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Doom Editing Digest Vol. 01 Nr. 123

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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 #123
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 15 January 1995 Volume 01 : Number 123

Re: consistency checking
Re: SKY.WAD
weapon changes
Can DeHackEd do this?
Re: weapon changes
Re: weapon changes
Re: Heretic Sound???
Re: consistency checking
Re: Can DeHackEd do this?
Re: weapon changes
Re: BLOCKMAP Limits
Troopers keep falling on my head...
Wad announcement
Re: BLOCKMAP Limits

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

From: Lane Copley <lcopley@crl.com>
Date: Fri, 13 Jan 1995 17:49:57 -0800 (PST)
Subject: Re: consistency checking

Here you are, Matt:

On Wed, 11 Jan 1995, Robert Forsman wrote:

> S.Benner@lancaster.ac.uk (Steve Benner) ,in message <ab39c386030210043f93@[148.
> 88.12.82]>, wrote:
>
> > Hi Robert,
> >
> > I haven't been keeping track of all these consistency checking additions of
> > late, especially as I'm sure you have been! Could you send me your latest
> > BCC list sometime please after you've added the latest goodies? (I love
> > the door/key checking idea too. Brilliant!) Ta!
>
> Have one:
>
>
> Bob's Consistency Checker
>
> - by Robert Forsman <thoth@cis.ufl.edu>
>
>
> This document describes Bob's Consistency checker. Such a program
> does not yet exist, and may never (unless Bob gets some spare time).
> You may compare your consistency checker to this checklist and make
> claims like "25% Bob compliant!".
>
>
> This list is not purely the product of my own brain. I have used
> both DoomCAD and DEU and the consistency checks they provided have
> provied invaluable (yet, incomplete). Also, discussions of DOOM
> engine limitations on the doom-editing mailing list gave me ideas for
> new consistency checks.
>
> I refered to the DEU 5.2.1 source while writing this document. Long
> live TRULY free software!
>
> If you have any contributions, drop me a line and get yourself a
> mention.
>
>
> * is basic check
>
> ** is an advanced check and usually requires that someone with a brain
> write the code.
>
> W flag means a warning (violating these checks might be necessary or
> reasonable for certain special effects, but usually it's a mistake).
>
> ST means shoot-through (bit 2 of the linedef flags, often referred to
> by the name 2-sided, although this is misleading)
>
>
> THINGS: (remember difficulty masks)
>
> The following four result in a monster that rotates to face you,
> but never attacks.
>
> * Monster centered in a sector that is too short for it.
>
> ** Monster partly in a sector that is too short for it.
>
> ** Monster half-stuck in a wall (not sure how the engine computes this).
>
> * Monster too close to another monster (they are both stuck till one
> dies, then the other is freed) (not sure how the engine computes this).
>
> * thing with bogus type
>
> * an item that is completely not inside a sector
>
> *W an item that is visually too tall for its sector
>
> * teleporter target with no source linedef
>
> * missing a player 1 start. remember the difficulty masks)
>
> *W missing player 2-4 starts, missing deathmatch starts
>
> * More than one player 1 start (causes ghost player 1 things). This
> probably applies to player 2-4 as well. Remember the difficulty masks.
>
> * >10 deathmatch starts (bad, according to ID guys)
>
>
> VERTICES:
>
> * two vertices that share the same coordinates.
>
> * vertex not used by any linedef or seg
>
> LINEDEFS:
>
> * linedef that refer to nonexistent sidedefs, or vertices.
>
> * linedef with bogus type
>
> * degeneracy. linedef with same starting and ending vertex.
>
> ** overlaying linedefs. Simple example:
>
> line from (4,0) to (-2,0) and another
> line from (2,0) to (-4,0).
>
> another example
>
> line from (4,0) to (0,0) and another
> line from (0,0) to (4,0).
>
> * linedef with no sidedefs.
> * linedef with a left sidedef but not a right.
> (or, more compactly: linedef with no right sidedef.)
>
> * linedef that intersects another linedef.
>
> * linedef with one sidedef should have impassable set, and ST clear.
>
> *W linedef that has two sidedefs, an impassable bit set, and no
> texture on either normal.
>
> *W linedef that bounds two sectors where the ceiling height
> difference is >x, where x is some number that one of those
> doom-editing guys will figure out one day (the Flash-Of-Sky effect).
>
> *W lack of a linedef with exit type.
>
> * more than 64 animated walls
>
> * manual door on 1-sided linedef
>
> SIDEDEFS:
>
> * sidedef not referred to by any linedef
>
> * sidedef that refers to nonexistent sector.
