Copy Link
Add to Bookmark
Report

Doom Editing Digest Vol. 01 Nr. 546

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #546
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 10 January 1996 Volume 01 : Number 546

dCAD 1.0 beta
Dead conversations about marines
Deathmatch idea
WEEKLY REMINDER : Beginner's Questions
Re: Deathmatch idea
Re: Deathmatch idea
Scoreboard/LMP parsing
Re: Deathmatch idea

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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sun, 07 Jan 1996 21:21:00 -0500
Subject: dCAD 1.0 beta

From the author of DoomCAD comes a new editor- named dCAD for now.
Here are the highlights:

10x faster than DoomCAD (written in Delphi, not VB).
More of a 'sectors down' approach than a 'vertices up'.
No Node builder (final version will comes w/ WARM, w/
permission from RF).
3D preview removed.
Hexen supported.

1.0 beta available at http://junior.apk.net/~kryten. This is a
friends site.

I don't expect any hardcore users of other editors to change
(everyone has their favorite by now), but I'd like all prior
DoomCAD users to try it out. All future development work
will probably be in dCAD, as opposed to DoomCAD.

matt tag


_ _ ---------------------------------------------------------------
|_|_| 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: Damien.Wellman@Narrows.Kendra.Com (Damien Wellman)
Date: 07 Jan 96 16:06:38 -0800
Subject: Dead conversations about marines

:: From: Eskinews!aol.com!lummoxjr To: Damien Wellman Subj: Dead conversations about marines ::
Es> My one comment on the whole thing: Yes, I do think it's intriguing to
Es> use fake marines in a DeathMatch, but they really won't look very good,
Es> even if you put in ways for them to charge and (sort of) strafe. The
Es> only thing left to be said is: anyone for an enemy with a chainsaw?

Although in a multiplayer game, it doesn't really matter if the decoys are
realistic - just as long as they distract the players and make them waste ammo.
- ---
# TLX v4.00 # No Sir, I didn't get it done. I was in DEATHMATCH mode..

- --- Blue Wave/DOS v2.21 [NR]

- --
|Fidonet: Damien Wellman 1:262/31
|Internet: Damien.Wellman@narrows.kendra.com
|
| Kendra Communications - FTS <=> Internet Gateway
| When Fido's all ya got, make the best of it.....
| Via-COPLINK 1:343/304 (206)397-6021 Everett WA

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

From: marka@chch.planet.org.nz (Mark Anderson)
Date: Tue, 9 Jan 1996 20:56:41 +1300
Subject: Deathmatch idea

Hi all.

I've been tossing around this cool idea I had for a deathmatch wad, and
thought I'd try here to get some feedback.

What I would like to do is to make a relatively simple level, in roughly an
oval shape, with a few corridors and rooms, a good chase in other words.

The trick is that in the centre of this level, in a very exposed place,
would be a scaled down map of the entire level; we're talking sectors only a
few doom-units in size here. Note: this is not a new floor texture (dunno
whether you can do that anyway) but a representation of the level by using
very small sectors.

The real sectors would be tagged to the "map" sectors with lights on/off
lines, so that when a player entered a particular room, they'd trigger the
line which would light up the appropriate sector on the "map".

Hence, anyone who was brave enough could go to this central area and work
out from the lights where the other players were.

What I'd like to know is, has anyone tried this before? The sector work on
the "map" would be very fiddly so it may not be too nodes-friendly (I hope
you know what I mean, I'm not a techie).

Any feedback/comments would be appreciated.

Mark.

- --

marka@chch.planet.org.nz --- Christchurch, New Zealand.
*Collector of Doom wads and Classical midi files*


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

From: John Wakelin <johnw@datametrics.com>
Date: Tue, 9 Jan 96 9:12:26 -0500
Subject: WEEKLY REMINDER : Beginner's Questions

===================================================================
***SPECIAL SNOWED-IN VERSION***
***31 Inches in 2 days - Washington DC***
***NOTE: Saturn Automobiles RULE !!!***
===================================================================
This message is being posted at the request of the list's caretakers.

In this you will find: the purpose of this list, how to get answers
to less than 'expert' questions, how to get info about the list, and
what can get you kicked off the list. If you are new to this list,
please take a moment to read the short note that follows. It will
help to get you up to speed and, may save you some grief in the future.

====================================================================

FROM: the list caretaker; *** A REMINDER ***

The DOOM-editing list is not a list aimed at newcomers to
DOOM-editing. Its purpose is to provide discussions on *advanced*
DOOM editing techniques, as well as discussions on the variations of
the DOOM engine. Many of its members are not tolerant of repeated
"beginners" questions. Sorry--that's just the way they are ;) There
is much that beginners can learn from the list, however, and we would
like the list to be of use to as many subscribers as possible.

In the past, there has been much moaning about new subscribers asking what
old-hands feel to be "typical newbie questions", usually posted in
ignorance of the fact that the topic has been discussed to death
previously. This leaves newcomers in a quandary: to post or not to post?

