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Doom Editing Digest Vol. 01 Nr. 138

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #138
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 28 January 1995 Volume 01 : Number 138

Ultra Secret Level Found!
Re: RE: Another DEU Feature S...
RE: Another DEU Feature Suggestion
Re: Ultra Secret Level Found!
Re: HERETIC EDITING
Re: Windows Node buildin
Re: Dehacked patch?
Re: Windows Node building
Re: HERETIC EDITING
RE: Another DEU Feature Suggestion
Re: Windows Node buildin
Re: Dehacked patch?
Re: Ultra Secret Level Found!
HEU V-1.0 MMI
Re: Windows Node building
RE: Another DEU Feature Suggestion
DEU FTP Location
Re: HEU V-1.0 MMI

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

From: BonesBro@aol.com
Date: Thu, 26 Jan 1995 20:25:18 -0500
Subject: Ultra Secret Level Found!

What is it? Where is it? How do you find it? Will he tell us how he made this
discovery? Of all these questions, I will only answer one, the last. Load up
HEU and list the master directory. Look very, very, carefully. I think you
will surprised. Recognize it? It looks a bit familiar...

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

From: "Jason Hoffoss" <hoffo002@gold.tc.umn.edu>
Date: Thu, 26 Jan 95 20:38:59 CST
Subject: Re: RE: Another DEU Feature S...

On 25 Jan 1995 21:37:01 GMT,
jdh15@po.cwru.edu <jdh15@po.cwru.edu> wrote:

>
>> As opposed to haveing DEU jump to external C routines (which would be
>> fiendishly difficult to implement), why not have DEU support a 'script' file
>> of some sort, with the commands listed in a format that even non-programmers
>> could use? would be smaller and more portable; and EVERYONE could use it!
>
>I wholeheartedly agree. Although I should go ahead and learn C, I
>haven't yet. I would, however, like some kind of macro language to
>use with DEU for completing repetitive tasks which are too specific
>to my levels to warrant inclusion in the actual DEU code. It could
>be relatively simple, as long as it supported basic DEU operations
>like select, move, delete, insert, and edit attributes. It would
>also be nice if you could pass it parameters in the form of selected
>item(s) and be able to enter data. (Like have a command that calls
>up the choose wall texture dialog)
>
>If you guys working on DEU decide to definitely add this feature,
>I'm sure people will have specific suggestions on what to include
>and what's superfluous.
>
>-j

Well, I'll try for this. :) Already kinda working on something related
to this, so maybe it won't be all that hard to implement it. Send me your
ideas on what sort of options it should support, how to locate items for
editing, etc.

-Jason


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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Thu, 26 Jan 1995 19:48:52 -0500 (CDT)
Subject: RE: Another DEU Feature Suggestion

> [Stuff deleted about a DEU scripting language]
I'm going to begin development on it in DEU 5.21 GCC. However,
when I try to compile my DEU 5.21 GCC source code, it doesn't work
with the GO32 program and the screen mode is always 640x480 (I prefer 800x600)
What am I doing wrong and how do I correct it so I can begin on my project
on making a DEU scripting language, CLAWED. CLAWED stands for Control
Language for Automating WAD Editing with DEU. (I know, I know, corny, but
hey it is
pronouncable ;) ) Anyway, what can I do to get DEU to compile?
-- Evil Genius (Jimmy Sieben)

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

From: "C. Sheldon" <sheldonc@acy.digex.net>
Date: Thu, 26 Jan 1995 22:09:58 -0500 (EST)
Subject: Re: Ultra Secret Level Found!

On Thu, 26 Jan 1995 BonesBro@aol.com wrote:

> What is it? Where is it? How do you find it? Will he tell us how he made this
> discovery? Of all these questions, I will only answer one, the last. Load up
> HEU and list the master directory. Look very, very, carefully. I think you
> will surprised. Recognize it? It looks a bit familiar...
>


This is the reason we have a /mode +b *!*@*aol.com on #doom

Later Days
DrWu


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

From: TWM2029@aol.com
Date: Fri, 27 Jan 1995 01:22:41 -0500
Subject: Re: HERETIC EDITING

In order for the light glowing and light flickering effects to work right,
the light level for that secor usually has to be above 200. Try that for
HEU, that usually works.