>
> * sidedef on non-ST linedef missing a normal texture.
>
> * sidedef on ST linedef missing a required upper or lower texture.
> ) sidedef
> without an upper texture
> referring to a sector with ceiling higher than the neighbor
> where either of the sectors doesn't have F_SKY1 as the ceiling
> ) sidedef
> without a lower texture
> referring to a sector with floor lower than the neighbor
> where either of the sectors doesn't have F_SKY1 as the floor
>
> *** sidedef that would be missing an upper or lower texture due to
> the motion of a sector's floor/ceiling.
>
> ** texture with overlapping patches on a ST linedef's NORMAL
> texture. (Medusa effect) Or maybe it's vertically tiling patches
> (whatever that means).
>
> **W animated texture on an ST normal. (it doesn't animate in earlier engines)
>
> * sidedef with a short (<128 tall) texture on an upper or lower
> texture where the ceiling/floor difference is larger than the
> texture's height. (Tutti-Frutti effect) Can also be caused by
> yoffsets.
>
> *W ST sidedef
> 1) with a texture on the normal that is too tall for the
> normal space and
> 2) where there is no floor change (or perhaps if the lower
> unpegged bit is set, no ceiling change)
>
> *W normal textures on ST sidedefs can extend into the floor or
> ceiling through yoffsets.
>
> *W ST sidedef with a texture on the normal that is too
> short for the normal space
>
> * sidedef that refers to a nonexistent wall texture
>
> SECTORS:
>
> * sector with bogus type
>
> * WAD with less than 2 SUBsectors is bad. (so, have >=2 sectors, or
> one non-convex sector.)
>
> * sector not referred to by any sidedef
>
> * sector that is unclosed. The sidedefs of a sector should form a
> set of closed cycles with all the sidedefs of a single cycle on a
> single side of that cycle.
>
> ** sector that is REALLY unclosed. ANY line from infinity to
> infinity should have linedef crossings that match this regular
> expression: ^(spoo* in out)* spoo*$. The "in" is when you cross a
> linedef from the "other" sidedef side to the "my" sidedef side. "out"
> is when you cross a sidedef from the "my" side to the "other" side.
> "spoo" is crossing a linedef that has nothing to do with "my" sector.
> No "spoo" is allowed between an "in" "out" sequence.
>
> * sector whose ceiling is lower than its floor (or is there a use
> for such sectors?)
>
> * sector that refers to a nonexistent floor or ceiling texture
>
> *W sector taller than 1023 pixels (1.2 engine limit).
>
> * lack of a secret sector (causes 0% to appear in DooM 1/2 which is
> frustrating for the player)
>
> TAGS
>
> * A teleporter linedef with no destination thing in any tagged
> sector. (remember your difficulty masks)
>
> * A teleporter linedef with several destination things for a
> difficulty level.
>
> ? teleporter tagged to several sectors (what are the rules, anyway)?
>
> * a linedef that is missing a tag (which ones need tags, anyway?
> manual door's don't need them).
>
> * a tagged linedef that has no matching tagged sector.
>
> * a tagged sector that has no matching linedef.
>
> MISC:
>
> * Level bounds too large for BLOCKMAP (creates more than 21844 blocks).
>
> * door without corresponding key, or key without corresponding door.
> Remember your difficulty masks.
>
>
> CREDITS:
>
> DEU's editobj.c by Brendon Wyber and Rapha l Quinet.
> DoomCAD by Matt Tagliaferri.
> The Unofficial Doom Specs by Matt Fell
> Robert Fenskey Jr. <fenske@rocke.electro.swri.edu>
> the guys on doom-editing@nvg.unit.no.
>
> > I've finished my checking of the 2-s textures limitation now and it does
> > seem to be Y=0 and no overlapping patches.
>
> OK, I'll use that.
>
> > Does anyone know if
> > Heretic has the same limitation, have you heard/investigated?
>
> I'll have a look through the shareware wad and publish the results. I'm
> going to guess that some restrictions are lifted though and I'll tell you why:
>
> My friend who is working on a DOOM-like engine has come to the conclusion
> that transparent textures are rendered in the thing stage, not the walls
> stage. Since Heretic has some things that use multiple patches (which pisses
> me off. I am not flexible enough to preview multi-patch sprites), its
> enhanced thing rendering capabilities might carry over into transparent wall
> textures.
>
> Since the rendering of a perspective texture is still more complicated than
> rendering a scaled sprite, there may not have been parallel improvements, but
> we'll see.
>
> I think I'll order the registered Heretic so I can print out a visual
> catalogue of textures. Would anyone else be interested in several megabytes
> of postscript?
>

