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Doom Editing Digest Vol. 01 Nr. 064

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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 #64
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 23 November 1994 Volume 01 : Number 064

Re: DEU 5.3
player colors
Re: DEU 5.3
Re: DEU 5.3
Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3
Re: player colors
Re: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3
Co-op exits + more
LineDef Type list
Re: player colors
Re: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3
Re: LineDef Type list
Re: Levels 31 & 32 in German Doom 2 ver
Re: DoomCAD 5.0

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

From: bmetz@gcr.com (Brent Metz)
Date: Tue, 22 Nov 1994 21:24:35 -0500 (EST)
Subject: Re: DEU 5.3

>Hold up a sec. Wouldn't it be alot nicer if you made it check only
>1-*30*? What about the Germans? They only get 1-30. I think this is
>a much fairer may as well as not alienating anyone.
>Steve H.B.
I want to be able to edit levels 31 & 32. How about making a config
variable like GERMAN(true if 30 levels, false if 32) or LEVELNUM(30 or 32)?
This seems like the better way. BTW, does anyone know what kind of
printers DEU 5.3 will support?
- --
Brent Metz -- bmetz@gcr.com & bmetz@tjhsst.edu
WWW to http://www.tjhsst.edu/home/iris/bmetz/

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 22 Nov 1994 21:51:31 EST
Subject: player colors

After seeing that DEU5.3 does the different colored players for the
player starts, I just have to duplicate the feat. What are the
remappings for the different players? (colormap index to index would be
useful).

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

From: rrward@netcom.com (Richard Ward)
Date: Tue, 22 Nov 1994 19:09:14 -0800 (PST)
Subject: Re: DEU 5.3

>
> >Hold up a sec. Wouldn't it be alot nicer if you made it check only
> >1-*30*? What about the Germans? They only get 1-30. I think this is
> >a much fairer may as well as not alienating anyone.
> >Steve H.B.
> I want to be able to edit levels 31 & 32. How about making a config
> variable like GERMAN(true if 30 levels, false if 32) or LEVELNUM(30 or 32)?
> This seems like the better way. BTW, does anyone know what kind of
> printers DEU 5.3 will support?

Having the editor check _only_ the first 30 levels to insure a "real
DOOM2.WAD"
would not mean that you could not edit level 31 and 32. They just
would not be required for authentication purposes.

Richard


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

From: tedv@geom.umn.edu
Date: Tue, 22 Nov 94 21:17:38 CST
Subject: Re: DEU 5.3

> >Hold up a sec. Wouldn't it be alot nicer if you made it check only
> >1-*30*? What about the Germans? They only get 1-30. I think this is
> >a much fairer may as well as not alienating anyone.
> >Steve H.B.
> I want to be able to edit levels 31 & 32. How about making a config
> variable like GERMAN(true if 30 levels, false if 32) or LEVELNUM(30 or 32)?
> This seems like the better way. BTW, does anyone know what kind of
> printers DEU 5.3 will support?

No, they weren't implying that you couldn't EDIT levels 31 and 32, but just
that you had a "Commercial" version if you have levels 1 through 30. You
might very well have 31 and 32 and can then edit them, but the program
wouldn't check.

DEU 5.3 will print on post script printers.

- -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: Stanley Stasiak <stasiak@iinet.com.au>
Date: Wed, 23 Nov 1994 12:26:44 +0800 (WST)
Subject: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3

