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Doom Editing Digest Vol. 01 Nr. 595

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Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #595
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 29 February 1996 Volume 01 : Number 595

Re: Quake Monsters made easy
Quake Command List
New verion of QHack already
Strife SPECS??
Re: New verion of QHack already
Re: Language
Naming Flats
Doom 2 performance with wads
Re: New verion of QHack already
Re: Quake Monsters made easy
ADMINISTRIVIA: On/Off topic ruling
Re: Quake Monsters made easy
Sounds & sectors
Re: ADMINISTRIVIA: On/Off topic ruling
Re: Sounds & sectors
RE: Quake Monsters made easy
Quake-editing
Re: Sounds & sectors

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

From: BonesBro@aol.com
Date: Tue, 27 Feb 1996 20:57:44 -0500
Subject: Re: Quake Monsters made easy

In a message dated 96-02-27 20:55:07 EST, you write:

>Ok, I'm going to (tentatively) claim the title of the 1st person to write a
>program that edit's Quake! :)

Almost ;). Check out http://www.texas.net/~wise/quake.html...several
already...

>It's not really much, but I took the information that John posted earlier
and
>wrote a Windows app that will make the modification for you. It's on the web
>at:
>
>http://www.winternet.com/~jlowell/qhack.zip
>
>It's about 101k zipped. Just unzip it and run it. It will let you look for
>ID1.PAK on your hard-disk. Then select one of the 3 monsters, and the
program
>will modify the PAK file to replace the rocket-launcher on map TEST3 with
the
>monster you specified. I tested it by replacing the rocket-launcher with the
>ghost and the Knight. I haven't tried the demon yet, but I assume it will
>work.

Cool. I'll have to check it out...

>BTW, the knight looks sweet!
>
>If there are any other monsters or things available, I can add them to the
>program.

There are quite a few...give me a few minute to look it up, a list was
mentioned in a posting on alt.games.quake.

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

From: BonesBro@aol.com
Date: Tue, 27 Feb 1996 21:35:23 -0500
Subject: Quake Command List

This is copied from a post by mivars@cc.helsinki.fi (Lauri Alanko).

- -------------------------------------------
Hello, all!

Here's a list of all the command and variable names that I've
found from the Quake test. I believe this list to be fairly
complete, though something is bound to be missing.

I have only included the names of the commands, since most of
them I haven't even bothered to try out. Not yet, that is.
Most of those that I have tried are quite cool. SV_GRAVITY and
SV_FRICTION, for example. And FLY, of course.

Most of these commands work stably (though some _seem_ to do
nothing), but a couple of commands crash the program (at least
on my system) so try these at your own risk.

The effects of some commands are immediately apparent while
the functions of some others are quite obscure. So, here's a
job for everyone, let's find out what all these things do! It
shouldn't take too long before someone has compiled a document
that describes all of these commands and variables.

It shouldn't have been _too_ hard for id to include this list
with the test, they must have known that we would find it out
anyway... Well, it's more fun this way!


Lauri Alanko



ALIAS
BF
BIND
CLEAR
CMD
COM1
COM2
CONNECT
DECIMATE_SFX
DECIMATE_SFX_SPEED
DECIMATE_SFX_WIDTH
DISCONNECT
ECHO
EDICTCOUNT
EXEC
FLY
FOV
FRAGLIMIT
GAMMA
GOD
GRABNEXTSND
HOSTNAME
IMPULSE0
IMPULSE1
IMPULSE2
IMPULSE3
IMPULSE4
IMPULSE5
IMPULSE6
IMPULSE7
IMPULSE8
IMPULSE9
KILL
LOOKSPRING
MAP
MESSAGEMODE
MOUSE1
MOUSE2
MOUSE3
NAME
NO
NOCLIP
NOSOUND
NOTARGET
NUMCHANNELS
PAUSABLE
PAUSE
PLAY
PLAYVOL
POINTFILE
PROFILE
QUIT
RECORD
RMSR
SAVESND
SAY
SBINFO
SCREENSHOT
SENSITIVITY
SIZEDOWN
SIZEUP
SLIST
SOUND
SOUNDINFO
SPAWN
STOPSOUND
TEAMPLAY
TEMP1
TIMELIMIT
TIMEREFRESH
TOGGLECONSOLE
VERSION
YES

CL_ANGLESPEEDKEY
CL_BACKSPEED
CL_BOBUP
CL_FORWARDSPEED
CL_MOVESPEEDKEY
CL_NOLERP
CL_PITCHSPEED
CL_ROLLANGLE
CL_SHOWNET
CL_SIDESPEED
CL_TICRATE
CL_UPSPEED
CL_YAWSPEED