- --
Lane Copley

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



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

From: Greg Lewis <gregl@umich.edu>
Date: Fri, 13 Jan 1995 21:21:36 -0500 (EST)
Subject: Re: SKY.WAD

> Here's an included SKY.ZIP - a .WAD file that contains a "walkway in the
> sky" (A path in a room with no walls, no ceiling, and no floor.)
> It's a really interesting effect - would be even better if the SKY texture
> was 200 deep so it didn't repeat vertically. However, there's a weird HOM
> that appears only *sometimes* (move a couple degrees away and it's gone,
> then move back and it's STILL gone.. it seems to appear randomly.)

I created a WAD about 6 months ago that illustrated the same effect,
but without the annoying HOM stuff. If you want to check it out, it's
called TREE3.WAD, and the effect is on the third level (it's a Doom 1
WAD, obviously, since it was released before Doom 2 came out :) I used a
starry-sky texture (on purpose) to hide the 200-pixel sky limitation.
The method I used is sort of cheating (and can be seen without too much
difficulty how I did it when you play the WAD), but it was the only way
to remove the HOM.

> Anyway, check it out .. it needs a build.

It sure needed SOMETHING. Took me half an hour just to get it to
work.... but then again I was probably just dumb.


Greg


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

From: Casey Robinson <ogiswise@rahul.net>
Date: Sat, 14 Jan 1995 02:12:09 -0800 (PST)
Subject: weapon changes

I was thinking of changing the weapons in doom around, and decided it
would be cool to have an ultra-powerful pistol. not pumping the RoF up,
but just by making it hit harder. I was thinking the coolest way to do
this would be to take the Shotgun blast, and remove all the spread, does
anyone know how to do this? or where I can get a copy of the doom specs?

"The path to enlightenment is
long and difficult, which is why
I asked you to bring sandwiches
and a change of clothing."
-Kliban
- --
Casey Robinson <ogiswise@rahul.net>

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

From: <jdh15@po.cwru.edu>
Date: 14 Jan 1995 15:10:15 GMT
Subject: Can DeHackEd do this?

I am working on a patch which alters a bunch of stuff,
including all the weapons. (No it's not a Gun O' Deth patch,
all the weapons have a theme and there's even a story behind
it all...) However, I need to alter EVERY weapon. (Except
your fist.) I can do exactly what I want with the 3
projectile weapons but am having difficulty getting the
chainsaw, pistol, shotguns, and chaingun to work. I was
hoping you guys could give me a hand.

Specifically, can you...

- - Change what sound a non-projectile weapon makes when it
fires? For projectile weapons you change the projectiles
hello noise, but I don't see an equivalent for the pistol,
chainsaw, shotgun, etc.

- - Change what a non-projectile weapon shoots (I remember that
REVENGE.DEH caused the spiderdemon to shoot rockets. How
was this done? I couldn't tell from examination of the
patch.) i.e. Change a shotgun into a pistol or vice-versa.

- - Change how much ammo it uses (could you make the plasma
cannon use 5 cells and the BFG 3 rockets, for whatever
reason...

- - Change how much damage a non-it does without altering the Rate
of Fire

- - Change what weapon you have when you start?

- - Change how much ammo you get when you pick up something

If anyone knows how this can be done (I bet it can; I've seen
some really complex patches.) please respond. This patch is
going to be really cool when it's done. I'll let out just
one hint: Psychic Weapons.