>
> >
> > >Hold up a sec. Wouldn't it be alot nicer if you made it check only
> > >1-*30*? What about the Germans? They only get 1-30. I think this is
> > >a much fairer may as well as not alienating anyone.
> > >Steve H.B.
> > I want to be able to edit levels 31 & 32. How about making a config
> > variable like GERMAN(true if 30 levels, false if 32) or LEVELNUM(30 or 32)?
> > This seems like the better way. BTW, does anyone know what kind of
> > printers DEU 5.3 will support?
>
> Having the editor check _only_ the first 30 levels to insure a "real
> DOOM2.WAD"
would not mean that you could not edit level 31 and 32. They just
> would not be required for authentication purposes.
>
> Richard
Hmm, Do we know for sure that 31 & 32 are missing for the German version?
For all I know they could have disabled the secret entrance and restricted
idclev to 01-30. (if they did then the wad would be smaller as well ...
did they remove the nazi wall graphics along with it if indeed they did remove
it, Can anyone imagine the implications for this on pwads to be released that
use those graphics... if the graphics weren't removed would those potential
pwads be deemed illegal in Germany)
Anyone?
Also doesn't this lead to incompatibility problems in net play (& modem play)
between a german and the non-German version?
What were the changes to level 15?
Were the secret entrance sectors junked? or just made inaccesible.
Maybe the end level trigger was changed to 'go to next level' thus
yielding 2 real exits.
Hmmm so many questions...

Stan.

==============================================================================
.-_!\ | Stanley Stasiak
/ \ | (stasiak@iinet.com.au)
I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
==============================================================================
>


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

From: tedv@geom.umn.edu
Date: Wed, 23 Nov 94 2:19:42 CST
Subject: Re: player colors

> After seeing that DEU5.3 does the different colored players for the
> player starts, I just have to duplicate the feat. What are the
> remappings for the different players? (colormap index to index would be
> useful).

I wasn't sure myself. :) I just hacked a palette view routine into DEU
and checked about what would make the most sense. Ie, what I have here
might not be the official values, but they give a good estimate if not:
If the color is between 0x70 and 0x7F:
Remap to:
70-7F (+00) Green
60-6F (-10) Grey
40-4F (-30) Brown
B0-BF (+40) Red

Theoretically, you could also make stuff like a blue player, maybe a
yellow player... I haven't looked at the palette in a while. Well,
you could do this if you could find the offsets set in DOOM.EXE. That
might actually be useful. I find that the Grey player has such an
advantage in that they camoflage in well.

- -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: Joerg <sava@pan.cedar.univie.ac.at>
Date: Wed, 23 Nov 1994 09:20:53 +0100 (MET)
Subject: Re: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3

I live in Austria, but unfortunately they only sell the german version
here. So I am doomed to have a german castrated Doom ][.
:(
No, there is no Map 31 or 32.
Yes, the doom2.wad IS smaller than the US-doom2.wad !
If all the related swastika textures got removed I don't know.
But since the wad is smaller ...

*sigh*

Joerg
savage@cedar.univie.ac.at
- --------------------------------------------------------
DoomL list owner
- -------* May the shells be always with you ! *----------
- --------------------------------------------------------
URL: http://pan.cedar.univie.ac.at/ufind/dooml/dooml.html
- ---------------------------------------------------------

doom ftp site: - currently on the move - try ftp.orst.edu in the meantime

On Wed, 23 Nov 1994, Stanley Stasiak wrote:

> Date: Wed, 23 Nov 1994 12:26:44 +0800 (WST)
> From: Stanley Stasiak <stasiak@iinet.com.au>
> To: doom-editing@nvg.unit.no
> Subject: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3
>
> Hmm, Do we know for sure that 31 & 32 are missing for the German version?
> For all I know they could have disabled the secret entrance and restricted
> idclev to 01-30. (if they did then the wad would be smaller as well ...
> did they remove the nazi wall graphics along with it if indeed they did remove
> it, Can anyone imagine the implications for this on pwads to be released that
> use those graphics... if the graphics weren't removed would those potential
> pwads be deemed illegal in Germany)
> Anyone?
> Also doesn't this lead to incompatibility problems in net play (& modem play)
> between a german and the non-German version?
> What were the changes to level 15?
> Were the secret entrance sectors junked? or just made inaccesible.
> Maybe the end level trigger was changed to 'go to next level' thus
> yielding 2 real exits.
> Hmmm so many questions...
>
> Stan.
>
> ==============================================================================
> .-_!\ | Stanley Stasiak
> / \ | (stasiak@iinet.com.au)
> I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
> ==============================================================================
> >
>
>

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

From: Christopher Michael Holland <cmhollan@socs.uts.EDU.AU>
Date: Wed, 23 Nov 1994 19:54:15 +1100 (EST)
Subject: Co-op exits + more

Ok I have been doing a lot of doom editing lately..and have come up with a
few questions.

Firstly, I wanted to make a deathmatch level with a co-op exit, but still
alow a player in a single player game to exit. After much thinking I have come
up with a way.

If you have to doors to the exit room, one of the is opened by a switch on the
other side of the level, serving as a co-op exit. The other door can be opened
normaly, but it has a teleport in front of it. The teleport-landing thing has
it's Multi-player bit set, so the teleport only works in multiplayer mode,
preventing that door from being used in a deathmatch game.

I was wondering if anyone else has come up with a better way to do this?


Secondly, I have recently tried IDBSPWAT (ID's BSP code compiled with WATCOM C).
I noticed that things I put on the edges of tables got moved, so that they were
on the floor. I decided to check out the source and found the following lines
which were the cause :

thing->origin.x = x & -16;
thing->origin.y = y & -16;

These line are in the code for reading in the wad file.

As far as I can tell, they simply set the lower 4 bits of the X and Y position
of the object to 0. Meaning that if the things coordinates are not a multiple
of 16, it will be moved.

Does anyone know why this would be done?


Thirdly, I have noticed that in one part of my new wad, your running is suddenly
sped up. Running here you can easily outrun rockets. And NO I haven't messed
with the -turbo option. Has anyone else had a similar bug, and/or know what
the cause may be?


Fourthly, having read the node structure details, I was wondering if there is
anything to be gained by avoiding making concave sectors. Would this speed
up node building or have any other benifits?


Lastly, thanks for DEUTEX...It's GREAT!!!!!
Now we can use sound pwads on SGIXDOOM......but DEUTEX28.unix.zip is a stuffed
zip file. Could you please re-upload it.


That will have to do for now....

Chris.

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

From: Christopher Michael Holland <cmhollan@socs.uts.edu.au>
Date: Wed, 23 Nov 1994 21:59:59 +1100 (EST)
Subject: LineDef Type list

Could someone please repost the linedef list that Romero posted a while back?

I would ask for it to be put on ORST, but it'll probably sit in incoming
for quite a while.

Thanks.

Chris.

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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Wed, 23 Nov 1994 12:48:29 +0100
Subject: Re: player colors

> What are the
> remappings for the different players? (colormap index to index would be
> useful).


No warranty - from doomcc.txt (which was intended to change the
PLAY sprite data):

Special Note: When mapping in multi-player colors, it appears as
though the values from 110 to 130 are used as suit colors, with
player 1 as green, player 2 as indigo, etc. Therefore, if you select
a color between 110 and 130 it will appear green on player 1, indigo
on player 2, etc.



from Matt Fell (AFAIR, has been some time ago):

PLAYPAL0 64-79 (B)rown
96-111 (I)ndigo
112-127 (G)reen
176-191 (R)ed (index from 0 to 255)

Same Ted tedv@geom.umn.edu has posted. The 64/96/112/176
have been found in the 1.2 EXE sometime ago, but changing
them was reported to do nothing. I've never tried anything
like this.

I had done a nearest neighbour matching within RGB space
from PLAYPAL0 colors to X11 rgb.txt color names some time
ago. If anybody is interested, I'll rerun it with 6bit
resolution (usual vga) and post the results.


B.



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





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

From: rrward@netcom.com (Richard Ward)
Date: Wed, 23 Nov 1994 04:14:54 -0800 (PST)
Subject: Re: Levels 31 & 32 in German Doom 2 ver WAS: RE: DEU 5.3

I can see it now, thousands of frustrated DOOM ][ players smuggling "full"
DOOM2.WAD files into Germany to insure editor and multy-player compatability.
This whole issue bites. (I wonder if ID will offer an "upgrade" for the German
Version?)

Richard

PS: Is my name showing up in the "mail from" header in your newsreaders? When
I get my messages back they don't have my name in the message list, just the
alias I use to make it easier to remeber the name of this group.
(Maybe if just Hank or Clint reply to keep my mailbox from exploding).

Address is rrward@netcom.com




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

From: ffjjd@aurora.alaska.edu
Date: Wed, 23 Nov 1994 03:20:04 +0000
Subject: Re: LineDef Type list

>Reply-To: doom-editing@NVG.UNIT.NO
>
>Could someone please repost the linedef list that Romero posted a while back?
>
>I would ask for it to be put on ORST, but it'll probably sit in incoming
>for quite a while.
>
>Thanks.
>
>Chris.

Here it is.



Anyway, here's DOOM II's final linedef list:
- --------------------------------------------------------------------------
numspecials: 141
123:Button_BlazeDownWaitUpStay
116:Button_Blazing_Door_Close
115:Button_Blazing_Door_Open
114:Button_Blazing_Door_Raise
99:Button_BlzOpenDoor_Blue
134:Button_BlzOpenDoor_Red
136:Button_BlzOpenDoor_Yellow
42:Button_Close_Door
139:Button_Light_TurnOff
138:Button_Light_TurnOn
43:Button_Lower_Ceiling_To_Floor
45:Button_Lower_Floor
60:Button_Lower_Floor_To_Lowest
61:Button_Open_Door
62:Button_Plat_Down_Wait_Up_Stay
63:Button_Raise_Door
64:Button_Raise_Floor
66:Button_Raise_Floor_24
67:Button_Raise_Floor_32
65:Button_Raise_Floor_Crush
68:Button_Raise_Floor_Near&Change
132:Button_Raise_Floor_Turbo
69:Button_Raise_To_Nearest_Floor
70:Button_Turbo_Lower_Floor
48:Effect_Firstcol_Scroll
46:Impact_OpenDoor
24:Impact_RaiseFloor
47:Impact_RaiseFloorNear&Change
118:Manual_Blazing_Door_Open
117:Manual_Blazing_Door_Raise
31:Manual_Door_Open
32:Manual_Door_Open_Blue
33:Manual_Door_Open_Red
34:Manual_Door_Open_Yellow
1:Manual_Door_Raise
26:Manual_Door_Raise_Blue
28:Manual_Door_Raise_Red
27:Manual_Door_Raise_Yellow
120:Retrigger_BlazeDownWaitUpStay
107:Retrigger_Blazing_Door_Close
106:Retrigger_Blazing_Door_Open
105:Retrigger_Blazing_Door_Raise
72:Retrigger_Ceiling_Crush
73:Retrigger_Ceiling_Crush_&_Raise
74:Retrigger_Ceiling_Crush_Stop
75:Retrigger_Close_Door
76:Retrigger_Close_Door_30
77:Retrigger_Fast_Crush_&_Raise
80:Retrigger_Light_Turn_On
81:Retrigger_Light_Turn_On_255
79:Retrigger_Lights_Very_Dark
78:Retrigger_LightsToDimmestNear
83:Retrigger_Lower_Floor
84:Retrigger_Lower_Floor_&_Change
82:Retrigger_Lower_Floor_To_Lowest
85:Retrigger_LwrFloorRaiseCeiling
86:Retrigger_Open_Door
87:Retrigger_Perpetual_Plat_Raise
88:Retrigger_PlatDownWaitUpStay
89:Retrigger_Platform_Stop
