspec eratta
RE: Hexen Editing
Re: Re: Hexen Editing
Re: Re: more hexenspec eratta
Blimey, old message ahoy.
Re: Blimey, old message ahoy.

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 05 Nov 1995 21:02:58 EST
Subject: Re: more hexenspec eratta

mmathews@genesis.nred.ma.us ,in message <9511060456.AA0233@localhost>, wrote:

> I wonder how I will add Hexen script support in DEU? What would the dialog bo
>> x look
> like?

asciiTextWidget. Oh, you don't have X11. Lucky you.

Anyway, how the hell are you going to detect which sectors/things get
affected by the scripts? First person to provide decompilation info wins an
ounce of bud. First person to provide a yacc/lex/cpp-based Unix utility to do
the compilation wins a kilo.

P.S. who will supply the bud for prizes?

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

From: bmorris@islandnet.com (Ben Morris)
Date: Sun, 5 Nov 95 20:23 PST
Subject: Re: Hexen Editing

> DO>So c'mon, give me some respect!
>
> It's only been ONE DAY, bud, calm down! :). I will say that you did
> a kick-tushie job, though. My only request for a future version would
> be some cool script examples, but I'm sure we'll all be up to our
> necks in those soon enough...
>
> matt tag

shh! don't tell anyone, but i wasn't serious: it's all part of my master
plan. i figure if i whine enough, douglas coupland will get interested
and write a book about me. cool.

er..

thanks :) well, the scripts that were included were the ones from Raven -
I've written not a line, since I've been working on DCK (though I wonder
if it's worth it, what with Win95-runs-doom-and-doom-editors-and-dck-
won't-even-run-in-a-'95-shell.)

1.0 will be out sometime soon .. of the specs, that is.

ttyl,
ben
- -/-
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: mmathews@genesis.nred.ma.us
Date: Sun, 05 Nov 95 23:14:09 -0500
Subject: Re: more hexenspec eratta

>
> mmathews@genesis.nred.ma.us ,in message <9511060456.AA0233@localhost>, wrote:
>
> > I wonder how I will add Hexen script support in DEU? What would the dialog bo
> >> x look
> > like?
>
> asciiTextWidget. Oh, you don't have X11. Lucky you.
>
> Anyway, how the hell are you going to detect which sectors/things get
> affected by the scripts? First person to provide decompilation info wins an
> ounce of bud. First person to provide a yacc/lex/cpp-based Unix utility to do
> the compilation wins a kilo.

Is there a SCRIPT LUMP in the wad? There must be a way to decipher the script
to show whats being affected. Maybe the DOOM editors need a special SCRIPT mode.
Like THING, SECTOR, LINEDEF, VERTEX, SCRIPT.



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: Gareth Evans-McClave <gareth@ndl.co.uk>
Date: Mon, 6 Nov 1995 08:48:00 -0000
Subject: RE: Hexen Editing

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>thanks :) well, the scripts that were included were the ones from Raven -
>I've written not a line, since I've been working on DCK (though I wonder
>if it's worth it, what with Win95-runs-doom-and-doom-editors-and-dck-
>won't-even-run-in-a-'95-shell.)

yeah but it runs fine if you boot Win95 command prompt only!



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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 6 Nov 1995 07:22:15 GMT
Subject: Re: Re: Hexen Editing

In your message dated Sunday 5, November 1995 you wrote :
> thanks :) well, the scripts that were included were the ones from Raven -
> I've written not a line, since I've been working on DCK (though I wonder
> if it's worth it, what with Win95-runs-doom-and-doom-editors-and-dck-
> won't-even-run-in-a-'95-shell.)

Okay here's your respect for the specs:
R E S P E C T (find out what it means to me ;) )

As for DCK for Win '95. Concentrate on DOS is what I say....
> 1.0 will be out sometime soon .. of the specs, that is.

> ttyl,
> ben

Goodbye...
> -/-
> 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: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 6 Nov 1995 07:33:21 GMT
Subject: Re: Re: more hexenspec eratta

In your message dated Sunday 5, November 1995 you wrote :
> P.S. who will supply the bud for prizes?
>

You!!!

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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Mon, 6 Nov 1995 19:50:13 GMT
Subject: Blimey, old message ahoy.

Blimey, found this old message from Chris Rhinehart.

In your message dated Saturday 7, October 1995 you wrote :
> > 2. Can you stand on top of a moving sector?
>
> No. When we release the wad development kit for Hexen, you
> find that polyobjs are pretty cool to work with, but, since they
> are a hack into the Doom engine (a pretty clean hack, btw) they have
> a fairly strict set of rules that govern their use/placement/etc.
>

When are you releasing the Hexen Development kit, and is it going to be
free/share/charity ware? Also, *what* will it be? I can imagine level editor,
script editor etc..

Also, couild someone describe in laymans terms, what a Poly Object is? I
read the specs, but I was absolutely bewildered by them (although I got some
decent thing id's that DeeP 8/01 doesn't have).

"Cottage cheese, cottage cheese, the only cheese that's bound to please!"
"But are you aware of it's links with... VOODOO!!" - Vic & Bob
_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-''-_-'
_-''-_Jim Wraith-''-_-''-_-''-_-''-_-''-_-''-_-''-jim@kildare.demon.co.uk


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 06 Nov 1995 18:52:04 EST
Subject: Re: Blimey, old message ahoy.

Jim Wraith <jim@kildare.demon.co.uk> ,in message <682@kildare.demon.co.uk>, wro
te:

> Also, couild someone describe in laymans terms, what a Poly Object is? I
> read the specs, but I was absolutely bewildered by them (although I got some
> decent thing id's that DeeP 8/01 doesn't have).

Well, I'm guessing some examples include:

+ rotating doors and bookcases
+ sliding doors
+ the crushing walls in the temple of the griffin (bloody purple jewels).
+ the little valve in the sewer place that "raises" the water level (rotating
door).
+ the spinning crushers in the temple of the dragon.

It's a cylinder in the mathematical sense: a 2-d shape that is extruded into
the third. I can't remember if the restriction that the axis must be
perpendicular to the 2-d plane is part of the mathematical definition, but it
is for Hexen. A Polyobj is basically a wall or pillar that can be moved
around and won't suffer display glitches as long as it remains completely
inside an area that is unsplit by BSP nodes.

BTW, who first noticed that the doors lived inside an unsplit convex sector?

Anyway, if you look at the map you will probably notice some sectors hanging
out in the middle of nowhere. I am guessing that they are templates for
polyobjs waiting to traced into place by the level init procedure.

I'm working on a level preview window for the PFME (ala DCK, nifty feature)
so that I can scan through the level list without doing trial and error. I
haven't memorized where every level is :)

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

End of doom-editing-digest V1 #472
**********************************

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