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Doom Editing Digest Vol. 01 Nr. 270

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 #270
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 8 May 1995 Volume 01 : Number 270

sector stuff...
Re: sector stuff...
Re: mines in doom... now stay stil1!
You should be in pictures
Re: mines in doom... now stay stil1!

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

From: Herschel Giansiracusa <chronomancer@sfi.survivor.org>
Date: Sat, 6 May 1995 16:16:16 -0500
Subject: sector stuff...

I've run the level through all the checkers I have... None of them come
up with anything. I've even tried deleting ALL the sectors, vertices, and
linedefs. I then added two joined sectors (so doom would run the
level). I also tried looking at the entries with Wad Tools. Still that
same error message when I try to run it. Darn! This is annoying.

-Chronomancer (Herschel)


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

From: Andy <amorton@nsn.scs.unr.edu>
Date: Sat, 6 May 1995 22:36:24 -0700
Subject: Re: sector stuff...

Seems like I had the same problem I checked the WAD with DEU (I normallyuse DCK) it pointed out the error I fixed it with Doom Cad (I like the freedom it offers with sectors) and it ran fine.

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

From: genghis@ilces.ag.uiuc.edu (Scott Coleman)
Date: Sun, 7 May 1995 11:26:11 -0500 (CDT)
Subject: Re: mines in doom... now stay stil1!

> Look for DeHackEd v2.3a very soon. It merely fixes a bug or two, and
> hopefully the docs will now answer the questions that newbies are
> constantly asking me. :) This WILL be the last version.

Famous last words (pun intended).

Echoes of "DOOM 1.666 WILL be the LAST version of DOOM." ;-)

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

From: William_Thornton <William_Thornton@baylor.edu>
Date: Sun, 07 May 1995 12:15:04 -0700 (PDT)
Subject: You should be in pictures

Hi all, I am new to the group and come bearing questions. I am working on a
wad in which one of the buildings features a movie theatre. The screen is 200 by
320. I was planning on using dmgraph to import textures into one of the animated
wall sequences in Doom. I assumed I could change the graphic size by simply
importing a picture of the size I desired. Well, those of you with more experience
probably already see my problem. I can't change the size from that of the original
wall texture. I checked the doom specs and I still don't see a remedy for this
problem. Is there a graphics utility that can help me? It's a doom 2 level.
Any assistance would be greatly appreciated!

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

From: John Wakelin <johnw@datametrics.com>
Date: Sun, 7 May 95 17:08:05 -0500
Subject: Re: mines in doom... now stay stil1!

> From: gala@cris.com (Gala)
> Reply-To: doom-editing@nvg.unit.no

> >
> >What it does is this: Rockets get speed 0, so they stay at the place
> >you fire them, and they are made invisible. This results in invisible
> >rockets hanging in mid-air. I've tried them in a regular game, but
> >they are best for deathmatch i guess.
> >The patch would have been better if the rockets had been layed on the
> >ground and a different shape had been chosen or added using a pwad.
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> I agree, which is why I thought Dark Force's mines were perfect.
> >
> >The maker of this patch was johnw@datametrics.com, so you might try
> >to mail him about it.


Yeah, I remember now why I couldn't put that thing on the ground
(believe me I tried) There is a parameter for the height above the
ground. I tried setting it to something close to 0 but, (care to
guess what comes next?) KABOOM The rockets are proximity type
weapons. When they get within a certian distance of a 'blocks
shots' object or wall (or floor or ceiling for that matter) they
explode. I tried experimenting with how high off the floor I could
put it with out it going off and, I don't remember how high it was
but, it was high enough that it made more sense to just leave the
height alone. Once I gave up on trying to get them on the ground I
figured it didn't make much sense to come up with a really cool
graphics patch for it (hey look, a flying saucer). So I made them
invisible and considered it done.

We really had a great time playing with that patch BTW. I think I
will have to play it again this weekend. The best is when you lay
one right over the rocket launcher and someone comes running in to
grab it, sees the mine just a tad too late to stop himself from
running into it and, KABOOM.

Have a great day,

johnw
__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* Johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}

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

End of doom-editing-digest V1 #270
**********************************

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