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Doom Editing Digest Vol. 01 Nr. 621
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #621
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 3 April 1996 Volume 01 : Number 621
Re: some solutions for large wads and puzzles
Sounds & code pointers
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From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Tue, 2 Apr 1996 07:32:38 -0600 (CST)
Subject: Re: some solutions for large wads and puzzles
On Sun, 31 Mar 1996 DTeeter@aol.com wrote:
> 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.
[stuff deleted]
> 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?
The problems you have been seeing are undoubtably due to BLOCKMAP
problems. With such a large WAD, the BLOCKMAP can easily overflow its 64k
limit. When this happens, you can get all sorts of weird effects like the
ones you describe. WARM alleviates these problems because it packs the
BLOCKMAP. And WARM regenerates the BLOCKMAP when it performs the shift
operation, so it fixes the bad BLOCKMAP created by Windeu. You ought to get
the same effect if you execute warm -b -n=a input.wad output.wad.
WARM along with the node builder Zennode and the editor DMAPEDIT
are the only utilities I know that pack the BLOCKMAP and thus allow for the
creation of WADs that cover huge areas.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: Joel Huenink <jh32322@ltec.net>
Date: Tue, 02 Apr 1996 11:12:08 -0600
Subject: Sounds & code pointers
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?
- --
Joel Huenink
jh32322@ltec.net
Creator of All Hell
Coming to a PC near you
http://www.conline.com:80/~huenink/
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End of doom-editing-digest V1 #621
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