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Doom Editing Digest Vol. 01 Nr. 494
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #494
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 24 November 1995 Volume 01 : Number 494
Re: Hexen Thing List 0.02
Re: Hexen Thing List 0.02
Re: Graphic Importing
Re: PolyObjects
Re: Changing keys in Doom/Hexen/Heretic
Re: Platform inside Platform ..Floating weapons...
----------------------------------------------------------------------
From: stew@intellinet.com (James S. Blachly)
Date: Wed, 22 Nov 1995 20:37:18 -0600
Subject: Re: Hexen Thing List 0.02
>Has anyone tried using NWT with the Hexen WAD? It works, although most of the
>pictures are messed up due to a changed palette.
>
>Unknown: The last 4 entries in the WAD: Named Hexen, Orb, Hub, and Chess.
>Gusses?
>
Music. I haven't checked (I use CD-audio)
but here is what I would guess they are:
Hexen: Title screen?
Orb: Either end-of-game or perhaps at some critical stage in game
Hub: ?? Not sure, at a hub or when a hub is completed.
Chess: End of game when you see the chess board.
- -james.
------------------------------
From: Casey Robinson <ogiswise@rahul.net>
Date: Wed, 22 Nov 1995 14:08:44 -0800 (PST)
Subject: Re: Hexen Thing List 0.02
On Wed, 22 Nov 1995, Steven Towle wrote:
> Unknown: The last 4 entries in the WAD: Named Hexen, Orb, Hub, and Chess.
> Gusses?
>
Yeah, I'll take some random guesses. Orb, Hub, and chess are the 3
screens that you are shown after defeating korax. But like I said, they
are just guesses. Some other possibilities... The title screen and the
grey version of the title screen shown between hubs. The loading screen
(when you start the game) could be Hexen.
Casey
------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Wed, 22 Nov 95 19:37 PST
Subject: Re: Graphic Importing
> Import Grafix with DCK? Is that possible? (I dumped DCK when I found ED-209
> :-). I always used wintex for Grafix importing. You could use NWT also. I
> have heard that is is good, too.
> Manual for DCK? Uh..., the online help? I think that's as much as you'll get.
> :-(
Aw man, gimme a break - there's a 55k doc file with DCK. It's got almost
nothing in it to do with how to create levels (there's the excellent
"handbk.zip" for that), but it certainly tells you how to use DCK.
> Wait a minute! Do you mean VIEW a grafix and texture name in DCK's texture
> list? If so, It's easy in windeu, just load the pwad with the grafix in it.
> For ED-209, merge your grafix with doom2 (using deusf), run setup, and select
> the last option. This will recompile all of it's textures and flats data.
> Then use deusf to restore your doom2 wad. I don't know about DCK, though.
You were right first off - just load up any level with graphics in the
.WAD, and DCK will add the graphics to its list. Alternatively, use the
"Textures" menu option and press INS to add the graphics file.
- -/-
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: ccaird@islandnet.com (Colin Caird)
Date: Wed, 22 Nov 95 11:49 PST
Subject: Re: PolyObjects
>I've been having trouble getting PolyObjects to work. There are only two
>pages in the Hexen Specs that I have (0.9). It might be also the editors
>I'm using. Did the authors of HETH and DEEP actually try to make some
>PolyObjects? Any help on how to set them up, how to put them to work would
>be deeply appreciated (so would HCK . . .)
It would probably be easiest if you just saw a PWAD with polyobjs in it
rather than having it explained, one that uses just regular tags and line
specials rather than scripts, like all the ones Raven uses. I can send you a
level, very basic one with two rooms divided by a swinging door, using MIME
or BinHex. Anyone else who wants to see a level that shows how to do this
just send me some e-mail and I'll send it. Also tell me how you'd like it,
MIME or BinHex.
As for HCK, it should be out in the next while. It is wicked and totally
shreds everything else out there for HEXEN editing, of course DCK shreds
everything for DOOM, DOOM ][ and Heretic editing. :) If you haven't seen the
screenshots yet check them out. It is sooo user friendly.
Colin
/--------------------------------------------------------------------------
- -----\
| Check out the most wicked DOOM, DOOM ][, Heretic and HEXEN page on the
WWW. |
| Also has a Quake section with all of the screenshots.
|
|
|
| WWW: http://www.islandnet.com/~ccaird/doom/
|
| E-mail: ccaird@islandnet.com
|
|
|
| Check out the new screenshots of HCK (HEXEN Construction Kit)! This
editor is |
| awesome and will make level editing fun again!
|
\--------------------------------------------------------------------------
- -----/
------------------------------
From: swassell@sv.span.com (Stephen Wassell)
Date: Wed, 22 Nov 95 17:18:44 GMT
Subject: Re: Changing keys in Doom/Hexen/Heretic
In article ** unknown ** you write:
>I have been wondering for the longest time if it was possible to change keys
>in the Doom2/Hexen/and Heretic EXE's that are "hard coded" into the exe.
>Myself, Like many deathmatchrs are Hexen Crippled becuase of my movement
>key's setup.
>I use Q W E A S D for normal movement, and R F V T G B Z X C for other
>stuff (looking up, Flying.) In single player, these keys work great, but as
>soon as I get into a game, the R T B and other keys automatically (Through
>hard coded BS in the exe) Try to talk to other players in the game, which is
>DAMMNED annoying. If this is possible, Please let me know. I would also
>like to remove the 'Q' key ends a demo becuase That 'Q' key has ended many a
>good demo short.
>
>I have seen a similar change of keys, with the OBTIC patch for Doom2. Where
>the Cheat codes for all keys, god mode, and others we removed/changed.
>Thanks guys.
I have the same problem! I prefer to use the ` key (in the top left) for
foward movement, but in Hexen this is the change CD track key. This spoilt
my whole keyboard config! I also use 'Q' for strafe left.
I've tried to look for the cheats going by the old Doom encoding, but it
seems that Hexen uses a different system.
-__-_--_._--_-__-.._--_-__-.-__-_--_..._--_-__-.-__-_--_..-__-_--_._--_-__-
_____ __ __
/ ____)\ \ / / Stephen Wassell
\____ \ \ \/\/ / Internet: swassell@sv.span.com QMCnet: WASSEL.S
(_____/ \_/\_/ See my home page! - http://www.geopages.com/Tokyo/1204/
------------------------------
From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Thu, 23 Nov 1995 10:44:47 +0100 (MET)
Subject: Re: Platform inside Platform ..Floating weapons...
Bill Campbell writes:
[Description of invisible platform using the "no lower texture" trick]
> After lowering the outside sector the first thing I noticed was
> that the inside platform appears to have no lower texture and so the
> weapon looks like its *floating* in mid air (cool) I guess this is the
> ssee thru door effect maybe...(why does this happen?).
No that's the see thru lift effect ;)
When you don't apply any lower texture DOOM will try to paint the floor
the best way it knows how. In this case in the height of
the surrounding floors.
> When you travel
> on the outside platform and reach the top of the inside one you get a
> slight HOM effect :( as the top of the platform comes into your line
> of sight (can I get rid of this?)
Doom can never display two floors in different heights inside the same
sector at the same time, so when you can see the floor of the
"floating" sector, DOOM will be unable to paint the floor at ground level.
To get rid of this effect, you can use the invisible stairs effect
described in
http://www.daimi.aau.dk/~hykkelbj/doom/special/special.html#stair
(you only need one step in the stair...)
There are also a lot of other effects described there.
Have fun :)
/Jens
- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last."
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html
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End of doom-editing-digest V1 #494
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