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Doom Editing Digest Vol. 01 Nr. 125

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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 #125
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doom-editing-digest Tuesday, 17 January 1995 Volume 01 : Number 125

Re: Doom ][ Graphics Editors
Mail Delivery Status
Heretic Graphics Weak?
Re: Heretic Graphics Weak?
[none]
Re: Heretic Graphics Weak?
Re: BLOCKMAP Limits
Re: Doom ][ Graphics Editors
Re: Heretic Graphics Weak?
Re: Heretic Graphics Weak????

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

From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Sun, 15 Jan 1995 20:25:17 -0800
Subject: Re: Doom ][ Graphics Editors

>Can someone recommend a good Doom][ graphics editor. What ever happened to
>dmgraph for doom ][?
>
>
>

DMGRA11D will do Doom II Graphics.... The most comprehensive graphics
insertion utility is DeuTex/DeuSF... look for ver 3.1 at ftp.cdrom.com in
pub/../heretic dirs.
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com



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

From: "Central Postmaster" <SSW.POSTMSTR@A50VM1.TRG.NYNEX.COM>
Date: 16 Jan 1995 09:57:09 GMT
Subject: Mail Delivery Status

***** Error in Mail Delivery *****

SNADS TEMPORARY SERVER ERROR

Recipients:

NOTES.PKOWALSK@A50VM1.TRG.NYNEX.COM

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

From: <jordanf@shell.globalone.net>
Date: Mon, 16 Jan 1995 11:27:07 -30000
Subject: Heretic Graphics Weak?

Is it me, or are the textures in Heretic extremely weak? It seems like
they put very little effort and time into the textures. Perhaps a
utility to import the DOOM II textures into Heretic would be
appropriate. This way we can retain the awesome weapons, flying, and
look up/down features of Heretic and have the DOOM II textures too. It
seems like in Heretic deathmatch, all the characters blend into the walls.

Jordan Feinman System Operator
Global One, Inc. (518) 452-1465 v
jordanf@globalone.net (518) 452-1234 d

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

From: Steve McCrea <sm@eng.cam.ac.uk>
Date: Mon, 16 Jan 1995 17:30:51 GMT
Subject: Re: Heretic Graphics Weak?

Jordan Feinman wrote:
> Is it me, or are the textures in Heretic extremely weak? It seems like
> they put very little effort and time into the textures.
>
I've only played the shareware episode, but the textures impressed me -
the rock roofs with the wooden supports, the studded wooden pillars, the
ivy covered stone walls, the stained glass. OK, so not many particularly
original textures (PWAD authors _have_ made this difficult) but well
done.

> It seems like in Heretic deathmatch, all the characters blend into the walls.
>
Ah. Possibly the characters aren't so good?

Steve.

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

From: doom-editing-owner@nvg.unit.no
Date: Mon, 16 Jan 95 12:53:00 -0500
Subject: [none]

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Date: Mon, 16 Jan 1995 11:27:07 -30000
From: <jordanf@shell.globalone.net>
Subject: Heretic Graphics Weak?
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Is it me, or are the textures in Heretic extremely weak? It seems like
they put very little effort and time into the textures. Perhaps a
utility to import the DOOM II textures into Heretic would be
appropriate. This way we can retain the awesome weapons, flying, and
look up/down features of Heretic and have the DOOM II textures too. It
seems like in Heretic deathmatch, all the characters blend into the walls.


Jordan Feinman System Operator
Global One, Inc. (518) 452-1465 v
jordanf@globalone.net (518) 452-1234 d




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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 16 Jan 1995 13:08:35 EST
Subject: Re: Heretic Graphics Weak?

<jordanf@shell.globalone.net> ,in message <Pine.3.89.9501161127.B8375-0100000@s
hell.globalone.net>, wrote:

>
> Is it me, or are the textures in Heretic extremely weak? It seems like
> they put very little effort and time into the textures.

My roommate says that some of the textures in e1m2 give her a headache. I
think she's talking about the grey stone with vines.

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

From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Mon, 16 Jan 95 14:53:41 CST
Subject: Re: BLOCKMAP Limits

>Hmm, I wonder. Since the blockmap is basically an array of integers (2
>bytes), and some of them are used as indexes into itself, there is a
>maximum limit of 128K. If it's limited to only positive indexes, however
>(is the blockmap signed?), then 64k is the limit. Constructing a blockmap
>by normal means will require 4 ints for global data, and 3 ints per block
>minimum. So, 65536 / 3 - 4 = 21841 blocks max for the 128k limit model.
>Close.. :)
>
The blockmap offsets are unsigned, so it can go up to 64K words
(128k bytes). Your expression should be (65536-4)/3 = 21844 for the maximum.
Either way, it is the extreme case since it means having a very large map
with no lines in it. Now I see that rather than the 21844 number I had posted
previously, it's probably better to use something like 147*147 = 21609 blocks.
So having a square 147*128 = 18816 units on a side will result in about
4+147*147*3+4*147 = 65419 words.

>Question, though. What if you merged like block? You would only need the
>actual block data in memory once, and have all indexes point to it
>instead. This would allow you to have much larger blockmaps if it isn't
>really filled up. Mostly empty blocks, which have a line list of {0,-1}
>would be the most common shared block.
This is an excellent idea, except that I believe that someone posted
at one time that the leading zero of each block is replaced at runtime by
a pointer (or index or something) that references a list of things in that
block. So having several blockmap indices pointing to the same block would
not work. But this info could be wrong and such an optimization would be
a smart item to have while generating the blockmap.


Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."




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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Mon, 16 Jan 95 18:30:17 CST
Subject: Re: Doom ][ Graphics Editors

On Sun, 15 Jan 95 15:41:05 -0800,
chall@tcpet.uscg.mil <chall@tcpet.uscg.mil> wrote:

>Can someone recommend a good Doom][ graphics editor. What ever happened to
>dmgraph for doom ][?

Not yet, no.. :) Maybe later, though. Thinking about writting one if no
one writes a great one soon (not just good, but great mind you..)

-Jason


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

From: Stephen Gates <skg8310@email.unc.edu>
Date: Mon, 16 Jan 1995 18:31:51 -0500 (EST)
Subject: Re: Heretic Graphics Weak?

Heretic's textures does some weak. It's also confusing when you play on
levels such as e1m1-e1m3 where the floors, ceilings, and walls have that
weird vine texture that blends in to each other.

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

From: djr@infinet.com (Dan J. Rockwell)
Date: Mon, 16 Jan 1995 19:32:09 -0500 (EST)
Subject: Re: Heretic Graphics Weak????

>
> Heretic's textures does some weak. It's also confusing when you play on
> levels such as e1m1-e1m3 where the floors, ceilings, and walls have that
> weird vine texture that blends in to each other.
>

I didn think the graphics were all that bad in Heretic. I think some of the
monsters could have been better, but in general I liked the textures. The
seem just right for Heretic. Loved that stained glass window texture.

So how is the registered version? Even more textures, more monsters
(hopefully better) and more items it can only get better.

Dan


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

End of doom-editing-digest V1 #125
**********************************

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