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Doom Editing Digest Vol. 01 Nr. 011

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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 #11
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 18 October 1994 Volume 01 : Number 011


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

From: Gregory Alan Lewis <gregl@umich.edu>
Date: Sun, 16 Oct 1994 22:09:22 -0400 (EDT)
Subject: Re: Making "Homing-Rockets" like Revenant...

> Any idea (using DEHACKED) how to make your rockets into "Homing"
> rockets? Can this even be done??? If so, please let me know...

Nope, there's no way to get homing rockets for the player using
DeHackEd. I already asked Dave (or one of the Id guys) about it, and he
said nope. Unfortunately.

Tree


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

From: rspangle@micro.caltech.edu (Randy Spangler)
Date: Sun, 16 Oct 94 21:54:37 PDT
Subject: Homing rocket dynamics

Has anyone figured out the turning radius of the homing rockets? I'd like
to see a level with a biiiiiig courtyard and a few revenants and very few
obstacles to hide behind. But just how big does the courtyard have to be?

- - Randy

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

From: MATTHEW J LEDDINGTON-HILL <n1419587@student.fit.qut.edu.au>
Date: Mon, 17 Oct 1994 17:44:18 +1000 (EST)
Subject: Re: Combine 1 and 2 for pwads

The guru (Matt Fell) spaketh:
>
> More opinions solicited. I think it might be a great idea. Anyone who
> will have doom 2 but not 1? 1 but not 2? ...
>
This kinda worked for me:

- -EXE: DOOM2.EXE (v1.666)

- -Changed IWAD reference to PWAD in DOOM.WAD and DOOM2.WAD

- -Renamed the WADS to D1.WAD and D2.WAD respectively.

- -Created a WAD with dmgraph containing just TITLEPIC and changed PWAD
reference to IWAD (dm.wad)

- -Created 2 Batch Files: DM.BAT & DM2.BAT
DM.BAT renames dm.wad to doom.wad and executes the
DOOM2 -file d1.wad d2.wad (This allows me to play DOOM1 Levels)

DM2.BAT renames dm.wad to doom2.wad and executes:
DOOM2 -file d1.wad d2.wad (This allows me to play DOOM2 Levels)

No all I get is a Z-malloc error after about 30 minutes of play (enough
for most levels I think... and if I'm desperate to string a few levels
together then I <can> resort to saving :-P )

mlh


*++- _['>_ ---===Matthew Leddington-Hill===--- _<`]_ -++*
|= / \ / \ Flame me... / \ / \ =|
|= | ) ( | ...and I'll frag your ass! | ) ( | =|
*++- |/`W'\| ---=============================--- |/`W'\| -++*
==n1419587@water.qut.edu.au==


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 17 Oct 94 13:48:39 +0100
Subject: Re: DOOM II v1.7 EXE [1/9]

>section 1 of uuencode 5.24 of file 17doom.zip by R.E.M.
>

WHAT A F@@@@@@G PRAT! PLEASE DON'T EVER DO ANYTHING LIKE THIS AGAIN.

If you want to indulge in such activities (of dubious legality) please just
mail out to the list that it's available and send to it those you request
it. Yes, it may make you more work but it'll save me having to spend
ANOTHER morning trying to resurrect discs that have overflowed and crashed
the mailer to say nothing of having to square things with our systems admin
because of hopelessly overloaded filestore. Please be more considerate of
list subscribers.


- -Steve

- ----------------------------------------------------------------------------
Steve Benner, E.S. Division, IEBS, Lancaster University, Lancaster, UK

Tel:+44 (0)1524 593938 Fax:+44 (0)1524 843854 S.Benner@lancaster.ac.uk
- ----------------------------------------------------------------------------
GS/CS(AT$) d? -H+@ s !g p? k? au+ a w+ v(*) C++(++++)$ U--- N K- W++@$ M*$
V-- po- Y+ t+ 5+ j? R* G? tv* b+ D++>D+++ B? e++ u++(*) h- f r+++ n+++ y+++



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 17 Oct 1994 10:15:56 EDT
Subject: Re: DOOM2 v1.7 EXE [0/9]

cant@softchoice.com (Christian Antkow) ,in message <6QynuAkIBh107h@softchoice.c
om>, wrote:

> Again, I don't think posting the 1.7 EXE is illegal because you really
> can't do much with it if you don't have a commercial DOOM II IWAD.

