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Doom Editing Digest Vol. 01 Nr. 110

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #110
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 6 January 1995 Volume 01 : Number 110

Re: What is on-topic on this mailing list
Heretic Lines
Re: DESCENT specs possibility
HereticEngine thoughts
Re: ftp.idsoftware.com /id POLAR.ZIP ???
DEU 5.23 beta for Windows
RE: RCPT: ID's Schedule
Re: ftp.idsoftware.com /id POLAR.ZIP ???
Re: ftp.idsoftware.com /id POLAR.ZIP ???
A real bug in Heretic...
Re: ftp.idsoftware.com /id POLAR.ZIP ???
Re: A real bug in Heretic...
Re: ftp.idsoftware.com /id POLAR.ZIP ???
Re: ftp.idsoftware.com /id POLAR.ZIP ???

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

From: rrward@netcom.com (Richard Ward)
Date: Sun, 1 Jan 1995 00:28:38 -0800 (PST)
Subject: Re: What is on-topic on this mailing list

Re: What is permitted [list deleted] -

In so much as I agree with the ID portions of your list, I disagree with the
rest. Below is the relevant (sp?) section of the nice e-mail letter I recived
when I subscribed to this list.


It is my postition that we should stick to this list (until such time as a
vote of active membership or formal change of focus statement is posted to the
membership by the maintainer of this list). I subscribed to this list in
order to read about editing DOOM (and all that goes with it) _without_ having
to wade through off-topic posts (including ROTT).

Richard

[------------------------- begin included text ---------------------------]
[snip]

So what is this list for?

DOOM-editing is dedicated to all aspects of doom editing, primarily doom
level editing using the editor of your choice (e.g. DEU, Dmapedit, Doomed,
DoomCad...) but also doom sound, music, graphics and even DOOM.EXE hacking
can be discussed. So basically.. if you're modifying DOOM in any way.. this
is were to discuss it. (Note that this should be done in accordance with id's
copyrights only.)

Sounds good... what doesnt DOOM-editing cover?

DOOM-editing does not cover any of the following: tips for novice DOOM
players (or advanced ones for that matter), cheat codes (everone should know
them by now!), stuff thats in the FAQ(s) (RTFM, dudes!), modem/network
connectivity stuff, rumors about DOOM/Quake/id, ethical debates on DOOM,
DOOM competitions, WAD reviews, and anything else thats not related to DOOM
editing (hence the name :)

[snip]
[-------------------------- end included text ----------------------------]



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

From: bmorris@islandnet.com (Ben Morris)
Date: Wed, 4 Jan 95 18:48 PST
Subject: Heretic Lines

So I was looking through a Heretic map the other day, trying to prep DCK
2.0 for working with the game (which is a more difficult task than I
originally imagined, what with the different palette and my relying on the
DOOM palette for the 256-color interface.. sigh ! :).. anyway, I happened
to notice that hardly *any* of the lines are marked impassable. Does
heretic automatically assume a one-sided line impassable and disallow
travel across it? Inquiring minds want to know..

- - Ben

(The heck with it .. 2.1 will have Heretic support :)


- ---------------------------------------------- * --------------------
the felix of your truth will always break it / Ben Morris
and the iris of your eye always shake it / ..your typical CN
- -- "Iris" / Live -------------------------- / -----------------------
revel in your perception * bmorris@islandnet.com

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

From: Paul Falstad <pf@zoof.cts.com>
Date: Wed, 4 Jan 1995 15:29:42 -0800
Subject: Re: DESCENT specs possibility

ffjjd@aurora.alaska.edu says:
| Subject: Re: DESCENT specs possibility
| >Reply-To: doom-editing@NVG.UNIT.NO
| >
| >Why in the world would a company not release their editor...
| >assuming it runs on the same platform as the game itself,
| >i.e. on the PC.
|
| Perhaps they'd like to retain an edge, even if only slight, over other
| level designers so that they can either crank them out faster or with
| higher quality. Other than that it's hard to explain.

Also, the editor might not be polished enough to sell without causing
them to get tons of support calls. Hacking up a workable editor
for use by a handful of trained employees is one thing; writing and
documenting a bulletproof editor which the general public can use would
be much more work.


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

My friend has a baby. I'm recording all the noises he makes so
later I can ask him what he meant.