90:Retrigger_Raise_Door
91:Retrigger_Raise_Floor
92:Retrigger_Raise_Floor_24
94:Retrigger_Raise_Floor_Crush
129:Retrigger_Raise_Floor_Turbo
96:Retrigger_Raise_ToShortTexture
93:Retrigger_RaiseFloor24_&_Change
95:Retrigger_RaiseFloorNear&Change
128:Retrigger_RaiseToNearestFloor
97:Retrigger_TELEPORT
126:Retrigger_TELEPORT_MonsterONLY
98:Retrigger_Turbo_Lower_Floor
122:Switch_BlazeDownWaitUpStay
113:Switch_Blazing_Door_Close
112:Switch_Blazing_Door_Open
111:Switch_Blazing_Door_Raise
133:Switch_BlzOpenDoor_Blue
135:Switch_BlzOpenDoor_Red
137:Switch_BlzOpenDoor_Yellow
7:Switch_Build_Stairs
127:Switch_BuildStairsTurbo16
49:Switch_CeilingCrush&Raise
9:Switch_Change_Donut
50:Switch_Close_Door
11:Switch_EXIT
41:Switch_Lower_Ceiling_To_Floor
102:Switch_Lower_Floor
23:Switch_Lower_FloorToLowest
103:Switch_Open_Door
21:Switch_PlatDownWaitUpStay
29:Switch_Raise_Door
101:Switch_Raise_Floor
131:Switch_Raise_Floor_Turbo
55:Switch_Raise_FloorCrush
15:Switch_RaiseFloor24
14:Switch_RaiseFloor32
140:Switch_RaiseFloor512
20:Switch_RaiseFloorNear&Change
18:Switch_RaiseToNearestFloor
51:Switch_SecretExit
71:Switch_Turbo_Lower_Floor
121:Trigger_BlazeDownWaitUpStay
110:Trigger_Blazing_Door_Close
109:Trigger_Blazing_Door_Open
108:Trigger_Blazing_Door_Raise
8:Trigger_Build_Stairs
100:Trigger_BuildStairsTurbo16
44:Trigger_Ceiling_Crush
25:Trigger_CeilingCrush&Raise
57:Trigger_CeilingCrushStop
3:Trigger_Close_Door
16:Trigger_CloseDoor30
52:Trigger_EXIT
6:Trigger_Fast_Crush_&_Raise
104:Trigger_Lights_To_Dimmest_Near
35:Trigger_Lights_Very_Dark
12:Trigger_LightTurnOn
13:Trigger_LightTurnOn255
38:Trigger_Lower_Floor_To_Lowest
19:Trigger_LowerFloor
37:Trigger_LowerFloor&Change
40:Trigger_LowerFloorRaiseCeiling
2:Trigger_Open_Door
53:Trigger_PerpetualPlatformRaise
10:Trigger_PlatDownWaitUpStay
54:Trigger_PlatformStop
4:Trigger_Raise_Door
5:Trigger_Raise_Floor
58:Trigger_Raise_Floor_24
59:Trigger_Raise_Floor_24&Change
130:Trigger_Raise_Floor_Turbo
56:Trigger_Raise_FloorCrush
22:Trigger_RaiseFloorNear&Change
119:Trigger_RaiseToNearestFloor
30:Trigger_RaiseToShortTexture
124:Trigger_SecretEXIT
141:Trigger_SilentCeilCrush&Raise
17:Trigger_StartSlowStrobing
39:Trigger_TELEPORT
125:Trigger_TELEPORT_MonsterONLY
36:Trigger_Turbo_Lower_Floor