Well, help is at hand. The "Beginners Questions Service" can act as a
buffer between you and the higher echelons of the DOOM-editing elite,
conceited lot that they are. It works like this: if you have a question but
don't know whether it's advanced or not, and would like to avoid any
potential embarrassment from asking the question in front of the whole
list, you are encouraged to mail it in the first instance to:

John Wakelin : johnw@datametrics.com

Your question will either be answered or, if deemed appropriate for the
list, forwarded to it. This service is offered as a potential red-face
saving and list-annoyance abatement service: there is absolutely no
requirement on anyone to make use of this service, but doing so may get you
an answer quicker than sending to the list, and can potentially save you
from finding yourself in the middle of a flaming. But then, as a DOOMster,
you can take a toasting, right?

**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
they will be brought to light sooner!**

====================================================================

Remember also, that if you want any general info about this list,
including instructions for unsubscribing from the list, you should
send mail to the list-server, thus:

To: majordomo@nvg.unit.no
Subject:
Body: info doom-editing

====================================================================

**How to get kicked off DOOM-Editing**

This list looks very unfavorably upon chain-letters (No matter what
the cause). The caretakers have indicated that persons posting these
items to this list are subject to immediate unsubscription with no
warning.

The admin of this list also looks very unfavorably upon any off-topic
discussions whether they be religious arguments, Quake or public flaming
via the list. Discussion should be relevant to DOOM, Heretic or
Hexen editing. Discussions of Quake are relevant only to the extent
that they relate to the released id games, that means that that they
are usually off-topic. NOTE: Posts from John Romero are generally
considered exempt from this rule. :)

So far, admin has specifically stated that the religious battles as
well as public flaming via the list are the other things that will
get you kicked from the list without warning. So, if you must stoop
to slapping at someone verbally, please, do so via PRIVATE mail.

CONSIDER THIS YOUR WARNING.

=====================================================================

This reminder will be posted here weekly, with the subject title:

WEEKLY REMINDER : Beginner's Questions

=====================================================================

-= John Wakelin =-
-= .sig copyright violator =-
-= TeamTNT - Member =-

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

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Tue, 9 Jan 1996 10:32:04 -0500 (EST)
Subject: Re: Deathmatch idea

>
>
> The trick is that in the centre of this level, in a very exposed place,
> would be a scaled down map of the entire level; we're talking sectors only a
> few doom-units in size here. Note: this is not a new floor texture (dunno
> whether you can do that anyway) but a representation of the level by using
> very small sectors.
>
[snip]
>
> What I'd like to know is, has anyone tried this before? The sector work on
> the "map" would be very fiddly so it may not be too nodes-friendly (I hope
> you know what I mean, I'm not a techie).
>
> Any feedback/comments would be appreciated.
>

Look for something called justdeth or something like that. The idea
was used, but a wall map was made instead. It is really cool.

brian


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

From: Bill_Campbell@corp.dialog.com (Bill Campbell)
Date: Tue, 9 Jan 1996 09:58:39 -0800
Subject: Re: Deathmatch idea




>The real sectors would be tagged to the "map" sectors with lights on/off
>lines, so that when a player entered a particular room, they'd trigger the
>line which would light up the appropriate sector on the "map".

>Hence, anyone who was brave enough could go to this central area and work
>out from the lights where the other players were.

Check out JustDeth.wad, It has a Wall Map similar to what you are talking
about. You can see where a player is, teleport there and frag him 8-)

Doc




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

From: Yugo Nakai <ynakai@midway.uchicago.edu>
Date: Tue, 9 Jan 1996 14:33:25 -0600 (CST)
Subject: Scoreboard/LMP parsing

A while ago, some folks were discussing the possibility of having non-human
'players' connected to network games as scoreboards or controllers. One
helpful resource may be COOLMP by John Ripley -- a utility that parses and
interprets LMP files. It is available at
ftp.uwp.edu/pub/msdos/games/id/home-brew/doom/utils/misc/colmp10a.zip.

Hope this helps.


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

From: Jimmy Sieben <l-sieben@MEMPHIS.EDU>
Date: Tue, 09 Jan 1996 18:15:22 -0600 (CST)
Subject: Re: Deathmatch idea

On Tue, 9 Jan 1996, Mark Anderson wrote:

> The trick is that in the centre of this level, in a very exposed place,
> would be a scaled down map of the entire level; we're talking sectors only a
> few doom-units in size here. Note: this is not a new floor texture (dunno
> whether you can do that anyway) but a representation of the level by using
> very small sectors.
>
> The real sectors would be tagged to the "map" sectors with lights on/off
> lines, so that when a player entered a particular room, they'd trigger the
> line which would light up the appropriate sector on the "map".


I thought about doing that once, but decide against it. Making a
miniature of the level in sectors is costly space wise, and going into
that room would slow the game down a lot. Then, it would be hard to see
some parts of the map beacause of the viewing angle....it could be done
yes. IMO a better idea is the wall map idea several ppl have come up
with. JustDeth.wad has the bets implementation of the idea that I know of.

+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
| _______ _ _ _____ IRC: EvlGenius |
| |______ \ / | | Mail: l-sieben@memphis.edu |
| |______ \/ __|__ |_____ |
| ______ _______ __ _ _____ _ _ _______ DOOM Player, Programmer, |
| | ____ |______ | \ | | | | |______ IRC hacker extraordinaire |
| |_____| |______ | \_| __|__ |_____| ______| Bow down to The Genius |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+


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

End of doom-editing-digest V1 #546
**********************************

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT