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Doom Editing Digest Vol. 01 Nr. 002

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #2
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 13 October 1994 Volume 01 : Number 002


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

From: alaric@netcom.com (Phil Stracchino -- The Renaissance Man)
Date: Wed, 12 Oct 1994 09:20:42 -0700 (PDT)
Subject: Re: Passing hallways (over and under)

> Here, walking onto one of the passages closes the other's doors and opens
> it's own. This lets you add a bit (more?) surrealism by having both the
> passages on the same level, and it can't be blocked by a stray monster.
> The only problem is that this is a bit harder to implement than the lift
> sort.

Just one minute, Will Robinson.... doors "can't be blocked by a stray
monster"? Excuse me? Last I heard, monsters in a doorway *always* block
the door.


- --
==== I am the NRA ==== Phil Stracchino ==== Don't Tread On Me! ====

"The Second Amendment isn't about protecting ourselves against criminals.
It's about all of *us* protecting ourselves from all of *you*."

- Dr. Suzanne Gratia, a survivor of the Killeen, Texas massacre,
addressing anti-gun Congressman Charles Schumer (D-NY)

===== Finger alaric@netcom.com for PGP public key and key fingerprint =====

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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Wed, 12 Oct 1994 17:29:57 +0100
Subject: Re: DMADDS 1.1 / HOE

> Correct me if I'm wrong here, but couldn't it have just copied all
> the lumps between the S/F_START and S/F_END in the user's copy of
> doom.wad/doom2.wad, instead of looking for individual lumps
> like PBUL, PSHE?

Yep. But:

a) I'm lazy
b) it's much easier to handle errors this way :)

c) earlier on, I thought about using different rotations
(ya know, TROOA0 and MEDIA1,A2..,A8)
and other things that can't be found in the IWAD
(e.g. additional floors with new names).

d) I'm not sure if DMGRAPH creates a new PWAD suitable for
sprites (it well might, haven't tried :)

e) I want to be sure it will not work with the shareware IWAD

Problem is, any re-assembling of (parts of) the IWAD
allows for hacking some shareware IWAD into pseudo-registered
IWAD. Probably that's not *that* important, but I just
wanted to be sure.

> Assuming this works, there never would have
> been the incompatibility problem with 1.666 or HOE.

Perfectly right. I don't care much about DOS DOOM any more,
and I'll probably follow your advice for the Linux version.

DMADDS has been a stopgap <sp?> from the very beginning, and
I'm still hoping for DMSPRITE and other tools providing
more general solutions. I think it's about time for a
complete PWAD Construction Kit ;-).


B.


- ---------------------------------------------------------------
Bernd Kreimeier THIS SPACE INTENTIONALLY
bernd@nero.uni-bonn.de LEFT BLANK ...
- ---------------------------------------------------------------



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

From: tedv@geom.umn.edu
Date: Wed, 12 Oct 94 11:58:24 CDT
Subject: Re: Node/Reject Builders

>
> Well, I've done it again. My first map (RRWARD01.WAD) blew up DEU versions
> 5.1 and 5.2 (only 5.2gccc saved my butt). Now I've blown up IDBSP12d (the one
> with the DOS extender in it). My map is somewhere around 690 sectors (it's
> big, believe me) and if I add any more sectors, IDBSP blows up when trying to
> build the nodes (gives me some long exception error message (probably the DOS
> extender)). If anyone knows of a good NODES/REJECT builder that can handle
> monster WAD files, let me know.

Don't quote me on this or anything, but rumor has it that DEU 5.3 gcc will
be using the IDBSP code (minus the icky merge sectors stuff). That *might*
solve your problems. But the coders are still merging the code together
and we don't even have a beta (of 5.3) out yet. The most we have are a
couple previews of different segments of the code (dialog boxes, printing
code, stuff like that).

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)

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

From: Matthew Ayres <ayres@cdrom.com>
Date: Wed, 12 Oct 94 12:24:17 -0700
Subject: Re: deu5.3?

phares@dg-rtp.dg.com (Rand Phares) said...
>
>Any idea when deu5.3 will be released? According to previous mail,
>this version will be capable of editing/creating Doom 2 levels.

WADED v1.42 is already capable of editing/creating DOOM 2 levels if you're
interested in creating them right now.

- -Matt A.
- -Author WADED


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

From: Gregory Alan Lewis <gregl@umich.edu>
Date: Wed, 12 Oct 1994 15:28:58 -0400 (EDT)
Subject: Re: DMADDS 1.1 / HOE

On Wed, 12 Oct 1994, Robert Forsman wrote:

> I tried merging the textures from 1 and 2. It didn't work. Please try
> again. I might have done something stupid.

I'm not sure exactly what you tried, but this is something I'm
interested in trying:
1) Change the first byte in the DOOM2.WAD to a 'P'
2) Load up DEU (5.21) with the old Doom.wad specified (like normal)
3) Read in the doom2.wad file (it would take a day to print out all the
lumps, but hey)
4) Group the two wads into one big wad
5) Play BOTH doom1 and doom2 off of the same wad file.

Then run both dooms using a batch file to rename the wad. (I think you
could even run both using the same doom.exe file, and same EVERYTHING
for that matter...)

Very good thing: you could run WADs from either Doom with this setup
(correct?)
Good thing: it would save some space (basically, all of the old
doom 1 monsters and any similar textures).
Bad thing: changing any sprites in one would change sprites in both dooms.

Sound like a good idea?