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

From: djr@infinet.com (Dan J. Rockwell)
Date: Wed, 4 Jan 1995 16:58:29 -0500 (EST)
Subject: HereticEngine thoughts

> > I wonder if there's a chance ID will put some of the nice aspects of the
> > Heretic engine into an update for Doom2. Things like the new sector types
> > and sector orientated sounds, and if any new line defs. Plus the obvious
> > new abilities of looking up and down. I wouldn't take the inventory
> > abilities over. The line defs and sector aspects should be simple enough,
> > I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
> >
> > Just the sector specified sounds would give a new dimesion to doom. I hate
> > having to sacrafice the monster sounds to add to the atomsphere. See I
> > don't like music in my wads, ruins the mood IMHO. I'd rather have little
> > sound bites creating the mood for the player.

> I suppose it would be great for DOOM wads, but I get the feeling that iD
> is working full bore on Quake. And I'd personally prefer it that way.

Yes, but I figure it wouldn't really take much effort, and it would help by
them time while working on Quake. These new additions would give Doom
editors new found toys to play with. Editors would keep turning out wads
(not that they've stopped) and users would keep playing doom. Quake is a
long way away. ID will loose momentium especially with new competition in
town like Descent, DarkForces, ROTT and the hundred other clones out there,
none of which seem as playable or editable as doom. (as of yet mind you).

The more I hear about quake, the more it sounds like a mud. Server based
entertainment, 20 plus players, add on editors for things, and levels. Heck
soudns like they'll make the engine, and let us build the world. Who needs
a marketing campaign when we'll do the marketing for them.

Dan

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

From: "C. Sheldon" <sheldonc@acy.digex.net>
Date: Wed, 4 Jan 1995 14:36:02 -0500 (EST)
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

On Wed, 4 Jan 1995, Dan J. Rockwell wrote:

> >
> > > to save any other poor soul from a *long* download from ftp.idsoftware.com,
> > > the 7+ MB file POLAR.ZIP in /id is encrypted.
> > well, it would appear to me that POLAR.ZIP is some sort of full doom 2
> > release in an encrypted zip.... why this is public info, i have no idea,
> > but I'm sure I wasn't the only one who wondered...
>
> I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
>
>
> Dan


The 7+mb POLAR.ZIP file on ftp.idesoftware.com is: Doom][ For
people in the south pole, apparently they don't get mail very often down
there, and they have an internet feed, so iD made it available to them
via ftp. (technology is great isn't it?)

BTW: I got this information from Joost (lotlhwI on #doom, who
seems to know everything) So if its incorrect complain to him.

Later Days,

Cliff Sheldon
DrWu on #doom


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

From: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Wed, 4 Jan 95 20:16:12 +0100
Subject: DEU 5.23 beta for Windows

I just posted the following article on rec.games.computer.doom.editing...
Maybe you will be interested:

There is a new beta version of DEU: version 5.23 beta, for Windows. I put it
on my ftp server and I didn't announce it, because I didn't want to overload
my little server. But I just saw that someone posted an article about it on
the announce group, so I have to make an official statement about it... :-)

First, this is a beta version. It is rather stable, but it is not the final
version. The version number is 5.23, because it has more features than 5.21
but not all features from 5.30 yet.

Use it, but don't complain if you find some bugs. I didn't work on the Windows
port, so I will not answer any questions about it (sorry, I am too busy with
DEU 5.3). The guy behind this great work is Renaud Paquay, a fellow Belgian guy.
His e-mail address is included in the docs that come with the Windows version of
DEU, but don't bother him too much because he has some exams at the moment.


You can download this beta version from the official DEU ftp server:

ftp2.montefiore.ulg.ac.be /pub/doom/deu/beta/windeu.zip

Warning: I set a low limit to the number of anonymous users on my server.
If you come from the USA, you will find that it is rather slow, because the
Europe-USA connection is very often overloaded. Please don't abuse: log out
as soon as you got the file...

- -Raphael
- --
+---------------------------------------------------------------------------+
| Finger: finger quinet@finger.montefiore.ulg.ac.be for some useless info. |
| WWW: http://www.montefiore.ulg.ac.be/~quinet (NEW: preview of DEU 5.3) |
| E-mail: eedraq@eed.ericsson.se or quinet@montefiore.ulg.ac.be |
| S-mail: Raphael Quinet, 9 rue des Martyrs, 4550 Nandrin (Belgium) |
| --* Send your questions about DEU to: Deu_Help@boblab1.bobst.nyu.edu *-- |
| --* Please don't ask any questions about DEU 5.3 *-- |
+---------------------------------------------------------------------------+

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

From: Michael Hotchin <mhotchin@microsoft.com>
Date: Tue, 3 Jan 95 21:16:29 TZ
Subject: RE: RCPT: ID's Schedule

You don't really want confirmation going out for every message on this list...

Mike H.

- ----------
| From: Christopher Wise <WISE@eng2.eng.monash.edu.au>
| To: <doom-editing@nvg.unit.no>
| Subject: RCPT: ID's Schedule
| Date: Wednesday, January 04, 1995 3:35PM
|
| Received: from sabre-wulf.nvg.unit.no by netmail.microsoft.com with
SMTP (5.65/25-eef)
| id AA22960; Tue, 3 Jan 95 21:04:42 -0800
| Received: (from bin@localhost) by sabre-wulf.nvg.unit.no
| (8.6.9/8.6.9) id FAA00709 for doom-editing-outgoing; Wed, 4
| Jan 1995 05:35:32 +0100
| Received: from VX22.CC.MONASH.EDU.AU (vx22.cc.monash.edu.au
| [130.194.1.22]) by sabre-wulf.nvg.unit.no (8.6.9/8.6.9) with
| ESMTP id FAA00704 for <doom-editing@nvg.unit.no>; Wed, 4 Jan
| 1995 05:35:22 +0100
| Received: from clay-smtp.eng.monash.edu.au
| ("port 7941"@clay-smtp.eng.monash.edu.au)
| by vaxc.cc.monash.edu.au (PMDF V4.3-12 #8933)
| id <01HLGCAUTY8W9AMSO6@vaxc.cc.monash.edu.au>; Wed, 04 Jan 1995
15:35:16 +1100
| Received: From SYBIL/WORKQUEUE by clay-smtp.eng.monash.edu.au via
| Charon-4.0A-VROOM with IPX id 100.950104153437.416; 04 Jan 95 15:35:24 -1000
| Message-Id: <MAILQUEUE-101.950104153516.416@eng2.eng.monash.edu.au>
| X-Mailer: PMail v3.0 (R1)
| Content-Transfer-Encoding: 7BIT
| Priority: normal
| Sender: owner-doom-editing@nvg.unit.no
| Precedence: bulk
|
| Confirmation of reading: your message -
|
| Date: 4 Jan 95 9:57
| To: doom-editing@nvg.unit.no
| Subject: ID's Schedule
|
| Was read at 15:35, 4 Jan 95.
|
|

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

From: Jeff <knob@netcom.com>
Date: Thu, 5 Jan 1995 07:24:37 -0800 (PST)
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

On Wed, 4 Jan 1995, C. Sheldon wrote:

>
>
> On Wed, 4 Jan 1995, Dan J. Rockwell wrote:
>
> > >
> > > > to save any other poor soul from a *long* download from ftp.idsoftware.com,
> > > > the 7+ MB file POLAR.ZIP in /id is encrypted.
> > > well, it would appear to me that POLAR.ZIP is some sort of full doom 2
> > > release in an encrypted zip.... why this is public info, i have no idea,
> > > but I'm sure I wasn't the only one who wondered...
> >
> > I'd think anyways. This still doesn't explain the 7mb file POLAR zip.
> >

Why doesn't someone just download it, use pkcrack, and tell us
what it is...?

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

From: tedv@geom.umn.edu
Date: Thu, 5 Jan 95 12:11:41 CST
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

> Why doesn't someone just download it, use pkcrack, and tell us
> what it is...?

Because not all of us are privleged enough to have nice utilities like
pkcrack. :) I'm assuming that this is NOT distributed with normal
pkware utitlies.

But that's beside the point. You know you can still list files with -v
even if they are encrypted. You're almost guaranteed to have a very
large .wad file of some sort; that should tell us what it is. I think
I'll try that now..

- -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: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Thu, 5 Jan 95 20:24:58 +0100
Subject: A real bug in Heretic...

Let's begin with something which is off-topic for this group:
In Heretic, save a game just after you finish one level (before starting
the next one). For example, go through level 1, then save after having
pressed the exit switch. Now comes the good part: try to restore the
game. Surprise!

Now, I will get back to Doom editing: some of you have already tried DEU
5.23 for Windows. If you have Windows NT or Win32s, here are some good
news: there is also a 32 bit version of WinDEU available from my ftp server.
It is faster, of course. If you missed my previous message, here is the
location of the files: ftp2.montefiore.ulg.ac.be, /pub/doom/deu/beta.

One last word about Heretic: remember that Id Software has requested that
no editor works with the shareware version of the game (it's in the README
file). I have already received three patches from different people to make
DEU compatible with Heretic. But I do not want to release HEU if it works
with the shareware version - I will wait for the registered version first.
If you are the author of another editor, please respect Id's wishes...

