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Doom Editing Digest Vol. 01 Nr. 149

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 #149
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 7 February 1995 Volume 01 : Number 149

Re: Underwater Sectors
Dark Forces GOBS
Re: Dark Forces GOBS
Re: Dark Forces GOBS
Re: Dark Forces GOBS
Re: Underwater sectors
Re: Dark Forces GOBS
Re: Dark Forces GOBS
DOS >:)
Re: Dehacked patch?
WAD to Inventor

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

From: Stanley Stasiak <stan@yarrow.wt.uwa.edu.au>
Date: Mon, 6 Feb 1995 12:15:10 +0800 (WST)
Subject: Re: Underwater Sectors

> Another application of this is to make invisible 'steps' that the player
> can climb up, but cannot see. I have also heard that doing this with a
> lift produces an interesting result.
>
Well, I've seen similar effect used to produce a ramp illusion on some
wads.

Stan.

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

From: gene.homan@merlins-realm.com (Gene Homan)
Date: Mon, 6 Feb 1995 04:46:47 GMT
Subject: Dark Forces GOBS

Has anyone cracked the GOB files from Dark Forces yet? I have a little
utility called "UNGOB" which will extract whatever resides in a
particular GOB file. However, besides the VOCs that spew out of the
SOUNDS.GOB, I haven't been able to decipher the sprite or texture
formats (comes out as some sort of proprietory formats I think).

I hope someone gets on this as I think Dark Forces is a very good
looking game (at least the demo is) and we're gonna need some editors
and GOB handlers before too long.

Also, has anyone besides me had problem getting EdMap 1.30 to configure.
I give the config program the right directories, but it refuses to
create the proper DAT files for Heretic. Bummer, I enjoyed the earlier
versions of this editor and made a couple of really cool WADS for DOOM
II.

Last ramble, Raphael - WHERE IS DEU 5.3?

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

From: Anthony Spataro <ads@netcom.com>
Date: Sun, 5 Feb 1995 21:59:27 -0800 (PST)
Subject: Re: Dark Forces GOBS

UnGOB, you say? Mind blitting it out to us, so we can work on cracking
those GOBs?

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Confidence is the feeling you have before you understand the
situation.

On Mon, 6 Feb 1995, Gene Homan wrote:

> Has anyone cracked the GOB files from Dark Forces yet? I have a little
> utility called "UNGOB" which will extract whatever resides in a
> particular GOB file. However, besides the VOCs that spew out of the
> SOUNDS.GOB, I haven't been able to decipher the sprite or texture
> formats (comes out as some sort of proprietory formats I think).
>
> I hope someone gets on this as I think Dark Forces is a very good
> looking game (at least the demo is) and we're gonna need some editors
> and GOB handlers before too long.
>
> Also, has anyone besides me had problem getting EdMap 1.30 to configure.
> I give the config program the right directories, but it refuses to
> create the proper DAT files for Heretic. Bummer, I enjoyed the earlier
> versions of this editor and made a couple of really cool WADS for DOOM
> II.
>
> Last ramble, Raphael - WHERE IS DEU 5.3?
>

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

From: sky@euler.Verity.COM (Sky Golightly)
Date: Sun, 5 Feb 1995 22:22:56 -0800
Subject: Re: Dark Forces GOBS

> On Feb 6, 4:46, Gene Homan wrote:
> Has anyone cracked the GOB files from Dark Forces yet? I have a little
> utility called "UNGOB" which will extract whatever resides in a
> particular GOB file. However, besides the VOCs that spew out of the
> SOUNDS.GOB, I haven't been able to decipher the sprite or texture
> formats (comes out as some sort of proprietory formats I think).
>
> I hope someone gets on this as I think Dark Forces is a very good
> looking game (at least the demo is) and we're gonna need some editors
> and GOB handlers before too long.
>
> Also, has anyone besides me had problem getting EdMap 1.30 to configure.
> I give the config program the right directories, but it refuses to
> create the proper DAT files for Heretic. Bummer, I enjoyed the earlier
> versions of this editor and made a couple of really cool WADS for DOOM
> II.
>
> Last ramble, Raphael - WHERE IS DEU 5.3?
>-- End of excerpt from Gene Homan

The map files are some version of 3D-Studio. Beyond that, I've only
written my own GOB-extractor (in perl). I haven't dug any deeper.
Trying to freeze code. :)

- -- sky

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

From: sky@euler.Verity.COM (Sky Golightly)
Date: Mon, 6 Feb 1995 01:24:46 -0800
Subject: Re: Dark Forces GOBS

Here's my perl code for getting pulling things out...

[It's pretty stupid right now, but it works.]

#! /usr/vbin/perl -- # -*-Perl-*-
# gobview.pl -- View the contents of a GOB file
#
# Layout of a GOB:
# Offset Size Description
# 0 4 Signature: "GOB\n" or 47 4F 42 0A
# 4 4 Offset of GOB directory entry count
# ? ? GOB data resources
# n 4 GOB directory entry count
# n+4 21 GOB directory entry 0:
# x 4 Offset of GOB data resource
# x+4 4 Size of GOB data resource
# x+8 13 NUL-padded name of GOB data resource
# x+21 21 GOB directory entry n ...