Thanks!
-j



[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
[] []
[] Natural Laws have no pity. []
[] []
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

- Robert Heinlein

jdh15@po.cwru.edu
Jeremy Holland
Case Western Reserve University


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

From: <jdh15@po.cwru.edu>
Date: 14 Jan 1995 15:12:59 GMT
Subject: Re: weapon changes

> I was thinking of changing the weapons in doom around, and decided it
> would be cool to have an ultra-powerful pistol. not pumping the RoF up,
> but just by making it hit harder. I was thinking the coolest way to do
> this would be to take the Shotgun blast, and remove all the spread, does
> anyone know how to do this? or where I can get a copy of the doom specs?

Dude, check out MunchkinMaker. (I'm afraid I don't remember the
filename or site. I got it off infant2) It changes the pistol
into a projectile weapon whose bullets do 10000 points of damage.
- -j


- ------------------------------------------------------------------------------
Jeremy Holland jdh15@po.cwru.edu

If you visit American city,
You will find it very pretty.
Just two things of which you must beware:
Don't drink the water and don't breathe the air.

-Tom Lehrer


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

From: Anthony Spataro <ads@netcom.com>
Date: Sat, 14 Jan 1995 08:45:27 -0800 (PST)
Subject: Re: weapon changes

Why not just increase the bullet puff's and blood splat's missile
damage? Then, every time you hit on or near something, the splat/puff
appears as they are damaged, and then damages them AGAIN as it dies!
Only problem is, this might produce another splat and so on and so
on...or it might not work at all.

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Harrisberger's Fourth Law of the Lab:
Experience is directly proportional to the amount of equipment
ruined.

> I was thinking of changing the weapons in doom around, and decided it
> would be cool to have an ultra-powerful pistol. not pumping the RoF up,
> but just by making it hit harder. I was thinking the coolest way to do
> this would be to take the Shotgun blast, and remove all the spread, does
> anyone know how to do this? or where I can get a copy of the doom specs?
>

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

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Sat, 14 Jan 1995 13:15:13 -0400
Subject: Re: Heretic Sound???

On Fri, 13 Jan 1995, Anthony Spataro wrote:

I _hate_ to be offtopic here but...

> Well, Star Control II had digitized PC speaker support, and it was pretty
> fast. Not that I'm for PC speaker support--I have a soundcard, and I'd
> go for the smaller executable any day. But (and I may be wrong here),
> given Star Control II's speed, and a text file somewhere around here I
> had on the subject, it isn't all that hard. Briefly (wouldn't want to

....etc.. Yes Star Control is fast.. it was fast on my 386SX/20..
DOOM ISN'T! all SC3 does is display a VGA screen, move a few _tiny_
sprites around, and play .MODs. Whoopie.. Doom has to animate a
"3D" world with networking while it would be playing your PC speaker sound.
Sound Blaster mixing is bad enough (had to get that in there :), but PC
speaker?

> get *too* off-topic!), it involves setting up aclock-tick interrupt that
> will: take the sample byte, convert it to how far you want the PC
> speaker's diaphragm to extend, (a function of the duration of time that
> current is passed through it) and turn the speaker on for that long.
> If you could store sample values pre-converted into extension values,
> you'd probably cut out at least some of the division involved.
>

and it still sounds shitty....

> On second thought, it's cheaper just to go out and get a sound card.
>
> (Rueful smile)
>
Hehehehehe yup :)

>
> /ads@netcom.com
> [LC/Cardy/Kilwren/Cardenyl
>

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ." Remember... God plays Doom


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sat, 14 Jan 1995 12:22:54 EST
Subject: Re: consistency checking

matt.tagliaferri@pcohio.com (Matt Tagliaferri) ,in message <24.100448.5@pcohio.
com>, wrote:

> Could someone please post Bob's consistency rules again? I tried to save
> the message last night and now I can't find it. I would like to start
> making DoomCAD's Integrity Check Bob-compliant.

Since I get a request every month or so, I've put a hot link to the
document at http://www.cis.ufl.edu/~thoth/purplefrog/consistency.txt. If
you don't have a WWW browser, I'll e-mail you a personal copy.

I realize now that the best way to get your name mentioned frequently is
to put your name in the title of a popular document :/

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

From: Greg Lewis <gregl@umich.edu>
Date: Sat, 14 Jan 1995 12:48:11 -0500 (EST)
Subject: Re: Can DeHackEd do this?

> Specifically, can you...
>
> - Change what sound a non-projectile weapon makes when it
> fires? For projectile weapons you change the projectiles
> hello noise, but I don't see an equivalent for the pistol,
> chainsaw, shotgun, etc.