- -Raphael

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

From: johnsond@std.teradyne.com (Dean Johnson)
Date: Thu, 5 Jan 95 12:45:40 PST
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

> From: djr@infinet.com (Dan J. Rockwell)
> > > to save any other poor soul from a *long* download from ftp.idsoftware.com,
> > > the 7+ MB file POLAR.ZIP in /id is encrypted.
> > well, it would appear to me that POLAR.ZIP is some sort of full doom 2
> > release in an encrypted zip.... why this is public info, i have no idea,
> > but I'm sure I wasn't the only one who wondered...

If it really is just an encrypted zip I'm pretty sure that I've seen
utils on the Net that will automatically break the standard zip
encryption. id-people are switched on, presumably they'd use something
a bit more secure. (If not it's already too late.)

> I wonder if there's a chance ID will put some of the nice aspects of the
> Heretic engine into an update for Doom2.

It'd be cool but I'm not holding my breath.

> This still doesn't explain the 7mb file POLAR zip.

Maybe they're considering releasing the engine source code... In our
dreams!! =) =)

> Just the sector specified sounds would give a new dimesion to doom. I hate
> having to sacrafice the monster sounds to add to the atomsphere. See I
> don't like music in my wads, ruins the mood IMHO. I'd rather have little
> sound bites creating the mood for the player.

Personally I like the music (turned way down) but would like the
localized sounds also. They did something like this in Aliens-TC (e.g.
"Watch those corners.") I haven't investigated but I'd assume they
modified otherwise inert objects to have an alert sound.

- -D

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

From: Ed Phillips <flaregun@udel.edu>
Date: Thu, 5 Jan 1995 15:48:09 -0500 (EST)
Subject: Re: A real bug in Heretic...

On Thu, 5 Jan 1995, Raphael Quinet wrote:

>
> Now, I will get back to Doom editing: some of you have already tried DEU
> 5.23 for Windows. If you have Windows NT or Win32s, here are some good
> news: there is also a 32 bit version of WinDEU available from my ftp server.
> It is faster, of course. If you missed my previous message, here is the
> location of the files: ftp2.montefiore.ulg.ac.be, /pub/doom/deu/beta.
>

Does WinDEU 5.23 work with DOOM][?

Ed

/****************************************************************************/
/* Ed Phillips flaregun@udel.edu University of Delaware */
/* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */
/****************************************************************************/


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

From: djr@infinet.com (Dan J. Rockwell)
Date: Thu, 5 Jan 1995 17:29:07 -0500 (EST)
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

>
> Maybe they're considering releasing the engine source code... In our
> dreams!! =) =)

Sure would be nice!

> > Just the sector specified sounds would give a new dimesion to doom. I hate
> > having to sacrafice the monster sounds to add to the atomsphere. See I
> > don't like music in my wads, ruins the mood IMHO. I'd rather have little
> > sound bites creating the mood for the player.

> Personally I like the music (turned way down) but would like the
> localized sounds also. They did something like this in Aliens-TC (e.g.
> "Watch those corners.") I haven't investigated but I'd assume they
> modified otherwise inert objects to have an alert sound.

I doubt you can modify inert objects so that they have sound attached to
them. It's an interesting idea, maybe DHE21 can do it. Odds are they
sacrficed a monster.

Dan


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

From: johnsond@std.teradyne.com (Dean Johnson)
Date: Thu, 5 Jan 95 16:10:52 PST
Subject: Re: ftp.idsoftware.com /id POLAR.ZIP ???

> > Maybe they're considering releasing the engine source code... In our
> > dreams!! =) =)
>
> Sure would be nice!

Seriously, has anyone looked at the 3rd party doomproj.zip source code
that was mentioned here last month? I haven't been find a copy.

> > Personally I like the music (turned way down) but would like the
> > localized sounds also. They did something like this in Aliens-TC (e.g.
> > "Watch those corners.") I haven't investigated but I'd assume they
> > modified otherwise inert objects to have an alert sound.
>
> I doubt you can modify inert objects so that they have sound attached to
> them. It's an interesting idea, maybe DHE21 can do it. Odds are they
> sacrficed a monster.

Hmmm what I meant was that the objects were immobile, invulnerable,
even invisible. I hadn't thought they'd need to necessarily sacrifice
a beastie but I bet you're right.

At first I didn't think it added up (more unique sounds and monsters in
Aliens than total Doom monsters) but from my foggy memory Aliens
probably didn't use all the Doom beasts and maybe had enough left over
to account for the four localized sounds that I recall.

BTW if it's true I think it's _really_ cool that iD has made a copy
available for the researchers at the South Pole.

- -Dean

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

End of doom-editing-digest V1 #110
**********************************

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