Considering the history of the software industry, it almost certainly IS
illegal. The only valid question is "will you get busted for it?"

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

From: Mag8@aol.com
Date: Mon, 17 Oct 1994 11:53:28 -0400
Subject: Re: DOOM II (aka DOOM v1.7) Info

> Can anyone confirm whether all of the Doom ][ copies in stores, >from
>GT, etc. are 1.7? This appears to be a good way to separate >pirates from
>non-pirates, if it is indeed the case.

Greg >Lewis (Tree)

I bought CD version 1st day avail (10/6/94) at Egghead and it's 1.666. going
to take it back though & try for 1.7 :-)

Mark

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

From: "Ken Roser" <ker@mtgzfs3.mt.att.com>
Date: Mon, 17 Oct 1994 12:29:35 -0400 (EDT)
Subject: Re: DOOM II (aka DOOM v1.7) Info

Forwarding message from Mag8@aol.com:
>
> I bought CD version 1st day avail (10/6/94) at Egghead and it's 1.666. going
> to take it back though & try for 1.7 :-)
>
> Mark
>

I bet you the CD version will be 1.666 for some time now. They probably
pressed a lot of them as v1.666.

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

From: Lane Copley <lcopley@crl.com>
Date: Mon, 17 Oct 1994 10:34:18 -0700 (PDT)
Subject: Re: DOOM2 v1.7 EXE [0/9]

> > Again, I don't think posting the 1.7 EXE is illegal because you really
> > can't do much with it if you don't have a commercial DOOM II IWAD.
>
> Considering the history of the software industry, it almost certainly IS
> illegal. The only valid question is "will you get busted for it?"
>
Actually, you could use the WADS which busy little DOOM II editors are
creating now. I'm sure we'll be seeing them at infant2 soon.

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

From: Olivier Montanuy <montanuy@LANNION.cnet.fr>
Date: Mon, 17 Oct 1994 19:35:05 +0100
Subject: DeuTex version 2.2: upcoming!

Cheers, you PWAD creators!

The next release of my DeuTex/DeuSF tool will soon be on the net!
last bugs to fix (are there any? :-)

What is new from version 2.1?

- - will compile under LINUX (almost nothing to change :-) Thanx to Allanson
- - might compile under OS/2 (yuh oh, that seems a tought one... Mark Mathews
made a lot of changes)
- - UNIX port? ah, damn, can't get thet stupid SUN to swallow it.

- - some stupid option to get the full extend of a sound, even if the sound
entry is bugged
- - now sound is converted to 11025 sample/second automaticaly (but 'lamely', if I dare say)
- - No MIDI support. I can't understand the code I got from deubeta! I'm a louser...

- - the -merge command of DeuTex and the -add/-app commands of DeuSf have been updated.
YOU CAN NOW CHANGE THE AVAILABLE VIEWPOINTS FOR SRPITE!
i.e. that flat looking barrle can become a 8-viewpoint (still flat :-) thing...like a PC for
instance. check my PCBAR10.ZIP patch on ftp.cdrom.com :-)
That's the main change! It will take some debugging I guess, but it worked fine when
I tried it yesterday. amazing...me writing a program that works...

Hell! this time, if you don't believe DeuSF is the ULTIMATE replacement for DMADDS,
well, I'm gonna eat my rotten stinking socks, without mint sauce.

Seeya!