sub main {
open(GOB, $ARGV[0]) || die("Unable to open GOB file, $ARGV[0], !$,");
sysread(GOB, $gobHdr, 8) == 8 || die "Unable to read GOB header, $!,";
($Signature, $dirOffset) = unpack("a4 V", $gobHdr);
print "Signature: ", $Signature, "I-Node Offset: ", $dirOffset, "\n";
seek(GOB, $dirOffset, 0) || die "Unable to seek to GOB directory, $!,";
sysread(GOB, $dirHdr, 4) == 4 ||
die "Unable to read GOB directory header, $!,";
($dirCount) = unpack("V", $dirHdr);
print "Directory Count: ", $dirCount, "\n";
for ($i = 0; $i < $dirCount; $i++) {
seek(GOB, $dirOffset + 4 + (21 * $i), 0) ||
die "Unable to seek to GOB directory entry: $i, $!,";
sysread(GOB, $dirEntry, 21) == 21 ||
die "Unable to read GOB directory entry, $!,";
($entryOffset, $entrySize, $entryName) = unpack("V V A12", $dirEntry);
undef $dirEntry;
print "Entry offset: ", $entryOffset, "\n";
print "Entry size : ", $entrySize, "\n";
print "Entry name : ", $entryName, "\n";

# Export data, he-he!
seek(GOB, $entryOffset, 0);
open(DATA, "> $entryName") || die "Unable to open $entryName, $!,";
sysread(GOB, $gob, $entrySize) == $entrySize ||
die "Unable to read data, $!,";
syswrite(DATA, $gob, $entrySize == $entrySize) ||
die "Unable to write data, $!,";
close(DATA);
}
}

&main;

Note: I've had problems with under DOS. It works for the first few entries
and then just dies. If anyone has any suggestions or figures out why
please let me know.

- -- sky

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

From: Mr Robin J Patenall <ee41rp@surrey.ac.uk>
Date: Mon, 6 Feb 95 13:14:08 GMT
Subject: Re: Underwater sectors

>
>I remember some info being posted to the list a while back about underwater
>sectors. Is it possible to put a sector underwater.... so when you walk
>through it you head will be right at water level... ?
>
>
>
From my experimentation: -

a) Underwater steps to my knowledge cannot be done without seeing some
of the floor textures below the water, and it looks really weird.

b) Lowering the internal sector too much will result in very bad HOM.
I once put a lost soul above some deepwater, and let it kill me. When
I had died the whole screen was full of HOM.

Robin J Patenall, a student at surrey university

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

From: andy@keo.kvaerner.no (Andrew Walker)
Date: Mon, 6 Feb 1995 14:46:59 +0100 (MET)
Subject: Re: Dark Forces GOBS

Sky Golightly wrote:

[... perl program deleted ...]
>
> Note: I've had problems with under DOS. It works for the first few entries
> and then just dies. If anyone has any suggestions or figures out why
> please let me know.
>
> -- sky
>
Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.

- -Andy

- --
Andy Walker Kvaerner Engineering a.s.
Andrew.Walker@keo.kvaerner.no P.O. Box 222, N-1324 Lysaker, Norway

......if the answer isn't violence, neither is it silence......


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

From: sky@euler.Verity.COM (Sky Golightly)
Date: Mon, 6 Feb 1995 11:51:00 -0800
Subject: Re: Dark Forces GOBS

> On Feb 6, 14:46, Andrew Walker wrote:
> Sky Golightly wrote:
>
> [... perl program deleted ...]
> >
> > Note: I've had problems with under DOS. It works for the first few
entries
> > and then just dies. If anyone has any suggestions or figures out why
> > please let me know.
> >
> > -- sky
> >
> Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.
>

Yeah, yeah. DOS is good for one thing: games.

When it started failing on my PC, I moved it over to my Sparc. So, on a Real
OS, the perl-based GOB extractor works.


- --
Sky Golightly, Software R & D E-Mail: sky@verity.com
Verity, Inc., 1550 Plymouth Office: +1 415.960.7685
Mountain View, CA 94043-1230 Fax: +1 415.960.1421

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

From: Klaus Breuer <sz0759@rzcip21.rrze.uni-erlangen.de>
Date: Tue, 7 Feb 95 1:39:24 MET
Subject: DOS >:)

Hi!

> > Note: I've had problems with under DOS. It works for the first few entries
> > and then just dies. If anyone has any suggestions or figures out why
> > please let me know.
> Err, howsabout 'cos DOS *SUCKS*! Sorry, couldn't resist that one.
Hey, you also use Linux? Greetings!

Ciao,
Klaus

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

From: brad.willman@uniserve.com (Brad Willman)
Date: Sat, 28 Jan 1995 08:13:00 -1320
Subject: Re: Dehacked patch?

okay this isn't exactly about PATCHES.. :) but heck...
Greg...
I was wonderin if there will ever be a version of dehacked where the user
could create their own THING entries in the exe... i know its annoying to
add... (hard.. not annoying.. sorry) um...
but i would LOVE to have my oen monsters and things added in WITHPOUT
changing/removing other things around.....
possible? or not?

BTW what language u programming Dehacked in? i may be able to help...
(if its NOT fortran or cobal or something anyways...) :)




- -----------------------------------------------------------------------------
brad.willman@uniserve.com (Brad Willman)

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

From: Graham Hesselroth <ankh@leland.Stanford.EDU>
Date: Mon, 6 Feb 1995 17:19:09 -0800 (PST)
Subject: WAD to Inventor

I heard someone mention that there was a tool out there for
converting WAD files into Inventor files.
Could anyone give me any more information about this?

Thanks,

Graham


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

End of doom-editing-digest V1 #149
**********************************

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