Greg Lewis (Tree)
Author, DeHackEd
Author, TREE3.WAD

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

From: Matthew Ayres <ayres@cdrom.com>
Date: Wed, 12 Oct 94 12:38:13 -0700
Subject: Re: DMADDS 1.1 / HOE

Robert Forsman <thoth@cis.ufl.edu> said...
>Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de> ,in mess
>a
> ge <199410121346.OAA05839@golem.nero.uni-bonn.de>, wrote:
>
>> In addition, if anybody has experience on 1.666 PWADs
>> with commercial HOE yet, I would like to know about
>> missing textures and other resources (i.e. have been in
>> 1.2/1.666, but not included in HOE).
>
> LOTS of textures are missing. I made a few attempts to create a PWAD that
>would provide the DOOM I textures for a DOOM I PWAD, but the game engine
>would lock a few lines after the [.............] stage. I have a feeling
>it's demanding certain textures for the inter-mission screens and tactical
>border. I haven't checked my beta 1.666 UDS to see if it documents these or
>not.

It's odd everyone has been talking about this lately. Just yesterday (ok,
a good portion of yesterday) I wrote a program to take DOOM2.WAD and add
all the textures and floors it was missing from DOOM.WAD, to creat DOOM3.WAD.
It's a little complicated, seeming you have to update the PNAMES and TEXTURE1
resources, and then rebuild the complete .WAD file, then determine which
picture patches and textures are new and add them. Well, anyhow, I finally
finished up the routine this morning, and it works!

The (obvious) lovely advantage here is that you can play DOOM 1 WADs with
DOOM 2... meaning you can delete DOOM I if you'd like. The end file, which
right now I'm calling DOOM3.WAD is about 15.5 megs. Only 1 meg bigger than
the DOOM2.WAD file. Quite nice... I'll be releasing this little utility
sometime soon today, most likely as DOOM3GEN.ZIP.

(the only problem using DOOM 1 WADs with DOOM 2 is changing ExMy to MAPxx,
which is just a simple change of 5 bytes, I'll include a utility to do that
too... or find a way so it's not necessary :) )

- -Matt Ayres
- -Author WADED

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

From: mmathews@genesis.nred.ma.us (mark mathews)
Date: Wed, 12 Oct 1994 14:37:25 -0700 (PDT)
Subject: cant open door

I found another "bug" in DOOM 1.666. Maybe someone
else has mentioned this.
In the following diagram if I set the linedef type=48
(animated) before the door it will NOT open. If I set
it to 1 (normal), I can open the door. Can anyone
confirm this?

<--------<---------<----------
^ |
| | |
^<--------V
| door |
^-------->V
| | |
| V
--------->--------->----------
\
\
\
\
Set this to 48 and I can't open door


Mark Mathews mark.mathews@channel1.com
mmathews@genesis.nred.ma.us

DOOM, DOOM II, and ALIENS. The best!!!

That's it, man. Game over man, it'a GAME OVER!
- Hudson from the movie ALIENS




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

From: cant@softchoice.com (Christian Antkow)
Date: Wed, 12 Oct 94 15:36:10 -0800
Subject: DOOM II v1.7 (???)

Just got my copy of DOOM II today, and noticed that it's version
1.7 and not v1.666... What's the difference between the two versions
(It's not in the README.EXE...) What bugs have been fixed???

I like the tongue-in-cheek'ness of the manual though:

Arch-Vile: ...You can't think of enough bad things to say about him...
(Pg. 14)

Also, my date-stamp is 9-21-94... Hmm. Sounds like there are a few
different batches floating around...

- --
+----------------------------------------------------------------------------+
Christian Antkow (SoftChoice Information Group) cant@softchoice.com
173 Dufferin Street Sales: (800) 268-7638
Toronto, Ontario, Canada (416) 588-9000
M6K 1Y9 Fax: (416) 588-9001
Opinions are my own and in no way reflect those of the SoftChoice Corporation
+----------------------------------------------------------------------------+


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

From: Matthew Ayres <ayres@cdrom.com>
Date: Wed, 12 Oct 94 13:56:23 -0700
Subject: Re: DMADDS 1.1 / HOE

Gregory Alan Lewis <gregl@umich.edu> said...
>On Wed, 12 Oct 1994, Robert Forsman wrote:
>
>> I tried merging the textures from 1 and 2. It didn't work. Please try
>> again. I might have done something stupid.
>
> I'm not sure exactly what you tried, but this is something I'm
>interested in trying:
> 1) Change the first byte in the DOOM2.WAD to a 'P'
> 2) Load up DEU (5.21) with the old Doom.wad specified (like normal)
> 3) Read in the doom2.wad file (it would take a day to print out all the
> lumps, but hey)
> 4) Group the two wads into one big wad
> 5) Play BOTH doom1 and doom2 off of the same wad file.
>
> Then run both dooms using a batch file to rename the wad. (I think you
>could even run both using the same doom.exe file, and same EVERYTHING
>for that matter...)
>
> Very good thing: you could run WADs from either Doom with this setup
>(correct?)
> Good thing: it would save some space (basically, all of the old
>doom 1 monsters and any similar textures).
> Bad thing: changing any sprites in one would change sprites in both dooms.
>
> Sound like a good idea?

I don't think so... does DEU update the PNAMES and TEXTURE1 resources?
Will it recognize DOOM 1 and DOOM 2 have a lot of the same directory
entries? I've tried just simply merging DOOM 1 and DOOM 2, that doesn't
work. It's MUCH more tricky than that... and so far DOOM3GEN is working
fine for me... I'll release it soon... The only real big problem is you
can't play the original DOOM 1 maps... maybe I'll write a program to stick
the maps alone into a .WAD (it'd be about 2 megs). Or maybe if I have
DOOM3GEN copy over the ExMy resources from DOOM.WAD it will work if you
rename the .EXE or mod it a tad... or maybe I could renumber them into
the MAPxx format... make DOOM3.WAD have all 49 (27+32) maps from 1 and 2.

- -Matt Ayres
- -Author WADED

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

End of doom-editing-digest V1 #2
********************************

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