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Doom Editing Digest Vol. 01 Nr. 470

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #470
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 5 November 1995 Volume 01 : Number 470

Re: Savegame specs
Hexen Things height? radius?
Re: Hexen Things height? radius?
hexen scripting and deathmatch
Re: Hexen Things height? radius?
errors in hexen spec
HEXEN Scripts Proposal
Re: TeamTNT and TNT:Evilution
Apologies to TNT and list
Re: errors in hexen spec
Re: Apologies to TNT and list

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

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Sat, 4 Nov 1995 03:38:49 +0100 (MET)
Subject: Re: Savegame specs

>Anyone know where the savegame specs are?

The only savegame description I've ever seen is the one
I included in the UDS Errata/addendum file on

http://www.nero.uni-bonn.de/~bernd/uds.html

It's based on 1.2, and deals with player info only,
as nobody bothered to deal with the level/state
data. Insertion of the new shotgun should make
the offsets work with 1.9 or whatever.


B.

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

From: mmathews@genesis.nred.ma.us
Date: Fri, 03 Nov 95 07:58:26 -0500
Subject: Hexen Things height? radius?

Looking over the Hexen Specs 0.9. WOW! There is a lot going on in Hexen.

Anybody tried sorting the Thing List into groups yet (Monsters, Sounds, etc.)?

Whats is the height and radius of each Thing?



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: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 04 Nov 1995 10:29:22 EST
Subject: Re: Hexen Things height? radius?

mmathews@genesis.nred.ma.us ,in message <9511031603.AA0014@localhost>, wrote:

>
> Looking over the Hexen Specs 0.9. WOW! There is a lot going on in Hexen.
>
> Anybody tried sorting the Thing List into groups yet (Monsters, Sounds, etc.)
>> ?

I'll be releasing a hexen.desc for PFME (which won't do anyone any good
since the released versions of PFME don't understand the new Hexen things).
It will classify all the things and associate sprites with them.

> Whats is the height and radius of each Thing?

Good question. I'm just going to set everything to 16.

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

From: jschuur@flash.globalnews.com
Date: Sat, 4 Nov 1995 16:11:25 +0000 (GMT)
Subject: hexen scripting and deathmatch

a thought just occured to me. while i haven't looked at it in detail
yet, hexen scripting might be a great way of making new deathmatch rules.
has anyone looked into it far enough yet to be able to tell if things
like 'capture the flag' or setting advanced traps is posible in a much
better way than with doom/heretic?

</j>

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 04 Nov 1995 10:29:22 EST
Subject: Re: Hexen Things height? radius?

mmathews@genesis.nred.ma.us ,in message <9511031603.AA0014@localhost>, wrote:

>
> Looking over the Hexen Specs 0.9. WOW! There is a lot going on in Hexen.
>
> Anybody tried sorting the Thing List into groups yet (Monsters, Sounds, etc.)
>> ?

I'll be releasing a hexen.desc for PFME (which won't do anyone any good
since the released versions of PFME don't understand the new Hexen things).
It will classify all the things and associate sprites with them.

> Whats is the height and radius of each Thing?

Good question. I'm just going to set everything to 16.

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 04 Nov 1995 12:57:20 EST
Subject: errors in hexen spec

OK, you knew this was coming.

> Octics Time unit of length 8 tics. So, 8 octics = 1 second.

OK, so if there are 8 octics in a second, and 8 tics in an octic, that
means there are 64 tics in a second. DOH!

Also, the character graphics don't show up too well in emacs, or in an
xterm with an ISO-Latin font. Actually they just plain suck.


> activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10

I would write this

(line.flags >>10) & 3

But I'm a C++-head, and I like to do my shifts before my ands.

I noticed that the specs document the script language, but not what it's
compiled to. They left out the disassembly info.

I'm also a little disappointed. It seems they changed the hidden stairs
algorithm. Pity, PFME had a hidden stairs generator that was absolutely
grand. I used it to make that two-texture staircase. Oh well, I expect
the new algorithm is a little less obtuse.

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sat, 04 Nov 1995 10:35:00 -0500
Subject: HEXEN Scripts Proposal

DO> That means for the first time the information in the WAD file isn't
DO> enough for later WAD editing sessions.

DO> That's why I propose all level editors define and handle an entry
DO> called SCRIPTS, associated to each levels, that will represent the
DO> source code of all the scripts in the level.

DO> This entry will not be used by HEXEN, but will allow people to later
DO> modify their scripts, or to distribute those scripts in WADs.
DO> A mere text entry won't add much to the WAD size, and will be
DO> optional anyway.

I haven't looked at the specs yet, but this seems almost necessary for
editors to support. Let's try to come up with a standard syntax so
we can continue to allow our users to switch between the editors they
like for features they prefer in each.

matt tag
author: DoomCAD

PS: I would very much like to scrap my node building algorithm in DoomCAD.
After initially getting it working, I didn't put too much additional time
into it, and it's not as robust as most of the other ones out there. I would
like to do one of the following:

a) Have someone place the Node building algorithm into a Windows DLL that
I could call.

b) Include one of the existing command line node builders w/ DoomCAD.