Olivier Montanuy
author of DeuTex/DeuSF
waiting for DEU 5.3


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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 17 Oct 94 11:44:24 -0700
Subject: Re: Combine 1 and 2 for pwads

MSFell@aol.com said...
>to: doom-editing@nvg.unit.no
>Subj: Combine 1 and 2, for pwads
>
>Osku Salerma <osku@snafu.muncca.fi> wrote:
>
>>Also, this morning I wrote a small program to extract the maps from doom 1
>>and stick them into a PWAD (called it doom1p.wad), and rename them to the
>>MAPxx format. I tried 'doom3 -file doom1p.wad' and it works just fine.
>
>I think the combined wad would be better if it had all the stuff from
>both (original names - E1M1..E3M9 as well as MAPxx), with the single
>combo PNAMES and TEXTURE1. Then the wad can be treated (renamed) as
>doom 1 or 2 and work fine. Multiplayer doom requires all the EXE files
>to be identical (not totally true), but the wad files need not be the
>same, as long as each has all the necessary lumps for the game being
>played. Then a person with just DOOM.WAD can play someone who names
>their combo.wad DOOM.WAD, and a person with just DOOM2.WAD can play
>someone who names their combo.wad DOOM2.WAD.

The big problem with combining the E1M1...E3M9 maps, after you rename the
WAD file to DOOM.WAD, DOOM looks for all the DOOM 1 related information.
Such as the beginning and closing screens, etc. Which share some of the
same resource names as DOOM 2. DOOM 1 has different names for music
resources however. The decision to make is do we keep the DOOM 1 maps
into DOOM 2 and not worry about the cross-overs (in other words, when you
go to play DOOM 1 with this combo WAD, you'll get some DOOM 2 intro graphics,
etc.), or should we have a DOOM 1 PWAD file. I think the PWAD is probably
the best idea, and I've tried it to some extent. For some reason it will
crash on E1M1 after 10-15 seconds... other maps I've tried work just fine.
This DOOM 1 PWAD is a little under 5 megs.

I also want to point out that it's possible to hexedit the .exe file instead
of renaming the .wad files. If we have doom2.exe left alone, and doom1.exe
(a hexedited doom2.exe), that'd probably be easier...

>>I don't know if I'm getting anywhere with this... I think the neat thing
>>that will result is you'll have the ability to use ALL the textures in doom
>>1 and 2 in a PWAD... however that requires anyone that wants to use the
>PWAD,
>>to have doom 3 installed. WADED supports any IWAD you want, so if you tell
>>it to use the DOOM3.WAD that contains ALL textures, then it will...
>
>I too think this would be neat. It will be more accepted if it makes
>complete sense. If the combined wad (I'm still leery of the name
>DOOM3.WAD) has everything in it, works from either, etc., it would
>logically be the best basis for pwads. I haven't looked at DOOM3GEN
>yet, but if it is perfected, and word gets out about its advantages,
>then the fanatics who have both (like us) will use it in sufficient
>numbers to make it a good base for pwad development. If it is 100%
>compatible, as DOOM.WAD *or* DOOM2.WAD, then I would probably delete
>both of the real wads, saving some disk space, or a lot, depending
>on how you look at it.

Well, I think I called it DOOM 3 to attract attention. If people start
to go along with this combo wad thing, creation of wads that use textures
from both DOOM 1 and DOOM 2 will be possible. Then of course, what to
call these wads. I think that wad author template should have a new line
added, for DOOM 1, DOOM 2, or COMBO. DOOM 3 is a bad name, but what to
call it? COMBO?

- -Matt Ayres
- -Author WADED



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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 17 Oct 94 13:28:08 -0700
Subject: Re: Doom 1+2 combining

SWassell@sv.span.com (Stephen Wassell) said...
>
>Yet another idea: extract all the level data, textures, titlepics, music,
>and other unique bits from doom.wad to data1.wad, and from doom2.wad to
>data2.wad. (PWADs) Then save all the sprites, sounds, character set, status
>bar, and other common bits to one IWAD, called combo.wad
>
>This will give you complete and original versions of each game, and save
>several meg of disk space. BUT - would it work? I think it should, but
>I'm not sure about the best way to accomplish this.