HOST_FRAMERATE
HOST_LINEREFRESH
HOST_SPEEDS

NET_MESSAGETIMEOUT
NET_NAKGRACETIME
NET_PACKETTIMEOUT
NET_STATS
NET_SPEEDS

R_ALIASSTATS
R_CLEARCOLOR
R_CSHIFT
R_DMABUF
R_DRAWENTITIES
R_DRAWFLAT
R_DRAWORDER
R_DSPEEDS
R_EDGECOUNT
R_FULLBRIGHT
R_GRAPHHEIGHT
R_SHOWPOLYS
R_SHOWVERTS
R_SPEEDS
R_TIMEGRAPH
R_WAVE

SCR_COLORCON
SCR_CONSPEED
SCR_OFSX
SCR_OFSY
SCR_OFSZ
SCR_SHOWCACHETHRASH
SCR_XPARCON

SFX_ASYNCH

SND_TIMING

SV_ACCELERATE
SV_AIM
SV_FRICTION
SV_GRAVITY
SV_IDEALPITCHSCALE
SV_MAXSPEED
SV_NOSTEP
SV_STOPSPEED

SYS_NOSTDOUT
SYS_TICRATE

VID_DESCRIBECURRENTMODE
VID_DESCRIBEMODE
VID_DESCRIBEMODES
VID_MODE
VID_NUMMODES
VID_TESTMODE
VID_WAIT


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

From: Jim Lowell <jlowell@winternet.com>
Date: Tue, 27 Feb 1996 21:17:01 -0600 (CST)
Subject: New verion of QHack already

I got a longer list of monsters from John Wakelin and have added them to the program. I also modified it so that it writes directly to the .PAK file (much faster). The downside is that it doesn't create a back .PAK file for you anymore. You have to do that on your own or use the .ZIP file to restore the file.

New monsters included:

tarbaby (AI not finished)
zombie (not finished)
army (not finished)
shambler (scarier than all of the others)
fish (pretty cool)
serpent (not finished)
ogre (gonna be tough chainsaw AND nailgun)
dragon (this one is not done but is extremely cool)

That's about it. You can download the app from the same spot as the previous one:

http://www.winternet.com/~jlowell/qhack.zip

Thanks again for the help from John!

- -= Jim Lowell =-


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

From: mmathews@genesis.nred.ma.us
Date: Tue, 27 Feb 96 23:43:32 -0500
Subject: Strife SPECS??

Anybody know where or when the strife specs will be coming out? Looking in the
STRIFE0.WAD file I notice some SCRIPT words. Is Strife using scripts?

Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU, TEAM WOLF3D
Are you using DEU, WARM or WinTex for DOOM? WHY NOT?? Ask me about HeadOn.

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

From: mmathews@genesis.nred.ma.us
Date: Wed, 28 Feb 96 00:45:11 -0500
Subject: Re: New verion of QHack already

Excellent job! The monsters are very cool. I want Quake NOW!!!!

>
> New monsters included:
>
> tarbaby (AI not finished)
> zombie (not finished)
> army (not finished)
> shambler (scarier than all of the others)
> fish (pretty cool)
> serpent (not finished)
> ogre (gonna be tough chainsaw AND nailgun)
> dragon (this one is not done but is extremely cool)
>
>
> -= Jim Lowell =-

Mark Mathews mmathews@genesis.nred.ma.us TEAM OS/2, TEAM DEU, TEAM WOLF3D
Are you using DEU, WARM or WinTex for DOOM? WHY NOT?? Ask me about HeadOn.

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

From: John Minadeo <jminadeo@nforce.com>
Date: Wed, 28 Feb 1996 01:02:28 -0500 (EST)
Subject: Re: Language

On Mon, 26 Feb 1996, Jim Elson wrote:

> At 05:10 PM 2/26/96 -0500, doom-editing@nvg.unit.no wrote:
> >I don't think the guys at ID would use a lot of ASM. Even though it's faster
> >it's not to good to use to much of ASM. Any good programmer would use asm for
> >programming in some of the graphics, but not anything else
>
> Why do ya think they brought Abrash on-board? :)
>
> --H2H
> jelson@conline.com; WEB page ==> http://www.conline.com/~jelson/index.html

What book did he write, Optimization of Assembly Code or something like
that (that man may need a vacation.)


- -- Random note: C sharp.

- -> John Minadeo jminadeo@nforce.com
- -> TeamTNT - http://starbase.neosoft.com/~teamtnt


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

From: Joel Huenink <jh32322@ltec.net>
Date: Wed, 28 Feb 1996 01:20:01 -0600
Subject: Naming Flats

I know a designer can create new textures with new names but can he
create a new flat with a new name? How do you get the new flat into
the level editor? I am using DCK.

