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Doom Editing Digest Vol. 01 Nr. 513

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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 #513
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 13 December 1995 Volume 01 : Number 513

Re: Transparent lower textures?
Re: WadAuthor v1.11
Re: WadAuthor v1.11
WAD cut & paste (was Re: WadAuthor v1.11)
Re: WadAuthor v1.11
Re: WAD cut & paste (was Re: WadAuthor v1.11)
Re: WAD cut & paste (was Re: WadAuthor v1.11)
RE: Deathmatch starts in doom wads...
Re: WAD cut & paste (was Re: WadAuthor v1.11)
Re: WAD cut & paste (was Re: WadAuthor v1.11)

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

From: John Minadeo <jminadeo@nforce.com>
Date: Mon, 11 Dec 1995 20:50:36 -0500 (EST)
Subject: Re: Transparent lower textures?

On Mon, 11 Dec 1995, Michael Gummelt wrote:

> Does anyone here know how to make a lower texture
> transparent? I would prefer being able to
> apply a trasparent texture rather than the method
> of leaving it blank, which I have done before
> (but I can't remember HOW!!!).
> Basically, I'd like to create a lower texture that
> can have something like a gate applied to it
> so that you can see through the gate, but not
> pass through it.
>
> Mike Gummelt

If ya felt like dealing with a pain in the ass you could make, say a gate
texture and slap it on a 2 sided line's Middle texture and directly
behind it make an "invisible" platform trick act as the wall. You'll be
able to see through the 1st lines "gate" texture and then you'd have the
invisible wall to stop rockets...

- -----------------------------------------------------------
|John Minadeo | TNT:EVILUTION |
|jminadeo@nforce.com |http://starbase.neosoft.com/~teamtnt|
|C, C++, Perl, | TeamTNT |
|DooM | TNT - ][ Coming Soon |
- -----------------------------------------------------------


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 11 Dec 1995 14:41:50 EST
Subject: Re: WadAuthor v1.11

us018032@interramp.com ,in message <199512111840.NAA13853@smtp2.interramp.com>,
wrote:

> WadAuthor v1.11
> ---------------
...
> . Clipboard cut, copy, and paste -- even across games -- allows
> users to quickly reuse existing architecture. Want to use
> architecture from a DOOM map in HEXEN? Copy and paste -- that's
> all there is to it!

So, do any of the wad editors use a common format for cut&paste? Can you
Cut from DCK and Paste into DEU?

If I ever get around to putting info on the "clipboard" for PFME, I'll just
use an in-core WAD file with the necessary info.



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

From: us018032@interramp.com
Date: Tue, 12 Dec 1995 07:51:48 -0500
Subject: Re: WadAuthor v1.11

> So, do any of the wad editors use a common format for cut&paste? Can you
>Cut from DCK and Paste into DEU?

What you describe is almost innately impossible -- two DOS applications
sharing data through a common "clipboard". To my knowledge, there is no
standard format because of this basic DOS limitation.

> If I ever get around to putting info on the "clipboard" for PFME, I'll just
>use an in-core WAD file with the necessary info.

A plain old wad file format really isn't sufficient unless you force the
user to always copy complete sectors. There isn't a good way to handle the
sidedef sector assignments without using a custom format.

That's why I trumpet this as a feature of WadAuthor. One can paste
sub-sectors freely between different sectors or as stand-alone sectors --
even across the various wadgames.

John


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

From: Raphael.Quinet@eed.ericsson.se
Date: Tue, 12 Dec 1995 15:23:26 +0100 (MET)
Subject: WAD cut & paste (was Re: WadAuthor v1.11)

"John" <us018032@interramp.com> wrote, quoting Robert Forsman:
> > So, do any of the wad editors use a common format for cut&paste? Can you
> >Cut from DCK and Paste into DEU?
>
> What you describe is almost innately impossible -- two DOS applications
> sharing data through a common "clipboard". To my knowledge, there is no
> standard format because of this basic DOS limitation.
>
Of course, DOS is limited for cut & paste because you cannot run two DOS
applications at the same time and share information through a clipboard.
But if your editor supports template files for storing parts of a level, you
can use these files for sharing data between two editors.

But there is hope outside of DOS: I will probably add a feature on the
non-DOS versions of DEU 6.0 (for Windows, OS/2, UNIX and Mac) which makes
the internal DEU clipboard available for other application using the
standard clipboard for the system under which DEU runs.

> > If I ever get around to putting info on the "clipboard" for PFME, I'll just
> >use an in-core WAD file with the necessary info.
>

DEU 5.3 uses the WAD file format for templates. I had some discussion with
Jason Hoffoss (author of DMapEdit) about the format of these WAD templates,
in order to keep some compatibility between our editors.

The internal clipboard uses direct pointers to the data, since it was
designed for DOS. This will probably change in DEU 6.0, in order to support
"real" clipboards, and I may use the WAD format.