And here's the latest list of Things:
- --------------------------------------------------------------------------
numthings: 120
Armor_1 = 180 2018 10 (0.400006 0.398083 0.392361) NOICON
Armor_2 = 90 2019 7 (0.400006 0.398083 0.392361) NOICON
Block_BigTree = 0 54 7 (0.180319 0.326609 0.765511) NOICON
Block_Blue_Torch = 0 44 7 (0.180319 0.326609 0.765511) NOICON
Block_Blue_Torch_Short = 90 55 7 (0.180319 0.326609 0.765511) NOICON
Block_Burnt_Tree = 0 43 7 (0.180319 0.326609 0.765511) NOICON
Block_EvilEye = 270 41 7 (0.180319 0.326609 0.765511) NOICON
Block_FloatSkull = 225 42 15 (0.180319 0.326609 0.765511) NOICON
Block_GpillarBig = 0 30 7 (0.180319 0.326609 0.765511) NOICON
Block_GpillarHeart = 90 36 7 (0.180319 0.326609 0.765511) NOICON
Block_GpillarShort = 270 31 7 (0.180319 0.326609 0.765511) NOICON
Block_Green_Torch = 0 45 7 (0.180319 0.326609 0.765511) NOICON
Block_Green_Torch_Short = 0 56 7 (0.180319 0.326609 0.765511) NOICON
Block_Red_Torch = 0 46 7 (0.180319 0.326609 0.765511) NOICON
Block_Red_Torch_Short = 90 57 7 (0.180319 0.326609 0.765511) NOICON
Block_RpillarBig = 0 32 7 (0.180319 0.326609 0.765511) NOICON
Block_RpillarSkull = 0 37 7 (0.180319 0.326609 0.765511) NOICON
Block_Stalagmite = 225 47 15 (0.180319 0.326609 0.765511) NOICON
Block_Techno_Pillar = 315 48 7 (0.180319 0.326609 0.765511) NOICON
Bonus_Health_Potion = 0 2014 7 (0.703452 0.655202 0.000000) NOICON
Bonus_Spirit_Armor = 315 2015 7 (0.703452 0.655202 0.000000) NOICON
Card_Blue = 315 5 15 (0.103107 0.115299 1.000000) NOICON
Card_Blue_Skull = 0 40 7 (0.103107 0.115299 1.000000) NOICON
Card_Red = 180 13 7 (1.000000 0.040452 0.053346) NOICON
Card_Red_Skull = 90 38 7 (1.000000 0.040452 0.053346) NOICON
Card_Yellow = 270 6 7 (1.000000 0.911176 0.021317) NOICON
Card_Yellow_Skull = 270 39 7 (1.000000 0.911176 0.021317) NOICON
Dead_BottomMe = 270 12 7 (0.917234 0.081606 0.531129) NOICON
Dead_Gibs = 225 24 7 (0.917234 0.081606 0.531129) NOICON
Dead_Head = 0 22 7 (0.462065 0.041108 0.267556) NOICON
Dead_Player = 270 15 7 (0.917234 0.081606 0.531129) NOICON
Dead_PossHuman = 0 18 7 (0.917234 0.081606 0.531129) NOICON
Dead_PossShotgunman = 0 19 7 (0.917234 0.081606 0.531129) NOICON
Dead_Sergeant = 0 21 7 (0.462065 0.041108 0.267556) NOICON
Dead_TorsoMe = 270 10 7 (0.917234 0.081606 0.531129) NOICON
Dead_Trooper = 225 20 7 (0.462065 0.041108 0.267556) NOICON
Demon = 0 3002 6 (0.441374 0.000000 0.000000) NOICON
Demon_Arachnotron = 270 68 4 (0.383694 1.000000 0.464583) NOICON
Demon_ArchVile = 45 64 15 (0.383694 1.000000 0.464583) NOICON
Demon_Baron_O_Hell = 90 3003 6 (0.441374 0.000000 0.000000) NOICON
Demon_BossBrain = 0 88 7 (0.448271 0.164541 0.022843) NOICON
Demon_BossShooter = 0 89 7 (0.448271 0.164541 0.022843) NOICON
Demon_Cacodemon = 0 3005 6 (0.441374 0.000000 0.000000) NOICON
Demon_Cyberdemon = 270 16 6 (0.441374 0.000000 0.000000) NOICON
Demon_HellKnight = 315 69 4 (0.441374 0.000000 0.000000) NOICON
Demon_Imp = 0 3001 15 (0.441374 0.000000 0.000000) NOICON
Demon_LostSoul = 180 3006 15 (0.441374 0.000000 0.000000) NOICON
Demon_Mancubus = 90 67 7 (0.383694 1.000000 0.464583) NOICON
Demon_PainElemental = 0 71 15 (0.383694 1.000000 0.464583) NOICON
Demon_PossChaingunner = 90 65 14 (0.383694 1.000000 0.464583) NOICON
Demon_PossHuman = 135 3004 7 (0.441374 0.000000 0.000000) NOICON
Demon_PossShotgunman = 90 9 9 (0.441374 0.000000 0.000000) NOICON
Demon_Revenant = 90 66 14 (0.383694 1.000000 0.464583) NOICON
Demon_Spawnspot = 0 87 7 (0.862072 0.785668 0.272530) NOICON
Demon_Spectre = 270 58 12 (0.441374 0.000000 0.000000) I_BFG9K
Demon_SpiderMastermind = 45 7 6 (0.441374 0.000000 0.000000) NOICON
Demon_Woflenstein_SS = 0 84 6 (0.441374 0.000000 0.000000) NOICON
Fred_Barrel = 0 2035 7 (0.027329 0.093890 0.248283) NOICON
Fred_Bloody_Twitcher = 270 49 7 (0.708853 0.069277 0.917234) NOICON
Fred_Bloody_TwitcherNoblock = 0 63 7 (0.708853 0.069277 0.917234) NOICON
Fred_BloodyBrainAndStem = 0 81 7 (0.708853 0.069277 0.917234) NOICON
