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Doom Editing Digest Vol. 01 Nr. 272

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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 #272
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 9 May 1995 Volume 01 : Number 272

RE: GccDEU2c
new user
RE: You should be in pictures
RE: mines in doom...
Re: new user
RCPT: new user
Weekly reminder: beginners' questions
RE[2]: GccDEU2c
RCPT: new user
RCPT: new user
Re: What Is IT???!!!
Wadbuilders, combine your efforts!
Re: mines (and barrels) in doom...
Re: Wadbuilders, combine your efforts!
RCPT: new user
RE: mines in doom...

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

From: ingarion@shasta-co.k12.ca.us (Kevin Cannon)
Date: Mon, 8 May 95 22:42 PDT
Subject: RE: GccDEU2c

>> Anyone know if there is a GCC version of DEU for doom 2?? I am
>> running the thing on a 386 with 6 meg ram (yes an odd combo) and need the
>> extra memory that will give me, as my levels always are half completed
>> before I run out of memory... I don't want to use another editor, as I am
>> used to deu2c right now and can work very well in it...
>
>Try DETH, it's on ftp.cdrom.com under DETH23.ZIP. It's a cool rewrite of deu
>Gcc that can do doom1, doom2 and heretic.

Thanks for the help :)

What does everyone think of having a level built by everyone on
here?? Kinda a passed thing from person to person... Everyone works on it
for a couple days, making new graphics/sounds and expanding the level, then
u/loads it to a site and the next person starts... Since everyone here
probably is very experienced with making levels, I expect everyone could put
together a very satisfying level... Thoughts??

_____/
_/
___/ ____/ ____/ ____/
_/ _/ _/ _/ _/ _/ _/
______/ ____/ ____/ _/ _/
_/ Sysop of Genesis
____/ Cosysops: Joker, Victoria, Wolf, Archemedes and The Tick
Featuring: Work By REB and IcE


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

From: "Julio Marques Luz" <JulioMarques.Luz%pmlgate@ax.apc.org>
Date: Mon, 8 May 1995 14:56:33 -0400
Subject: new user

Dear list friends,

I am a new user of this list, and living so far away from the States,
sometimes make it very difficult to share information with
experienced users. Thanks to Internet, this distance is coming closer
every day.

As a starter, I would ask one of you guys to guide me on how to get
ready made new WAD's, that you guys have been working on. I am
starting my career on Heretic editing, using WinDeu 5.24.

thanks a lot for your help

Bye
JulioMarques.Luz%Pmlgate@ax.apc.org

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

From: Olivier <montanuy@lsun75.lannion.cnet.fr>
Date: 09 May 95 10:28:32+0200
Subject: RE: 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.
see Trinity.wad (DOOM) and htrinity.wad (HERETIC)
I beleive you'll be somewhat interested...
(the movie room is just left from the entrance, behind the blue
door. type the cheat to go through walls, turn left,
go through walls and you should
enter a darkish room. here is the movie).

trinity was done with doomtex, and old tool, but now you should
definitely use deutex/wintex for this. that's what I used
to make the htrinity movie.

as you see, your idea is nothing new, alas :-)

Olivier





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

From: D.Casali@rea0808.wins.icl.co.uk
Date: Tue, 9 May 1995 09:22:44 +0100
Subject: RE: mines in doom...

This idea sounds good, nut I tried it in a two player
deathmatch, and you get so many of these invisible rockets
hanging around, that you invariably get killed by THEM, and not
each other. Besides, you don't get the frag if one of your
rockets kills the other guy, and when you die and come back,
your own rockets kill you! DC

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

From: John Minadeo <jminadeo@cybercon.com>
Date: Tue, 9 May 1995 05:13:56 -0400 (EDT)
Subject: Re: new user

On Mon, 8 May 1995, Julio Marques Luz wrote:

> Dear list friends,
>
> I am a new user of this list, and living so far away from the States,
> sometimes make it very difficult to share information with
> experienced users. Thanks to Internet, this distance is coming closer
> every day.
>
> As a starter, I would ask one of you guys to guide me on how to get
> ready made new WAD's, that you guys have been working on. I am
> starting my career on Heretic editing, using WinDeu 5.24.
>
> thanks a lot for your help
>
> Bye
> JulioMarques.Luz%Pmlgate@ax.apc.org
>
Try ftp.cdrom.com
they seem to have quite a bit of stuff although I'm not sure what the
exact path is... something like /pub/doom (you'll probably be able to
figure it out...)
Hope I was some help.

John Minadeo
jminadeo@cybercon.com

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

From: Luc Cluitmans <L.J.M.Cluitmans@ele.tue.nl>
Date: Tue, 9 May 1995 12:36:27 MET-2DST
Subject: RCPT: new user

Confirmation of reading: your message -

Date: 8 May 95 14:56
To: doom-editing@nvg.unit.no
Subject: new user

Was read at 12:36, 9 May 95.


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 9 May 95 11:46:44 +0100
Subject: Weekly reminder: beginners' questions

This message is being posted at the request of the list caretaker:

The purpose of this list is to discuss *advanced* DOOM editing techniques.
In order to keep it that way, if you have a question but don't know whether
it's advanced or not, mail it in the first instance to:

Steve Benner : S.Benner@lancaster.ac.uk

Your question will either be answered or, if deemed suitable, forwarded to
the list. This is offered as a potential red-face saving and
list-annoyance abatement service. Feel free to send questions at any level
on any topic of WAD editing.

**If your questions are prefixed with the code WQ: (for 'WAD query') in the
subject field (e.g. Subject: WQ: Sprites), they will be processed quicker
because they will be spotted by an automatic mail sorter and brought to my
attention sooner than if I have to plough through my mail-box!**

This reminder will be posted here weekly, with the same subject title.

==
- -Steve : also, check out http://cres1.lancs.ac.uk/~esasb1/doom/index.html



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

From: helmberg@li01.ad.or.at (Florian Helmberger)
Date: Tue, 09 May 1995 12:42:53 +0200
Subject: RE[2]: GccDEU2c

> What does everyone think of having a level built by everyone on
>here?? Kinda a passed thing from person to person... Everyone works on it
>for a couple days, making new graphics/sounds and expanding the level, then
>u/loads it to a site and the next person starts... Since everyone here
>probably is very experienced with making levels, I expect everyone could put
>together a very satisfying level... Thoughts??
>
> _____/
> _/
> ___/ ____/ ____/ ____/
> _/ _/ _/ _/ _/ _/ _/
> ______/ ____/ ____/ _/ _/
> _/ Sysop of Genesis
> ____/ Cosysops: Joker, Victoria, Wolf, Archemedes and The Tick
> Featuring: Work By REB and IcE
>
>

That's an old but good idea - you may set me on the list for that :-)

- -Florian

___________________________________________________________________________
Florian Helmberger e-mail : helmberg@email.ad.or.at
Himmelpfortgasse 10/6 KaraNet : DOOM Maniac
1010 Vienna Voice : +43-1-513 11 36
Austria, EU Fax : +43-1-513 11 36
- ---------------------------------------------------------------------------
Barbarus hic ego sum, quia non intelligor ulli!



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

From: "R.J.Dignall" <R.J.Dignall@sheffield.ac.uk>
Date: Tue, 9 May 1995 12:09:06 +0100
Subject: RCPT: new user

Confirmation of reading: your message -

Date: 8 May 95 14:56
To: doom-editing@nvg.unit.no
Subject: new user

Was read at 12:09, 9 May 95.


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

From: Black Ice <STEVE@argonaut.com>
Date: Tue, 9 May 1995 11:42:25 GMT
Subject: RCPT: new user

Confirmation of reading: your message -

Date: 8 May 95 14:56
To: doom-editing@nvg.unit.no
Subject: new user

Was read at 11:42, 9 May 95.

- --
Steve Kersley, Assistant Network Services Manager & Postmaster,
Argonaut Software and Argonaut Technologies Ltd, London, UK.
Tel: +44 181 200 5777 or +44 181 358 2918. Fax: +44 181 200 9866.

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 9 May 95 11:26:24 +0100
Subject: Re: What Is IT???!!!

At 6:45 pm 7/5/95, Herschel Giansiracusa wrote:
>
>All I want to know is: what is a block map, what does it do, and how to
>change/fix it.
>

Apols in advance to the list: I would normally send replies to basic
questions such as this straight to the sender but there seem to be more and
more subscribers who need basic answers these days...

Check out the DOOM Specs if you would know what the Blockmap is: basically
it's a list of where all of the lines are, ordered by block (a division of
the map) to allow DOOM to do its collision detection in real time. Errors
in this structure do NOT cause DOOM to crash--they only cause errant
behaviour: principally causing faulty clipping. In fact, it is perfectly
possible to run a WAD with a completely empty blockmap: it will behave as
if you had set no-clipping mode. Most editors rebuild a blockmap from
scratch each time you save your map: its calculation is quick and there is
little point storing an old one in memory.

Your earlier mailing does not give the precise error message DOOM is
reporting (how the hell do you expect answers if you don't give *precise*
details of the problems? Just saying

> I get something about the blockmap not being the right size and
>one block not touching the next???

is not very bright, is it?)