If any author is willing to either write a), or include b) above, please
let me know. Full credit will be given, as always...
- ---
þ OLX 2.1 TD þ Dammit Jim, she's dead! Get off of her!

_ _ ---------------------------------------------------------------
|_|_| 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
---------------------------------------------------------------

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

From: Drsleep00@AOL.COM
Date: Sat, 4 Nov 1995 14:09:59 -0500
Subject: Re: TeamTNT and TNT:Evilution

In a message dated 95-10-29 14:51:58 EST, you write:

>Actually, I would think that those who built the DOOM Master
>Levels would have been asked the same questions, but I may have missed that
>discussion.

Ty --

I'm one of the authors of five of the levels in the upcoming so-called "DOOM
II: The Master Levels" from Id Software. I'm coming in late on this, and
simply want to state my position. Our situation is a bit different from
yours, which is why (to date) I've never had a soul question my integrity (or
any of the other author's) in working on the "Master Levels" project. Here's
how I look at it:

No-one should be able to sell PWADs except for Id themselves. The "Master
Levels" project was Id's response to the out-of-control distribution of CD
collections (mostly full of sub-standard PWADs, IMO), for which Id recieve
nothing. Id contacted me and several others for their project, and paid me
for my work -- which they now own lock, stock, and barrell. I was contracted
to design levels from scratch. I am not selling my work to the public, Id is
- -- and it isn't my work anymore, it is theirs. I will receive design credit,
just as Id's level designers do. In essence, the "Master Levels" is an
Id-designed collection of PWADs (since we were working for Id, designing
levels from scratch), and not a maverick collection released as a quick
rip-off like the CD collections.

I'm not saying TNT is a quick rip-off -- I'm sure a lot of work went into it.
And I don't believe Id would have bought it had it not been quality work. In
short, I think it is good that Id bought your work. I DON'T think it is good
that you were planning on trying to sell it yourselves, or distribute it
through another agency.You more or less forced Id's hand, and you're just
fortunate that the work was good enough for them to want to distribute it
themselves. If you get more out of it than a lump sum, good for you. But
PWADs have always been meant to be distributed for free -- that's always been
the DOOM spirit. But if anyone is going to sell them, it should be Id.

- - John W. Anderson
(aka Dr Sleep)



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

From: "John W. Anderson" <76132.3415@COMPUSERVE.COM>
Date: 04 Nov 95 15:12:43 EST
Subject: Apologies to TNT and list

I apparently missed some earlier messages that made it clear that TNT's
Evilution was to be released for free, NOT for sale (as I misread), and was
picked up at the last minute by Id for distribution. I understand now that
some folks thought you were selling the thing through an independent agency --
which was later revealed to be Id themselves.

This being the case, then best of luck to TNT. Good for you.

My apologies for misunderstanding the context of the situation and speaking
out of turn.

- -John

- -------------------------
- - John W. Anderson
Using OzWin v1.10 @ 04-Nov-95 15:09:16 EST


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

From: bmorris@islandnet.com (Ben Morris)
Date: Sat, 4 Nov 95 13:56 PST
Subject: Re: errors in hexen spec

> I noticed that the specs document the script language, but not what it's
> compiled to. They left out the disassembly info.

Hey, you're good at "hacking" - write it up yourself!

I'll correct the octics error. Thanks for the info.

- - 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: Ty Halderman <thldrmn@neosoft.com>
Date: Sat, 4 Nov 1995 17:51:17 -0600 (CST)
Subject: Re: Apologies to TNT and list

At 03:12 PM 11/4/95 EST, John Anderson (Dr. Sleep) wrote:
>I apparently missed some earlier messages that made it clear that TNT's
>Evilution was to be released for free, NOT for sale (as I misread), and was
>picked up at the last minute by Id for distribution. I understand now that
>some folks thought you were selling the thing through an independent agency --
>which was later revealed to be Id themselves.

Yes, we had many (most?) of our problems and strong objections due to not
being able to release sufficient information. It just wasn't ours to
release without id's concurrence. 95% of the hard feelings seem to be
behind us now, and it has turned on some interesting philosophical
discussions. Meanwhile we're back at work, churning out another set of 32,
guaranteed free to the world.

>This being the case, then best of luck to TNT. Good for you.
>
>My apologies for misunderstanding the context of the situation and speaking
>out of turn.

Hehe--I won't say anything about that other note having come from your AOL
account. OK, I did, but it's meant in a nice way. Thanks for the second
note, and frankly I agree with your first one, had that been the situation.

Good hearing from you again, Doc. It's been many moons since our Compuserve
discussions over the Sacrifice levels from me and Robert Taylor, and your
early Dante/Acheron levels).


=-Ty Halderman (thldrmn@neosoft.com) -=
=- Keeper of things TNT -=
=- http://www.neosoft.com/~teamtnt -=
=- Soon: TNT-II (100% free product) -=


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

End of doom-editing-digest V1 #470
**********************************

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