Tom Mustaine Author HEU 1.0
Josh Martel HEU 1.0


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

From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Thu, 26 Jan 1995 21:59:00 -0500
Subject: Re: Windows Node buildin

DO>The new Nodes builder in DEU 5.3 is different from the one in the
DO>previous versions of DEU, and will be suitable for that. But how
DO>do you want to integrate this in a DLL? We need some sort of
DO>common structures for the level data (Vertexes, LineDefs, ...).
DO>In DEU 5.3, I only have to call the new Nodes builder with a
DO>pointer to a structure containing all the data for the level (this
DO>structure is a new feature of DEU 5.3). But I doubt that your
DO>program will use the same structures, so what can we do?

I can pass you any structure you want: pointers to LineDefs, Vertices,
whatever, even an array of pointers to these structures. You can
pass back pointers to arrays of Nodes, Segs, SSectors. (Yes, I've
learned a few VB tricks along the way...)

Thanx for the ThingInsideSector algorithm, I'll figure it out this
weekend.

matt tag
- ---
þ OLX 2.1 TD þ Hastur! Hastur! Hastur! Who says he can't be named?

- ---------------------------------------------------------------
PC-Ohio PCBoard pcohio.com
The Best BBS in America Cleveland, OH
DATA: 216-381-3320 FAX: 216-291-2685
- ---------------------------------------------------------------

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

From: <jordanf@globalone.net>
Date: Fri, 27 Jan 1995 08:30:30 -30000
Subject: Re: Dehacked patch?

Is there any kind of patch out there that will allow you to see your
health semi-transparently playing at full screen? The guys at Raven
managed to do this, and id didn't put it in 1.8. So I'm wondering if
it's available in some sort of patch. Or is this possible to do if the
patch doesn't already exist?

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: Fri, 27 Jan 1995 10:21:05 EST
Subject: Re: Windows Node building

eedraq@chapelle.eed.ericsson.se (Raphael Quinet) ,in message <9501262014.AA1024
1@chapelle.ericsson.se>, wrote:

> > Another routine I'm looking for is what sector is point <x,y> in,
> > as many of Bob's Consistency Checker rules need such a routine.
> >
> ----- cut here ----- cut here ----- cut here ----- cut here -----
> /*
> Get the Sector in which a Thing is, or -1 if it is outside the map.
> */

>
> Int16 GetSectorForThing(LevelPtr level, UInt16 thingnum)
> {
> There is probably a better way to do it, but it works.

That code may break down when you have a "thing" with coordinates exactly
the same as the endpoints of two linedefs. I ran across this problem when
checking "The Factory"(?) where there's a room with a lot of sawtooth walls
(you know, the one with the imps and chaingunners that hides the BFG.)

Check your algo (see my cosine check in the code I posted earlier). But
wait till you release 5.3.

> I think the best way is to use a dynamic blockmap in the editor. This
> means that the map editor should always keep a structure like the blockmap
> stored in the WAD, and update it when LineDefs are added, moved or deleted.

I've found that just rectangle bounds checking does a pretty good job. I
think that dynamically updating the blockmap might not be worth it,
code-complexity-wise. Just imagine all the work when you do a linedef
renumbering. Lots of room for bugs. I'd say hack this sort of thing in
after you have everything else WORKING and only if you are fairly certain
that operations ARE affected by the speed of linedef scans.

> In most cases, the editor would only have to check 5 or 6 LineDefs instead
> of 100 or 1000. Big speed increase! I am seriously considering this for
> DEU 6.0.

If you are sure that this will give you a big speed increase, go for it,
but please get 5.3 out the door first.

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

From: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Fri, 27 Jan 95 17:33:03 +0100
Subject: Re: HERETIC EDITING

> In order for the light glowing and light flickering effects to work right,
> the light level for that secor usually has to be above 200. Try that for
> HEU, that usually works.
>
Or just read the Unofficial Doom Specs and see that it depends on the light
level of the adjacent sectors...

> Tom Mustaine Author HEU 1.0
> Josh Martel HEU 1.0
>
We must not be talking about the same HEU. The version of HEU that most
people are using here is the port of DEU made by Joost Schuur and uploaded
on all Doom-related ftp servers.