Fred_BunchO'Heads = 0 28 7 (0.708853 0.069277 0.917234) NOICON
Fred_Burning_Barrel = 90 70 7 (0.027329 0.093890 0.248283) NOICON
Fred_Candelabra = 315 35 7 (0.180319 0.326609 0.765511) NOICON
Fred_Candle = 315 34 7 (0.180319 0.326609 0.765511) NOICON
Fred_ColonGibs = 90 79 15 (0.708853 0.069277 0.917234) NOICON
Fred_Hanging = 0 50 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingKeen = 0 72 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingLeg = 180 52 6 (0.708853 0.069277 0.917234) NOICON
Fred_HangingLegNoblock = 225 59 8 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoblock = 0 60 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoGuts = 0 73 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoGutsNoBrain = 0 74 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoLeg = 270 51 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingNoLegNoblock = 0 61 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoLookingDown = 0 75 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoLookingUp = 0 77 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoNoBrain = 0 78 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTorsoOpenSkull = 0 76 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTwoLegs = 270 53 7 (0.708853 0.069277 0.917234) NOICON
Fred_HangingTwoLegsNoblock = 90 62 0 (0.708853 0.069277 0.917234) NOICON
Fred_HeadOnAStick = 0 27 7 (0.708853 0.069277 0.917234) NOICON
Fred_Heads&Candles = 0 29 7 (0.708853 0.069277 0.917234) NOICON
Fred_OnAStick_Dead = 0 25 7 (0.708853 0.069277 0.917234) NOICON
Fred_OnAStick_Live = 0 26 7 (0.708853 0.069277 0.917234) NOICON
Fred_Small_Pool_o_Gibs = 0 80 7 (0.708853 0.069277 0.917234) NOICON
Fred_TechLightColumn = 135 85 7 (0.180319 0.326609 0.765511) NOICON
Fred_TechLightColumnShort = 270 86 23 (0.180319 0.326609 0.765511) NOICON
Health_Medikit = 270 2012 7 (0.000000 0.682760 0.007965) NOICON
Health_MegaSphere = 180 83 7 (0.862072 0.568941 0.546663) NOICON
Health_Soul_Sphere = 0 2013 7 (0.862072 0.568941 0.546663) NOICON
Health_Stimpack = 180 2011 7 (0.000000 0.682760 0.007965) NOICON
Player_1_start = 90 1 7 (0.358623 0.031907 0.207663) NOICON
Player_2_start = 90 2 7 (0.358623 0.031907 0.207663) NOICON
Player_3_start = 90 3 7 (0.358623 0.031907 0.207663) NOICON
Player_4_start = 90 4 7 (0.358623 0.031907 0.207663) NOICON
Player_Deathmatch = 90 11 7 (0.241386 0.241386 0.241386) NOICON
Pow1_Invulnerable = 45 2022 7 (0.038163 1.000000 0.614551) NOICON
Pow2_Berserk = 90 2023 7 (0.038163 1.000000 0.614551) NOICON
Pow3_Invisible = 90 2024 7 (0.038163 1.000000 0.614551) NOICON
Pow4_Radiation_Suit = 315 2025 7 (0.038163 1.000000 0.614551) NOICON
Pow5_SuperMap = 0 2026 7 (0.038163 1.000000 0.614551) NOICON
Pow6_Light_Amplification = 135 2045 7 (0.038163 1.000000 0.614551) NOICON
TeleportMan = 270 14 7 (0.862072 0.785668 0.272530) NOICON
Wammo_Backpack = 180 8 7 (0.862072 0.000000 0.000000) NOICON
Wammo_Cell = 270 2047 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Cell_Pack = 225 17 15 (0.862072 0.223045 0.000000) NOICON
Wammo_Clip = 180 2007 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Clips_o_Plenty = 270 2048 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Rocket = 270 2010 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Rockets_o_Plenty = 270 2046 6 (0.862072 0.223045 0.000000) NOICON
Wammo_Shells = 225 2008 7 (0.862072 0.223045 0.000000) NOICON
Wammo_Shells_o_Plenty = 270 2049 6 (0.862072 0.223045 0.000000) NOICON
Weapon_BFG9000 = 270 2006 23 (0.448271 0.164541 0.022843) I_BFG9K
Weapon_Chaingun = 90 2002 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Chainsaw = 270 2005 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Plasma_Gun = 90 2004 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Rocket_Launcher = 90 2003 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Shotgun = 270 2001 7 (0.448271 0.164541 0.022843) NOICON
Weapon_Supershotgun = 90 82 3 (0.448271 0.164541 0.022843) NOICON

