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Doom Editing Digest Vol. 01 Nr. 050

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #50
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 12 November 1994 Volume 01 : Number 050

List of frames
Re: textures on 2-sided non-2S lines
Re: AASTINKY
Re: Sound FX Tools for DOOM II?
Re: textures on 2-sided non-2S lines

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

From: "Nat C." <natc@nando.net>
Date: Fri, 11 Nov 1994 16:00:10 -0500 (EST)
Subject: List of frames

Could some one send me a list of posible frames for objects. Thanks in
advance.

Nat Calloway

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Fri, 11 Nov 1994 16:14:50 EST
Subject: Re: textures on 2-sided non-2S lines

brian@phyast.pitt.edu (Brian K. Martin) ,in message <9411111907.AA28303@minerva
.phyast.pitt.edu>, wrote:

> What are you talking about? Animations always worked for me on 2s and
> 1s lines,
> just make sure they are single patches (in most cases).

DOH! forgot about that. I was trying to save space by using patches that
moved from the bottom to the top of the texture as the animation progressed.
I can turn it into single-patch textures, at the cost of tripling the space
consumption of the waterfall graphics. Pity patch offsets can't be negative.

The only contradiction is that GSTFONT* were definitely not working on the
normal of a shoot-through linedef in my tests. They are certainly 1-patch
textures.

> In fact
> one of my wads has steam which is animated and you walk through it. I
> don't see why you couln't make a waterfall with a 2s line.

Well, empirically, because it doesn't move. It only shows the first frame
of the animation.

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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 11 Nov 1994 14:03:05 -0800
Subject: Re: AASTINKY

>
> The AASTINKY texture is the only one whose width is not a power
>of two. So maybe DOOM doesn't handle it properly in some situations.
>Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:

Yea, thats what I figured, I re-entered it into doom as a power of two
and it works fine.
Steve H.B.



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

From: cgasparo@cymbal.aix.calpoly.edu
Date: Fri, 11 Nov 1994 14:06:04 -0800
Subject: Re: Sound FX Tools for DOOM II?

>> Raphael! Raphael! Tell us the current ETA of 5.3?
>> Steve H.B.
>
>Ahem. The ETA is: "as soon as it is finished".
>I will soon give a beta version to the beta-testers (please
>do not ask for it, I already have enough testers) and I will
>release 5.3 a few days later if no major bugs are found.

Hey, I only asked Ted once and he turned me down politely. I'm only an
ETA nudge. But 'as soon as it is finished' should satisfy me till it's
released. :)
Steve H.B.


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

From: Lane Copley <lcopley@crl.com>
Date: Fri, 11 Nov 1994 15:08:27 -0800 (PST)
Subject: Re: textures on 2-sided non-2S lines

> > animations work on non-2S lines! Normally they're just frozen, but if you
> > disable the 2S bit then you can walk through animated walls. Unfortunately you
> > can't shoot through them. So much for my sniper hiding behind a working
> > waterfall :( he has to stay hidden behind a non-working waterfall).
> >
> What are you talking about? Animations always worked for me on 2s and
> 1s lines,
> just make sure they are single patches (in most cases). In fact
> one of my wads has steam which is animated and you walk through it. I
> don't see why you couln't make a waterfall with a 2s line. (why do you
> need to use a 1s line?).

Can you shoot through your steam animation?

- --
Lane Copley

Hmm...this must be where the witticisms go. Maybe I can copy Kibo's?



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

End of doom-editing-digest V1 #50
*********************************

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