Yes (I think I know what you're asking). Check out which sound you
want to change (like "dbopen" or whatever), go to the Text screen and
look for that word (should be way at the end somewhere). Change it to
whatever new sound you want.

> - Change what a non-projectile weapon shoots (I remember that
> REVENGE.DEH caused the spiderdemon to shoot rockets. How
> was this done? I couldn't tell from examination of the
> patch.) i.e. Change a shotgun into a pistol or vice-versa.

Shotgun/pistol and vice versa should be easy... just go to the Weapon
editor and change all the pistol Frames to the shotgun Frames and
vice-versa. You should be able to swap any weapons like that. I have a
feeling for the Spiderdemon someone may have swapped in the Cyberdemon
actions to get the rocket-firing abilities.

> - Change how much ammo it uses (could you make the plasma
> cannon use 5 cells and the BFG 3 rockets, for whatever
> reason...

No. I don't know where this info is stored in the exe.

> - Change how much damage a non-it does without altering the Rate
> of Fire

No. This is hard-coded into the code part, and not stored in the data
part of the exe.

> - Change what weapon you have when you start?

Maybe (sort of) by swapping two weapons, as explained above.

> - Change how much ammo you get when you pick up something

Yes. Change the "Ammo Per Item" field on the Weapon editor. That
affects how much ammo you get when you pick up anything that gives you ammo.

> If anyone knows how this can be done (I bet it can; I've seen
> some really complex patches.) please respond. This patch is
> going to be really cool when it's done. I'll let out just
> one hint: Psychic Weapons.

Oh boy, this sounds pretty scary...

Greg






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

From: Greg Lewis <gregl@umich.edu>
Date: Sat, 14 Jan 1995 12:49:55 -0500 (EST)
Subject: Re: weapon changes

> I was thinking of changing the weapons in doom around, and decided it
> would be cool to have an ultra-powerful pistol. not pumping the RoF up,
> but just by making it hit harder. I was thinking the coolest way to do
> this would be to take the Shotgun blast, and remove all the spread, does
> anyone know how to do this? or where I can get a copy of the doom specs?

The easiest way would be (I think) to simply rewrite Doom. All of the
shotgun-blast equations are stored in the Doom exe code somewhere and would
not be easy to modify. The Doom specs should be called DMSPEC16.ZIP and
are available on ftp.cdrom.com in pub/doom/text (or maybe
pub/doom/NEWSTUFF, I don't know for sure).

Greg


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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Sat, 14 Jan 1995 12:05:18 -0500 (CDT)
Subject: Re: BLOCKMAP Limits

>On Thu, 12 Jan 95 10:14:52 GMT,
>Steve Benner <S.Benner@lancaster.ac.uk> wrote:
>>>I am building a LARGE level, and I want to rid it of all bugs.
>>>Also, I am having a problem with my rising staircase. Every time I
>>>activate it, the bottom step's lower texture is tutti-frutti. None of
>>>the other steps are! What's wrong?
>>
>>You've either got a see-through texture on its riser, or a texture that is
>>shorter than the riser. Difficult to see how on 8-pixel risers though.
>>Unless, of course, you're using the 16-pixel turbo stairs and STEP1, 2, or
>>3?
>
>Could be the lower texture being pegged differently than the rest too.
>
> -Jason
That's what it was, a bad pegging. Why did that affect a stair? I thought
it wouldn't matter! Thanks for all your help.
-- Evil Genius

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

From: Anthony Spataro <ads@netcom.com>
Date: Sat, 14 Jan 1995 10:38:19 -0800 (PST)
Subject: Troopers keep falling on my head...

I'm foolin' around, and I notice something weird. I'm making a level
with a bunch of walk-through sectors (all double-sided with no full
texture, etc). They work fine, but whenever I enter one, I see a flash
of black, then it's normal. Having played around with it for awhile I
think it has something to do with the game showing me the full texture
(which is black, since there is none) for a split second as I pass
through the linedef. Anybody know how to get rid of this?

Also, what's so great about Heretic? I got the SW version, seems like
one humongous PWAD for Doom. I thought it was slightly more 3D or something.