Thanks in advance,
Joel Huenink

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

From: Joel Huenink <jh32322@ltec.net>
Date: Wed, 28 Feb 1996 01:20:17 -0600
Subject: Doom 2 performance with wads

Can anyone tell me if I add a huge wad file with sprites, flats sounds,
music, maps nearly everything replaced does it affect performance of the
game? I am designing the All_Hell TC on a P133 w/16MB but I would like
to know if lower end users will be able to play it. (People with 486 and
8 meg and less)

thanks, Joel Huenink

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

From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Wed, 28 Feb 1996 17:36:15 +1000 (GMT+1000)
Subject: Re: New verion of QHack already

Pleas repost the addy of Qhack ?

Thanks in advance.

Christopher Voutsis
Email: s337239@student.uq.edu.au


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

From: jschuur@flash.globalnews.com
Date: Wed, 28 Feb 1996 09:01:02 +0000 (GMT)
Subject: Re: Quake Monsters made easy

On Tue, 27 Feb 1996 BonesBro@aol.com wrote:

> Almost ;). Check out http://www.texas.net/~wise/quake.html...several
> already...

my apologies for being off topic, but i think this request is
important enough.

if you do come across quake related files, please be sure to upload
them to ftp.cdrom.com/pub/quake/incoming to share them with others. make
sure however you check with the author of the utility when possible that
you have permission to do so.

thanks,

</j>

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Wed, 28 Feb 1996 11:54:52 GMT
Subject: ADMINISTRIVIA: On/Off topic ruling

Greetings to those who remain on DOOM-editing ;)

Before any-one else asks, here is the official ruling on Strife and Quake:

Strife, being based on the DOOM-engine, is included within the scope of
DOOM-editing. Please note that 'advanced' criterion must still be met to
avoid the cut: so no "where can I get a copy" posts, OK?

Quake is OFF TOPIC here, but limited mailings will be tolerated UNTIL
Quake-editing comes on-line next week. Trivial mailings will still be
subject to the knife, however excited a tone they are written it ;)

For those who missed Bernd's announcement, here is a reminder:

>The Quake Developers list is available for subscription.
>Please read the info file available by sending mail
>to:
> majordomo@nvg.unit.no
>
>no Subject:, body of message
>
> info quake-editing
> end
>The list will be open for subscription from Tuesday,
>Feb 27th till Sunday, March 3rd. It is not active, so
>do NOT post now. You will receive one or two test messages.
>The list will be open for posting from Monday, 4th on, and
>you will receive an announcement on the list.
>
>Read the posting guidelines! The list is intended for
>issues of developing programming tools and utilities
>for Quake and similar games. It is NOT intended for
>discussions of map editing, QuakeC programming, or
>gameplay.

Hope this clarifies things.

- -Steve Benner
list caretaker (pt 1)



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

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Wed, 28 Feb 1996 10:16:39 -0500 (EST)
Subject: Re: Quake Monsters made easy

>
> Ok, I'm going to (tentatively) claim the title of the 1st person to write a program that edit's Quake! :)
>

There is quake.editing news group for this. I think this mail list
should not handle quake since it is completely different. Also
claims like these really annoy me. I have seen about 3 or 4 editors
so far. The best being qube.exe. Also there are modified levels with
all the monsters (phil.bsp). Just make sure you do your research before
you make a fool of yourself.

zw


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

From: Joel Huenink <jh32322@ltec.net>
Date: Wed, 28 Feb 1996 13:20:37 -0600
Subject: Sounds & sectors

Is there anyway to attach sounds to sectors such as running water, like
in Hexen? From my experience doom2 only has event related sounds.

thanks in advance,
Joel Huenink
jh32322@ltec.net

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

From: BonesBro@aol.com
Date: Wed, 28 Feb 1996 15:41:54 -0500
Subject: Re: ADMINISTRIVIA: On/Off topic ruling

In a message dated 96-02-28 10:36:04 EST, you write:

>Quake is OFF TOPIC here, but limited mailings will be tolerated UNTIL
>Quake-editing comes on-line next week. Trivial mailings will still be
>subject to the knife, however excited a tone they are written it ;)
>
>For those who missed Bernd's announcement, here is a reminder:
>
>>The Quake Developers list is available for subscription.
>>Please read the info file available by sending mail
>>to:
>> majordomo@nvg.unit.no
>>
>>no Subject:, body of message
>>
>> info quake-editing
>> end
>>The list will be open for subscription from Tuesday,
>>Feb 27th till Sunday, March 3rd. It is not active, so
>>do NOT post now. You will receive one or two test messages.
>>The list will be open for posting from Monday, 4th on, and
>>you will receive an announcement on the list.
>>
>>Read the posting guidelines! The list is intended for
>>issues of developing programming tools and utilities
>>for Quake and similar games. It is NOT intended for
>>discussions of map editing, QuakeC programming, or
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>gameplay.