And here's the latest Sector specials list:
- --------------------------------------------------------------------------
numspecials: 16
6:Ceiling_Crush&Raise
5:Damage_HellSlime
7:Damage_Nukage
16:Damage_SuperHellSlime
4:Damage_SuperStrobe
10:Door_Close_in_30
14:Door_Raise_in_5_Mins
11:Exit_SuperDamage
2:Light_Fast_Strobe
17:Light_Fire_Flickering
1:Light_Flickering
8:Light_Glowing
3:Light_Slow_Strobe
13:Light_SynchStrobeFast
12:Light_SynchStrobeSlow
9:SecretArea

I think that's about it for all the info you WADsters need. Have fun.

John Romero
id Software, inc.



Clint



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

From: Bernd Kreimeier (++49-228-550-247) <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Wed, 23 Nov 1994 13:43:15 +0100
Subject: Re: Levels 31 & 32 in German Doom 2 ver


> I can see it now, thousands of frustrated DOOM ][ players smuggling "full"
> DOOM2.WAD files into Germany to insure editor and multy-player compatability.
> (I wonder if ID will offer an "upgrade" for the German Version?)

They won't. They hope to avoid having DOOM ][ put on the Index.
IMHO they probably won't succeed. The only reason they are allowed
to sell DOOM ][ in germany right now is that DOOM ][ is a new and
different game ;-), as far as the law is concerned. It will take the
responsible agency a few weeks or even months to take a decision, but
sooner or later DOOM ][ will appear on the Index as well - with or
without any Wolfenstein levels. As I've read in some german news
magazine, it was the Chainsaw that gave them reason to put DOOM on
the Index.


> This whole issue bites.
Indeed.

B.



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


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

From: "Hurricane/\\\\"@nvg.unit.no
Date: Wed, 23 Nov 1994 09:12:44 -0400 (AST)
Subject: Re: DoomCAD 5.0

I managed to get DoomCAD 5.0 off of Software Creations, and I've put it
on ftp.orst.edu. It should be found in NEWSTUFF......eventually. :)
I'll also put it on wuarchive once it's back up (backed up? :) ) and
ftp.uwp.edu.

I haven't tested it myself yet, but the ZIP is undamaged (authenticity
check fine). I'll probably be testing it tonight. If anybody doesn't
want to wait for the ftp.orst.edu crew to get moving, I can uuencode it
and mail it to you, just mail me. Or, check one of the above sites.

} Brandon "Hurricane" Hume {
{ bhume@is.dal.ca|Brandon.Hume@viocomm.alt.ns.ca|Hurricane@alt.tbbs.ns.ca }
} "Without honor, there can be no true victory... {
{ With honor, there is no real defeat."
}
\_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_/


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

End of doom-editing-digest V1 #64
*********************************

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