/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Genius may have its limitations, but stupidity is not thus
handicapped.
-- Elbert Hubbard


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

From: DTeeter@aol.com
Date: Sat, 14 Jan 1995 13:59:28 -0500
Subject: Wad announcement

Note: do not download surreal.zip, it is corrupt. I am trying to get it
deleted from ftp.cdrom.com

Title : SURREAL1.wad (for Doom I, version 1.666 )
ftp.cdrom.com/pub/doom/newstuff
: SURREAL2.wad (for Doom 2)
ftp.cdrom.com/pub/doom2/newstuff
Author : Dan Teeter
Email Address : dteeter@aol.com, dteeter@inchq.com

Description : Surreal1.wad replaces a corrupted version named
Surreal.wad which was uploaded to FTP.CDROM.COM,
my appologies to anyone who downloaded the corrupt
file.
Surreal1.wad is designed to look and feel
different from a standard ID wad. It includes
a 360 night time sky with clouds and moons,
waterfalls you can hear, a trap you can "defuse",
a highway, and other even cooler stuff. This is a
PWAD only and requires no changes to the Doom exe.
* Surreal 2 is the Doom2 version with a few
different textures and monsters from Doom
2

Additional Credits to : To Matt Tagliaferri for making the Doomcad.
To Olivier Montanuy for making Deutex,
the coolest wad-exploding, rebuilding utility
ever.To Colin Reed for making a bitch'in node
builder. To the guys who made Trinity.wad for
showing us all how to stretch the Doom engine.
To Warren Rice for midi sequencing of
"Head Like a Hole" from Nine Inch Nails.
================================================================

* Play Information *

Episode and Level # : E1M1
Single Player : Yes
Cooperative 2-4 Player : No, I invite ideas on how to make this work
Deathmatch 2-4 Player : No, it probably wouldn't work that well
Difficulty Settings : All
New Sounds : Yes
New Wall Textures : Lots
New Sprites : No
New Animated Graphics : Yes
New Music : Nine Inch Nails - "Head Like a Hole"
Demos Replaced : None

* Construction *

Base : New level from scratch.
Build Time : I don't want to think about it
Editor(s) used : Doomcad 4.3, Deutex 2.9 (Dos version), BSP12X,
VNB, RMB12,Midi2mus
Other Apps : Adobe Photoshop for Windows, Kai Power Tools for
Windows, Photo CD
Known Bugs :(Doom1)Requires the registered 1.666exe in the
second
section or you will get nasty hall of mirror
effects.

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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Sat, 14 Jan 95 19:11:55 CST
Subject: Re: BLOCKMAP Limits

On Sat, 14 Jan 1995 12:05:18 -0500 (CDT),
ulasieben <l-sieben@MEMPHIS.EDU> wrote:

>>On Thu, 12 Jan 95 10:14:52 GMT,
>>Steve Benner <S.Benner@lancaster.ac.uk> wrote:
>>>>I am building a LARGE level, and I want to rid it of all bugs.
>>>>Also, I am having a problem with my rising staircase. Every time I
>>>>activate it, the bottom step's lower texture is tutti-frutti. None of
>>>>the other steps are! What's wrong?
>>>
>>>You've either got a see-through texture on its riser, or a texture that is
>>>shorter than the riser. Difficult to see how on 8-pixel risers though.
>>>Unless, of course, you're using the 16-pixel turbo stairs and STEP1, 2, or
>>>3?
>>
>>Could be the lower texture being pegged differently than the rest too.
>>
>> -Jason
> That's what it was, a bad pegging. Why did that affect a stair? I thought
>it wouldn't matter! Thanks for all your help.
> -- Evil Genius

All textures appear to be rendered into a block 128 high. Textures like
step1 are only 8 high, so they only fill up the top 8 rows of this
'panel'. The lower pegging flag controls if it starts drawing this panel
from the top, or from the bottom. If you draw from the bottom, and your
actually visible lower area is only 8 high, it doesn't draw anything,
since there is no texture in the bottom 8 rows of the panel. Your texture
was put into the top 8 rows. So that's basically why. I think that's all
correct. The textures are put at the top of the panle, right? Can anyone
varify this? I always forget which way it goes. Btw, does anyone know
exactly what the texture yshift field in sidedefs will actually shift?
Does it only shift the normal texture, or does it shift them all? Does it
shift only pegged textures, or only unpegged? etc. Thanx..

-Jason


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End of doom-editing-digest V1 #123
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