I was considering making my program do this too. There's so many choices...
nnng! I might just make my program give the user all possible chioces and
each person can decide on their own.... actually, that's bad. I'll try
each way and decide which is best and fastest, and then make DOOM3GEN (or
whatever it will be called) do what it needs ta do.

- -Matt Ayres
- -Author WADED



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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 17 Oct 94 13:28:45 -0700
Subject: Re: Aliens TC with DOOM3.wad?

tmunk@sdcc10.ucsd.edu (Todd Munk) said...
>If I use doomgen to create a doom3.wad can I then run aliens-TC with
>DOOM2?

You should be able to just fine.

- -Matt Ayres
- -Author WADED

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

From: Matthew Ayres <ayres@cdrom.com>
Date: Mon, 17 Oct 94 13:36:03 -0700
Subject: Re: Combine 1 and 2 for pwads

Stanley Stasiak <stasiak@iinet.com.au> said...
>> I think the combined wad would be better if it had all the stuff from
>> both (original names - E1M1..E3M9 as well as MAPxx), with the single
>> combo PNAMES and TEXTURE1. Then the wad can be treated (renamed) as
>> doom 1 or 2 and work fine. Multiplayer doom requires all the EXE files
>> to be identical (not totally true), but the wad files need not be the
>> same, as long as each has all the necessary lumps for the game being
>> played. Then a person with just DOOM.WAD can play someone who names
>> their combo.wad DOOM.WAD, and a person with just DOOM2.WAD can play
>> someone who names their combo.wad DOOM2.WAD.
>Hopefully that'll mean person with say doom.wad combo wad can play
>someone with only the orignal doom.wad (i.e. doom 1 only) right?
>I mean not everyone is so fanatical as us here to get both <G>.

Whichever way I end up deciding to write the new version of DOOM3GEN (or
whatever I call it), it will support those that only have one DOOM for
playing someone with both.

- -Matt Ayres

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

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Mon, 17 Oct 1994 14:55:25 -0600 (MDT)
Subject: Re: DOOM2 v1.7 EXE [0/9]

On Mon, 17 Oct 1994, Lane Copley wrote:

> > Considering the history of the software industry, it almost certainly IS
> > illegal. The only valid question is "will you get busted for it?"
> >
> Actually, you could use the WADS which busy little DOOM II editors are
> creating now. I'm sure we'll be seeing them at infant2 soon.
>
>
Not without the DOOM2.WAD ... Already posted a WAD to infant anyways..
- ------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca

DeathMatch.. The Ultimate Experience. WaD_MaN --> IRC
- ------------------------------------------------------------------------------


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

From: Paul Falstad <pf@zoof.cts.com>
Date: Mon, 17 Oct 1994 13:19:33 -0700
Subject: Re: DOOM2 v1.7 EXE [0/9]

Lane Copley says:
| Subject: Re: DOOM2 v1.7 EXE [0/9]
| > > Again, I don't think posting the 1.7 EXE is illegal because you really
| > > can't do much with it if you don't have a commercial DOOM II IWAD.
| >
| > Considering the history of the software industry, it almost certainly IS
| > illegal. The only valid question is "will you get busted for it?"
| >
| Actually, you could use the WADS which busy little DOOM II editors are
| creating now. I'm sure we'll be seeing them at infant2 soon.

I don't think posting the 1.7 EXE (though it may be illegal) is any worse
than posting the 1.666 EXE; and Id has already done that, by posting the
shareware version. The Doom 1 shareware, Doom 1 registered, and Doom2 .exe's
are all interchangeable; I've been playing linux Doom 2 for a while now
using the 1.666 exe. On the other hand, posting doom.wad or doom2.wad,
or something derived from them, would get you in real trouble. I'm sure
you can't use a Doom II wad without doom2.wad, if it has any new monsters
or wall/floor textures in it.


- --
Paul Falstad, pjf@cts.com 619-673-9939

Sometimes a cigar is just a cigar.
-- Sigmund Freud

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

End of doom-editing-digest V1 #11
*********************************

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