- -Raphael

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

From: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Fri, 27 Jan 95 17:38:41 +0100
Subject: RE: Another DEU Feature Suggestion

> > [Stuff deleted about a DEU scripting language]
> I'm going to begin development on it in DEU 5.21 GCC. However,
> when I try to compile my DEU 5.21 GCC source code, it doesn't work

I suggest that you wait for a few days until the source code for DEU 5.3
(beta version or final version) is available. If you do it on 5.21, you
will probably be wasting your time because all structures have changed
in the new code and you would have to re-write lots of things.

> with the GO32 program and the screen mode is always 640x480 (I prefer 800x600)

Did you set the GO32 environment variable with the correct values for the
driver, number of colors, resolution, etc?

> What am I doing wrong and how do I correct it so I can begin on my project
> on making a DEU scripting language, CLAWED. CLAWED stands for Control
> Language for Automating WAD Editing with DEU. (I know, I know, corny, but
> hey it is
> pronouncable ;) ) Anyway, what can I do to get DEU to compile?

DEU compiles without problems with the latest version of GCC/GO32 (I think
it's DJGPP 122m2). But you will have to patch the GRX library, because there
is a bug in the graphics library that draws black boxes instead of text.
Apart from that, I have no problems.

- -Raphael

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

From: eedraq@chapelle.eed.ericsson.se (Raphael Quinet)
Date: Fri, 27 Jan 95 17:43:54 +0100
Subject: Re: Windows Node buildin

[nodes builder in a DLL]
>
> I can pass you any structure you want: pointers to LineDefs, Vertices,
> whatever, even an array of pointers to these structures. You can
> pass back pointers to arrays of Nodes, Segs, SSectors. (Yes, I've
> learned a few VB tricks along the way...)
>
It's OK, then. I will see if it can be done in a reasonable amount of
time. Or better yet, I will get someone else to do it. :-)

> Thanx for the ThingInsideSector algorithm, I'll figure it out this
> weekend.
>
You are welcome. I don't promise that it will be really fast, but at
least it works for me. As I wrote in my previous message, this algorithm
could be speeded up dramatically by using a "dynamic blockmap" in the
editor. But this will require a few changes in the program. More work...

- -Raphael

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

From: Greg Lewis <gregl@umich.edu>
Date: Fri, 27 Jan 1995 15:10:06 -0500 (EST)
Subject: Re: Dehacked patch?

> Is there any kind of patch out there that will allow you to see your
> health semi-transparently playing at full screen? The guys at Raven
> managed to do this, and id didn't put it in 1.8. So I'm wondering if
> it's available in some sort of patch. Or is this possible to do if the
> patch doesn't already exist?

I don't think such a thing will ever be available for Doom. Heretic
already has the semi-transparent routines built in (for the invisible
monsters, and player invisibility). Doom has a different
pseudo-invisibility routine though, so I don't think it'll happen.
On another note, I'm starting to dig into the real "code pointer" info
in Doom and Heretic. It could mean quite a bit me freedom for patch
makers, if they can mix 'n' match monster characteristics and stuff.
Fun! We'll see how much I figure out though, right now I've got some
annoying bug to squash.

Greg


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

From: TWM2029@aol.com
Date: Fri, 27 Jan 1995 17:03:59 -0500
Subject: Re: Ultra Secret Level Found!

Yup, Episode 4 1 for heretic. The secret hidden DEATHMATCH level. We found
4 1 in the Heretic Wad file and added it to the list of levels you can edit.
Glad somebody picked up on it.

P.S. Has anybody tried the 4DWANGO.wad that came with HEU?

Tom Mustaine - Josh Martel MMI

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

From: TWM2029@aol.com
Date: Fri, 27 Jan 1995 17:09:01 -0500
Subject: HEU V-1.0 MMI

What version of HEU are you heretic editors using? The HEU that we wrote has
ALL the special sectors\things\and lindefs for heretic. If you want it,
please mail me. I understand there is antoher version of HEU out there that
was just a cheap switchover from DEU. This one has it all.

Tom Mustaine\Josh Martel - MMI

P.S. Level editing for The secret DM level E4M1 is on our version of HEU.

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

From: bmorris@islandnet.com (Ben Morris)
Date: Fri, 27 Jan 95 14:14 PST
Subject: Re: Windows Node building

> That code may break down when you have a "thing" with coordinates exactly
> the same as the endpoints of two linedefs. I ran across this problem when
> checking "The Factory"(?) where there's a room with a lot of sawtooth walls
> (you know, the one with the imps and chaingunners that hides the BFG.)

