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Doom Editing Digest Vol. 01 Nr. 447

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 #447
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 16 April 1996 Volume 01 : Number 447

X-Pmrqc: 1
quake
Re: Dos animation software
RCPT:
RCPT:
Re: Doom Editor
***IMPORTANT*** Death of doom-editing@nvg...
Hexen
RE: Sounds & code pointers
RCPT:

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

From: "Lukas Ondrej" <Lukas.Ondrej@vsb.cz>
Date: Wed, 10 Apr 1996 10:44:03
Subject: X-Pmrqc: 1

Hello!

Is there any program, that allows me to play with monsters weapons?

_Look_

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

From: Theo Luwema <luwie@zeelandnet.nl>
Date: Sat, 06 Apr 1996 18:38:23 +0200
Subject: quake

Hello

does anybody know how I can get on the quake list?????
Quake really looks great!

Greetings theo


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

From: Denis <d.moeller@rendsburg.netsurf.de>
Date: Fri, 5 Apr 1996 12:53:24 +0200
Subject: Re: Dos animation software

At 19:02 24.03.1996 -0600, you wrote:
>Does anyone know of some animation software for dos? I want to make a
>animated storyline intro screen for a doom2 TC.
Well, I guess it's pretty simple. Displaying some pictures and using
a MOD-player (or something like that) is pretty easy. Sources for this
can be found (I hope) on x2ftp.

cya
Denis
- ---
Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews.
e-mail: d.moeller@rendsburg.netsurf.de, #irc: panza
http://www.geocities.com/Hollywood/2299/


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

From: "Torben Thellefsen" <ttn@uffe.icl.dk>
Date: Mon, 15 Apr 1996 14:08:26 +0100
Subject: RCPT:

Confirmation of reading: your message -

Date: 10 Apr 96 10:44
To: doom-editing@nvg.unit.no
Subject:

Was read at 14:08, 15 Apr 96.

- ------------------------------------------------------------------------
Torben Thellefsen, Kanalstien 14 2.th, 9000 Aalborg ttn@datrix.icl.dk
"Life would be so much easier if we could just look at the source code."
Please don't hold Datrix nor ICL responsible for my views.
- ------------------------------------------------------------------------

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

From: "Somebody" <WK911@lib.brenau.edu>
Date: Mon, 15 Apr 1996 08:48:09 EST
Subject: RCPT:

Confirmation of reading: your message -

Date: 10 Apr 96 10:44
To: doom-editing@nvg.unit.no
Subject:

Was read at 8:48, 15 Apr 96.

/------------------------------------------\
| "A good plan, violently executed now, is |
| better than a perfect plan next week." |
| -General George S. Patton |
\------------------------------------------/

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

From: 3dayv <drolfe@unf.edu>
Date: Mon, 15 Apr 1996 12:32:23 -0400
Subject: Re: Doom Editor

At 07.22 p 3/27/96 -0800, philip wrote:
>Hi,
>I'm making a util that needs to extract, and write entries to wad files.
I've taken a look at
>the DEU source and it looks like giberish to me (I've decided to take up C
instead of clunky ol'
>BASIC). The code doesn't have to be fast or anything, I'll just be reading
or writing an entry
>at a time. The only entries I'll be reading are text (char I guess), like
ENDOOM (Does anyone
>have some easy code to display this, I though puttext would work, but it
doesn't). Any help
>would be appreciated, specially a set of functions like extractwad and
writewad.
>

the endoom screen is saved as a .bin and exported into/outof the [p,i]wad as
such, you can edit this phar easier with TheDraw, which is shareware and
probalbly available on all your favorite sw sites.

/\_______ ____ ________/\ ___
(_ ______) \| __ ___) /[ <shro0m> drolfe@osprey.unf.edu ]
/ ____)| |\ ` \ | \ |__/ [<entropy> shro0m peloazul rogue peerless ]
\___________/ \___/ |__/ (__) [ "she was so absolutely digital" ]


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 15 Apr 1996 17:28:42 +0100
Subject: ***IMPORTANT*** Death of doom-editing@nvg...

Greetings all,

As many of you may be aware, nvg had a, er..., mishap last week, which
resulted in the sad demise of all of the lists run from that machine. The
sys ops there have done a great job in resurrecting most of them and mail
is flowing again now. The real bad news is that doom-editing must come off
nvg very soon. The good news is that a new home has been found and should
be active later today (where 'today' is a standard Internet day of 52 hours
;) We're hoping to make the change-over as painless as possible: there
should be no need for any-one to do anything, other than make a note of the
new posting address. More details when I have them for sure. In the
meantime, PLEASE KEEP POSTINGS TO A MINIMUM to ease the strain on nvg.
Thanks for your patience and cooperation.

(Note that the s*bscription list of doom-editing is a little screwed right
now, so some people who think they are off the list will get this message
and others who think they're on it won't. If you have concerns or queries,
please mail me directly but be patient--I may not be able to reply
quickly.)

- -Steve
list caretaker



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

From: tspel@itv.ccinet.ab.ca
Date: Mon, 15 Apr 1996 13:05:18 -0600
Subject: Hexen

I am new to this group. Are questions about Hexen editing permitted?
If so, I think it would be a good idea for someone intimately familiar with
scripting and polyobjects to write a easy-to-follow step-by-step FAQ with
companion wad. Anyone want to give it a go?
(If Hexen questions are not welcome here, ignore this question and point me
to a different list.)
Thank you
tspel@itv.ccinet.ab.ca

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

From: Ted <mozart@epix.net>
Date: Mon, 15 Apr 96 18:47:39 PDT
Subject: RE: Sounds & code pointers

- --- On Tue, 02 Apr 1996 11:12:08 -0600 Joel Huenink <jh32322@ltec.net>
wrote:

>I have found something interesting within the doom wad and have done a
>little experimenting to try to enhance game play. The sounds dsnoway
>(blocked by wall) dsskldth (push on wall) and dsoof (hit the ground) all
>use the same grunt sample. I left dsnoway the same, changed dsskldth to
>a different grunt and dsoof to the sound of someone jumping and landing
>on the ground.
>
> Here is what I found out. I couldnt find the new sound dsskldth
>anywhere, and dsoof sounded great jumping off a ledge but to my
>dissapointment ID used that same sound for locked doors. Is there anyway
>to change (dehacked) the sound event name of locked doors to use the
>dsnoway sound?
>What sound is dsskldth used for?

Hmm. I don't think there's a way to change the sounds used in events like
that. At least, not with Dehacked. As for dsskldth, I don't think it's
used at all. I'm pretty sure that it is a leftover sound that was going to
be something, but ended up unused.

- -------------------------------------
Name: Ted Mielczarek
E-mail: Ted <mozart@mailhost.epix.net>
Date: 4/15/96
Time: 6:47:39 PM


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

From: "Opiate" <opiate@microserve.net>
Date: Mon, 15 Apr 1996 19:53:36 +0000
Subject: RCPT:

Confirmation of reading: your message -

Date: 10 Apr 96 10:44
To: doom-editing@nvg.unit.no
Subject:

Was read at 19:32, 15 Apr 96.


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

End of doom-editing-digest V1 #447
**********************************

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