The problem with this is that quake-editing is that these are vital topics,
and this leaves us with nowhere to have a relatively private discussion of
these. AOL has no killfile (gasp!), so wading through any non-moderated
newgroup is not a viable option.

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

From: John Wakelin <johnw@datametrics.com>
Date: Wed, 28 Feb 1996 15:42:54 -0500
Subject: Re: Sounds & sectors

> From: Joel Huenink <jh32322@ltec.net>

> Is there anyway to attach sounds to sectors such as running water, like
> in Hexen? From my experience doom2 only has event related sounds.

> thanks in advance,

Not in actuality. As with some other things in DOOM, you can fake
it though.

The best way that I know of is to use one of the monsters or the
crusher sounds and replace it with your new sound. put the monster
in the walls and you will get some randomish timing to the sound. If
you prefer to have the sound constant, use a crusher hidden in the
wall and trigger it to start well before the player gets to that
area.

If you want to see a good (IMHO) example of the randomish sounds
using the monster check this WAD out:

ftp.idsoftware.com/tonsmore/levels/doom2/deathmatch/g-i/gallows.zip

There are some good tricks with sounds in that one. Crack it open
and have a look. I used the imp and the demon's alert sound slot to
get some really cool sounding thunder that comes and goes as you run
around the level. Just be sure to fire a shot every once in a while
to get their attention (this is a deathmatch level after all).

Have a great day,

johnw

-= Sysop - The Netherworld =-
-= Multi-player Gaming =-
-= 703-471-6265 =-
-= TeamTNT - Member =-

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

From: "John W. Anderson" <drsleep@pennet.com>
Date: Wed, 28 Feb 1996 16:05:24 -0500
Subject: RE: Quake Monsters made easy

On Wednesday, February 28, 1996 11:40 AM, zw wrote:
>
>>
>> Ok, I'm going to (tentatively) claim the title of the 1st person to
write a program that edit's Quake! :)
>>
>
>There is quake.editing news group for this. I think this mail list
>should not handle quake since it is completely different. Also
>claims like these really annoy me. I have seen about 3 or 4 editors
>so far. The best being qube.exe. Also there are modified levels with
>all the monsters (phil.bsp). Just make sure you do your research before
>you make a fool of yourself.

zw --

This sort of reply is mean-spirited and petty. You should do *your*
research: it's already been announced in this mailing list that the
QUAKE-editing mailing list isn't ready yet and that QUAKE tidbits will be
tolerated until such time as it is.

You tolerate dozens of useless messages regarding a trivial and academic
point of how many thousands of imps can be stacked on top of each other,
but get annoyed when someone announces completion of a project they've been
working on that is of benefit and interest to a great many people. So what
if he wasn't the first?

- -jwa


- -------------------------------------------------------------------------
John W. Anderson | drsleep@pennet.com | www.pennet.com/drsleep/





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

From: "Michael G. Clawson" <clawsonm@nsc2.gordon.army.mil>
Date: Wed, 28 Feb 96 19:05:10 EST
Subject: Quake-editing

In 28 Feb message from doom-editing@nvg.unit.no:

>Quake is OFF TOPIC here, but limited mailings will be tolerated
>UNTIL Quake-editing comes on-line next week. Trivial mailings
>will still be subject to the knife, however excited a tone they
>are written it ;)

This clarification having been made, Is anyone interested in
exchanging information concerning the format and data structures of
the '.PAK' file?

I've started trying to figure out the details (for header files) and,
so far, all I have found to help is what's called 'Quake Specs v2.1'
but it doesn't seem to be very accurate. (As they said would prob be
the case.)

Anyone know of more up to date info?
- -----------------------------
Michael G. Clawson
clawsonm@nsc2.gordon.army.mil
clawsonm@gordon-nsc1.army.mil



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

From: LummoxJR@aol.com
Date: Wed, 28 Feb 1996 20:10:21 -0500
Subject: Re: Sounds & sectors

The best way to make sounds is the following:

In DHE, change an inanimate object to give it normal and moving frames, like
174 and 176 (the trooper's). Make it totally invisible and a non-obstacle,
then change its action sound to whatever you like.
One good one is to use sound 15 (I think), rxplod, which is the BFG hit
sound. Sounds a lot like lightning, great for background effect.

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

End of doom-editing-digest V1 #595
**********************************

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