> A plain old wad file format really isn't sufficient unless you force the
> user to always copy complete sectors. There isn't a good way to handle the
> sidedef sector assignments without using a custom format.
>
Wrong. The clipboard in DEU 5.3 allows you to cut and paste individual
vertices and linedefs, as well as complete or partial sectors. Even if it
uses internal data structures for the moment, these structures could be
saved in a WAD file without any problems. As a matter of fact, the clipboard
in DEU 5.3 is a special level which is not displayed in any window. And it
could be saved in a WAD file like the other levels. I don't understand why
you would be forced to copy complete sectors if your clipboard is converted
to WAD format.

> That's why I trumpet this as a feature of WadAuthor. One can paste
> sub-sectors freely between different sectors or as stand-alone sectors --
> even across the various wadgames.
>
So what? DEU 5.3 beta does that too. :-) And I'm sure that other editors
can do it too. What's special about this feature?

- -Raphael
+---------------------------------------------------------------------------+
| WWW: http://www.montefiore.ulg.ac.be/~quinet |
| E-mail: Raphael.Quinet@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Read rec.games.computer.doom.editing for info and help about DEU. *-- |
+---------------------------------------------------------------------------+


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

From: bmorris@islandnet.com (Ben Morris)
Date: Tue, 12 Dec 95 10:00 PST
Subject: Re: WadAuthor v1.11

> So, do any of the wad editors use a common format for cut&paste? Can you
> Cut from DCK and Paste into DEU?
>

welll - when dos turns into a multitasking system of any kind, i'm sure
we'll update the dos editors to take advantage of its new DDE features ;)

- - 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: bmorris@islandnet.com (Ben Morris)
Date: Tue, 12 Dec 95 11:25 PST
Subject: Re: WAD cut & paste (was Re: WadAuthor v1.11)

Raphael, I don't mean to be nasty - but you haven't posted to rgcde
OR to the doom-editing list in ages; you're not treading in familiar
territory anymore and (IMHO) you should tone down your approach and
step with caution when you respond to now long-timers of this list.

- - 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: Raphael.Quinet@eed.ericsson.se
Date: Tue, 12 Dec 1995 21:18:52 +0100 (MET)
Subject: Re: WAD cut & paste (was Re: WadAuthor v1.11)

Ben Morris wrote:
> Raphael, I don't mean to be nasty - but you haven't posted to rgcde
> OR to the doom-editing list in ages; you're not treading in familiar
> territory anymore and (IMHO) you should tone down your approach and
> step with caution when you respond to now long-timers of this list.
>
Huh? Excuuuse me? Am I dreaming?

I've been reading this mailing list and r.g.c.d.editing almost every
day since their creation! Moreover, I have an archive with _all_
messages from this list. I stopped sending messages to this list for
a while because I didn't want too many e-mail replies, but I didn't miss
a single article. Also, I replied directly to some of them (to the
author of the message, not to the list), as many people will probably
tell you. Why would you think that I am not in familiar territory any
more? Quite the contrary!

Also, how could you miss the messages that I posted in r.g.c.d.editing
in the past months? And you probably don't know that I am very active
on _six_ mailing lists related to Doom and Quake? The fact that you
haven't seen a message from me on _this_ mailing list in the last month
does not mean that I'm not keeping up to date...

Now tell me about "long-timers of this list"...

Why do you send (publicly) a provocative message which is not based on
any real facts? Posting flame bait like this should be a sufficient
reason for being unsubscribed from this list... I don't want to start
a flame war, but I hope that you will post a public apology for what
you have just written.

- -Raphael


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

From: Jacob Roberto <jroberto@on-ramp.ior.com>
Date: Tue, 12 Dec 1995 11:56:12 -0800
Subject: RE: Deathmatch starts in doom wads...

- ------ =_NextPart_000_01BAC88F.798137A0
Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: 7bit

Reutem...
Thanks for the tips, I'll try them out. By the
way, how many is too many deathmatch starts? I didn't know
there could be too many, just too few. I really think it's
in y wad design, not the .exe or it would happen EVERY time.

I forget the exact number (I think it's 12), but it won't hurt anything if there's too many; doom just won't use all of them.

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

From: mmathews@genesis.nred.ma.us (Mark Mathews)
Date: Tue, 12 Dec 1995 16:32:41 -0500 (EST)
Subject: Re: WAD cut & paste (was Re: WadAuthor v1.11)

Next time send private EMAIL. This is not about doom editing.
>
> Raphael, I don't mean to be nasty - but you haven't posted to rgcde
> OR to the doom-editing list in ages; you're not treading in familiar
> territory anymore and (IMHO) you should tone down your approach and
> step with caution when you respond to now long-timers of this list.
>
> - ben

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

From: bmorris@islandnet.com (Ben Morris)
Date: Tue, 12 Dec 95 17:09 PST
Subject: Re: WAD cut & paste (was Re: WadAuthor v1.11)

Yep, i'm sorry - that should have been in email.

My apologies, doom-editing.

- - 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!

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

End of doom-editing-digest V1 #513
**********************************

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