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Doom Editing Digest Vol. 01 Nr. 224

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 #224
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 29 March 1995 Volume 01 : Number 224

Re: DEBUNK alert
Re: Re. transp doors & descending stairs
Re: UDS 1.666 errors

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 28 Mar 1995 17:57:14 EST
Subject: Re: DEBUNK alert

l-sieben@MEMPHIS.EDU (ulasieben) ,in message <01HOOAXVV6G29D9IW5@MSUVX2.MEMPHIS
.EDU>, wrote:

> etc... have fabulous uses. One question, though....I tried to put a crushing
> ceiling in my level far away from the level part, so you couldn't hear it. I
> then replaced the sound with a machine hum I wanted. I had start crush lines
> all around the player starts, and it did crush. I wanted the machine hum to b
>> e
> heard in a portion of my level, so I tried to use these extended sctors to ma
>> ke
> the crusher sound "jump" across the level. It didn't. Is there anything I
> can do,
> or am I just overlooking some kind of stupid error? ASCII Art follows:
>

Well, given the fact that it doesn't work, it could be that the engine
computes ONE location for the crushing sound and you hear it based on how far
away it is.

Try this instead:

+-----+
| | +-+
| 2 | |3|
| | +-+
+-----+

And make sure that 3 is only one rectangle. If you want the sound to
appear somewhere else, create another sector somewhere else with the same
crusher tag.

Of course, you can experiment with sound produced by disjoint sectors, or a
REALLY LARGE crusher. That would be interesting. Find out where the sound
is loudest in a big crusher (while idclip and iddqd-ed, of course). I'd do
it, but I can't seem to get the sound to work under linux. (I can cat things
into /dev/audio, oh well).

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

From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Tue, 28 Mar 1995 16:03:57 -0500 (CDT)
Subject: Re: Re. transp doors & descending stairs

>Andrew Morton wrote:
>
>>I must have missed a trick or two HOW THE HELL DO YOU MAKE
>>CLEAR DOORS? + how do you make solid windows? (please excuse
>>the PatheticNewbieQuestion)
>
>That's not a PNQ! (Like todays funkystairs.wad, the idea is quite
>sophisticated) But as I said, I downloaded spchaunt.wad by R. Fenske Jr. &
>cranked it into my editor (after playing it first!!! Jeez, gotta play it
>first or you spoil the fun!) & examined how he did it. Then I copied the
>method. *NOT* simple. I e-mailed some step-by-step instructions on how to
>do it to E. Genius - but as I say, I still get HOM at edges (but it can be
>covered) & also I won't send the 'help file' to a public forum like
>doom-editing because this is R. Fenske's baby. Then, solid windows are the
>same as transp doors, except the solid windows can open if you give them a
>switch.
>
>But I want to know how to make a descending staircase, that activates by a
>switch! R. Fenske Jr. says it can be done. How??? I once really wanted to
>make one of these but couldn't find a switch, and the UDS doesn't meantion
>such a thing. Now *this* might be a PNQ but HOW THE HELL DO YOU MAKE A
>DESCENDING STAIRCASE?
Descending stairs are made by using the same rising stairs, but making it
so the last stair the player steps on is the tagged stair. Doom automatically
lowers the others to correct heights. Really, just make a standard rising
staircase. Tag the lowest stair to actiavte with the stair linedef. The secret
is that the tagged stair must be lower than the top stair at the start.
Solid windows can be made by making a sector in a sector. The outer sector
is the nowmal window sector. The inner sector has its floor equal to its
ceiling,
and must have ceiling lower than the outer one, or you'll get big time HOM.
For a good example, see RADIUS1.ZIP on ftp.cdrom.com. This is used in the
western area. It can also be used to put transparent textures on walls and make
them seem to be solid.
-- Evil Genius (Jimmy Sieben)

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

From: MSFell@AOL.COM
Date: Tue, 28 Mar 1995 18:36:12 -0500
Subject: Re: UDS 1.666 errors

Steve Benner wrote:

>At 8:04 pm 27/3/95, Robert Fenske Jr wrote:
>> Perhaps a list of the errors in the current UDS would be helpful.
>>The ones I currently know about are:
...
>Here are some more:-
...

Good list! If and when the UDS are revised, hopefully all of these
observations, and the many others made in the last 6 months, will be
accounted for. Does the lack of a UDS 2.0 really bug anyone? It can't
be anywhere near as annoying as the DEU 5.3 thing. Of course, the editors
released recently are great, so the lack of DEU 5.3 is not as significant.

Should I:

(1) throw a shoddy UDS 2.0 together as quickly as possible
(2) stop playing Dark Forces et.al. and devote many days to fixing up
a nice UDS 2.0, up to 1.666 standards, except better.
(3) ask for someone else to take over the document.
(4) continue not worrying about it, because it's not really a big deal.

Matt Fell
msfell@aol.com

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

End of doom-editing-digest V1 #224
**********************************

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