Here's an easy fix that will correct 99% of the problem: In the
intersection calculation, replace it with this code:

px = thing->x; py = thing->y;
x1 = vertex1->x; y1 = vertex1->y;
x2 = vertex1->x; y2 = vertex2->y;

/* calculate intersection */

if( y1 == py || y2 == py )
{
m = x1 + (short) ((long) ((py+1) - y1) * /* add 1 to y */
(long) (x2 - x1) / (long) (y2 - y1));
}
else
{
m = x1 + (short) ((long) (py - y1) *
(long) (x2 - x1) / (long) (y2 - y1));
}

The problem will arise when there exists the endpoint of a line 1 unit
below the one this kludge fixes - however, this is unlikely to happen.

> I've found that just rectangle bounds checking does a pretty good job. I
> think that dynamically updating the blockmap might not be worth it,
> code-complexity-wise. Just imagine all the work when you do a linedef
> renumbering. Lots of room for bugs. I'd say hack this sort of thing in
> after you have everything else WORKING and only if you are fairly certain
> that operations ARE affected by the speed of linedef scans.

Indeed, the algorithm that Raphael posted earlier in this list is quite
slow when checking 1000+ lines even on a 486/33. But, the addition of
four lines of code speeds it up to "instant" level on the system I tested
(instant means I couldn't notice a delay when moving a mouse cursor over a
map): --

/* three letter variables are line [x/y] [vertex 1/2],
two letter are bounding box variables */

if( (lx2 > x2 && lx1 > x2) ||
(lx2 < x1 && lx1 < x1) ||
(ly2 > y2 && ly1 > y2) ||
(ly2 < y1 && ly1 < y1) )
return 0;

(the code goes at the beginning of the islinedefinside()-like function, of
course :)

- - Ben
- ---------------------------------------------- * --------------------
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: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Fri, 27 Jan 1995 16:20:08 -0500 (CDT)
Subject: RE: Another DEU Feature Suggestion

>> > [Stuff deleted about a DEU scripting language]
>> I'm going to begin development on it in DEU 5.21 GCC. However,
>> when I try to compile my DEU 5.21 GCC source code, it doesn't work
>
>I suggest that you wait for a few days until the source code for DEU 5.3
>(beta version or final version) is available. If you do it on 5.21, you
>will probably be wasting your time because all structures have changed
>in the new code and you would have to re-write lots of things.
>
>> with the GO32 program and the screen mode is always 640x480 (I prefer
800x600)
>
>Did you set the GO32 environment variable with the correct values for the
>driver, number of colors, resolution, etc?
>
>> What am I doing wrong and how do I correct it so I can begin on my project
>> on making a DEU scripting language, CLAWED. CLAWED stands for Control
>> Language for Automating WAD Editing with DEU. (I know, I know, corny, but
>> hey it is
>> pronouncable ;) ) Anyway, what can I do to get DEU to compile?
>
>DEU compiles without problems with the latest version of GCC/GO32 (I think
>it's DJGPP 122m2). But you will have to patch the GRX library, because there
>is a bug in the graphics library that draws black boxes instead of text.
>Apart from that, I have no problems.
>
>-Raphael
>
I forgot to mention something. I am using BC 4.5. That is the problem, I
guess. Anyway, where can I find the DEU 5.3 src, when it comes out.
-- Evil Genius (Jimmy Sieben)

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

From: Brendan775@aol.com
Date: Fri, 27 Jan 1995 17:46:37 -0500
Subject: DEU FTP Location

What FTP or gopher sites is DEU avaiable on?

Thanks
Brendan

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

From: thekid@ornews.intel.com (Brian Kidby)
Date: Fri, 27 Jan 1995 16:56:10 -0800 (PST)
Subject: Re: HEU V-1.0 MMI

>
> What version of HEU are you heretic editors using? The HEU that we wrote has
> ALL the special sectors\things\and lindefs for heretic. If you want it,
> please mail me. I understand there is antoher version of HEU out there that
> was just a cheap switchover from DEU. This one has it all.
>

Howdy,

I would really like an "official" HEU. Is it posted somewhere? If not,
can you mail it?

Muchas gracias,

Brian K.

- --
- -------------------------------------------------------------------------
The Kid My thoughts and actions are strictly my own.
thekid@ornews.intel.com Do not hold my employers responsible.
- -------------------------------------------------------------------------

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

End of doom-editing-digest V1 #138
**********************************

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