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Doom Editing Digest Vol. 01 Nr. 620

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #620
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 2 April 1996 Volume 01 : Number 620

some solutions for large wads and puzzles
Re: some solutions for large wads and puzzles
Re: WAD cheat codes?
Re: WAD cheat codes?

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

From: DTeeter@aol.com
Date: Sun, 31 Mar 1996 19:35:51 -0500
Subject: some solutions for large wads and puzzles

Hi,

I've been working on a large wad (about 20,000 units across) and have run
into several interesting problems and solutions.

It started out as two separate wads which I later cemented together using the
warm node builder merge feature. As part of this cementing option I also had
to shift the wad around using warm's shift feature. The wad makes use of
invisible platforms, so I use warm's -n=a option.

Here's the story:

1. First I found that the wad was crashing all the time (not a visiplanes
error) the screen would be covered by thin black, vertical stripes over the
starting view when I entered the wad and Doom would lock up.

2. After banging my head against the wall for a while and trying out several
things, I decided to try shifting the wad so that it was even on the x axis
(-10,000 to +10,000)
- -At first, this seemed to fix the problem.

3. Next I added a couple of new features using Windeu and saved the wad. Upon
running the Warm node builder on the modified wad, I found that none of my
line def types (teleport etc.) would function.

4. I went nuts for a while trying to figure out why this was happening before
I happened to shift the wad again. Now it started working again!

5. Now I find that if I save the wad from either Windeu or Doomcad, it has to
be shifted using warm, or none of the linedefs will function. Pretty weird
huh?

This is the batch file line I now have to use to build the wad:

warm -shift=1,0,0 -n=a input.wad output.wad

My best guess on why this is happening - maybe some of the coordinates are
being saved with a non-integer value, and the shift feature reintegerizes
things....

Anyone else have ideas?

I hope that this info helps anyone who has problems with a very large wad...


Later on,

Dan Teeter

PS does anyone know how to get on that pesky quake mailing list? I tried
mailing subscribe as subject and body to owner-quake-editing@nvg.no and got
no response.


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

From: Joel Huenink <jh32322@ltec.net>
Date: Sun, 31 Mar 1996 21:26:22 -0600
Subject: Re: some solutions for large wads and puzzles

DTeeter@aol.com wrote:
>
> Hi,
>
> I've been working on a large wad (about 20,000 units across) and have run
> into several interesting problems and solutions.
>
> It started out as two separate wads which I later cemented together using the
> warm node builder merge feature. As part of this cementing option I also had
> to shift the wad around using warm's shift feature. The wad makes use of
> invisible platforms, so I use warm's -n=a option.
>
> Here's the story:
>
> 1. First I found that the wad was crashing all the time (not a visiplanes
> error) the screen would be covered by thin black, vertical stripes over the
> starting view when I entered the wad and Doom would lock up.
>
> 2. After banging my head against the wall for a while and trying out several
> things, I decided to try shifting the wad so that it was even on the x axis
> (-10,000 to +10,000)
> -At first, this seemed to fix the problem.
>
> 3. Next I added a couple of new features using Windeu and saved the wad. Upon
> running the Warm node builder on the modified wad, I found that none of my
> line def types (teleport etc.) would function.
>
> 4. I went nuts for a while trying to figure out why this was happening before
> I happened to shift the wad again. Now it started working again!
>
> 5. Now I find that if I save the wad from either Windeu or Doomcad, it has to
> be shifted using warm, or none of the linedefs will function. Pretty weird
> huh?
>
> This is the batch file line I now have to use to build the wad:
>
> warm -shift=1,0,0 -n=a input.wad output.wad
>
> My best guess on why this is happening - maybe some of the coordinates are
> being saved with a non-integer value, and the shift feature reintegerizes
> things....
>
> Anyone else have ideas?
>
> I hope that this info helps anyone who has problems with a very large wad...
>
> Later on,
>
> Dan Teeter
>
> PS does anyone know how to get on that pesky quake mailing list? I tried
> mailing subscribe as subject and body to owner-quake-editing@nvg.no and got
> no response.As far as subscribing I think you need to leave the subject blank and in
the message body type subscribe quake-editing
- --
Joel Huenink
jh32322@ltec.net
Creator of All Hell
Coming to a PC near you
http://www.conline.com:80/~huenink/

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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Fri, 29 Mar 96 12:55:00 -0700
Subject: Re: WAD cheat codes?

- -->Is there any way for a WAD author to alter or eliminate cheat codes
- -->without patching the EXE? In some WADs I've played, it seems that some
- -->or all cheat codes are disabled (maybe they're just altered; I didn't
- -->guess keystrokes). Is there, perhaps, some resource in the WAD that
- -->determines the cheat codes? Or is it some limitation in the engine
- -->that misinterprets or fails to recognize these codes when there are too
- -->many things in the WAD?

Use DEHACKED. Press F4. It'll be right there. But somebody could look
at your .DEH file and find them out.

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


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

From: Raphael.Quinet@eed.ericsson.se
Date: Mon, 1 Apr 1996 18:06:04 +0200 (MET DST)
Subject: Re: WAD cheat codes?

On Fri, 29 Mar 96, michael.hoenie@sharecity.com (MICHAEL HOENIE) wrote:
> -->Is there any way for a WAD author to alter or eliminate cheat codes
> -->without patching the EXE? In some WADs I've played, it seems that some
[...]
>
> Use DEHACKED. Press F4. It'll be right there. But somebody could look
> at your .DEH file and find them out.

Ahem. Look at the first sentence of the message to which you are
replying. Sometimes, it helps a lot if you actually read a message
before you reply to it... ;-)

By the way, if there are some people who are interested in editing
Quake, the new version 3.1 of the Unofficial Quake Specs is about
to be released. Look for the announcement in the newsgroups
rec.games.computer.quake.announce and r.g.c.q.editing. No comments
about that on this list, please. This one if for Doom, not Quake.

- -Raphael


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

End of doom-editing-digest V1 #620
**********************************

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