I suspect your error is "Z_Checkheap: block size does not touch the next
block". This has *nothing* to do with the blockmap at all. (I think it is
actually a typo on the part of id: I think it should say "block SIDE does
not...") It is, as Jason has already pointed out, a fault in your sector
layout. Zcheckheap errors mean your sectors are wrong - incomplete,
usually. You should be able to hunt this out, even with an editor that
doesn't provide full error checking. With WADED, for example, [I notice
you're still using the old one: upgrade to v1.83b for the latest] if you
have any magenta lines on your map, you'll get this error - use Make sector
to bind them into sectors.

Even if you've done that you may still have some incomplete sectors. Try
this. Go into DRAW mode and click on Make Sector. Now move your mouse over
your map: all of your sectors should light up as you pass over them. If any
don't, just click on them with the left mouse button: that will fix that
one and you can go on to the next. Note that when you're over a sector, ALL
of its lines should light up. If there are any holes in the red lines,
you'll get an error when you play the WAD. Note that to be valid, all
sectors must be completely enclosed like this:


o------o o-----o----o
| | not like this: | |
o------o o-----o----o

So you might want to check for that sort of thing, too. And check that none
of your lines cross without meeting at a vertex: don't try this, for
example


o-----o
| |
o---------+-----+------o this has four vertices missing!!
| | | |
o---------+-----+------o
| |
o-----o

DOOM just can't take this sort of thing. It can't work out which sector
that central space belongs to. But then, neither can anyone else!

If this info does not help fix the problem, mail me (NOT THE LIST) the
faulty WAD and I'll take a look at it for you.

- -Steve



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

From: m.p.m.rutting@student.utwente.nl (m.p.m.rutting)
Date: Tue, 9 May 95 14:25:34 PDT
Subject: Wadbuilders, combine your efforts!

> What does everyone think of having a level built by everyone on
> here?? Kinda a passed thing from person to person... Everyone works on it
> for a couple days, making new graphics/sounds and expanding the level, then
> u/loads it to a site and the next person starts... Since everyone here
> probably is very experienced with making levels, I expect everyone could put
> together a very satisfying level... Thoughts??

Well, I for one think this is a good idea. But, we could take this further. It
should be possible for us to come up with 32 brand new levels for Doom2. And
with that I don't mean 32 stand-alone levels put together, but also with some
kind of increasing difficulty. You shouldn't run into 2 archviles on map 1.
How can we achieve this? Well for starters we need an experienced moderator who
will assign the various maps to different wadbuilders, and who will also be
composing the final wad.
I don't have the time to moderate a project like this myself, but am willing to
find out if we can get this thing rolling. So what I will do is this:
Below you will find some job descriptions for the tasks involved. If you feel
that you can manage one of them, drop me a mail (that's ME, not the mailing
list). This way I can look if there are enough willing people to pull this off.
If there are I will select a moderator from the candidates, and forward the
names of the people who want to make levels, music etc. to him, so he can take
it up from there.
Ok, here we go:

*** Project Moderator ***

tasks: + Assign different levels to various wadbuilders.
+ Set general dificulty etc. for each level. What should be in, and
what definately should not be in.
+ Set overall policy on adding/replacing textures, music, etc.
+ Find additional people for music, graphics etc. if needed.
+ Make sure there are backup wadbuilders/levels in case crap comes in.
( I know this is rude, but if you want to reach some degree of
quality you should be selective )
+ Compose the final wad from everything made.
+ Deal with everything that I forgot above

requirments:
+ Knows about everything there is to know about wads.
+ Can claim to be a deutex wizard (and other similar programs).
+ Has lots of levelbuilding experience himself.
+ Can make an objective assessment of a level.
+ Can set the general dificulty settings on a series of 32 levels
+ Has loads of time to work on this
+ Empties his mailbox often
+ Manages some kind of ftp server (not a must, but a pre)

To apply for this job send me a mail with MODERATOR in the subject line. If you
can add any quality to the above list, put it in the message. You may include
pointers to work done by you that can be found on various ftp servers. Include
some general information about you and the things you have done. Show me that
you really want this job.


*** Level Builder

tasks:
+ Well, build a level i guess.

requirments:
+ Can claim to make a decent wad.
+ Knows what texture allignment is all about.
+ Can Implement difficulty settings.
+ Wants to make ID quality levels.
+ Has the time to make a level.
+ Knows that DOORTRAKs shouldn't move :)
+ Can work with programs like deutex etc.
+ everything that I forgot and you think a good wadbuilder should be
able to do.

To apply for this on send me a mail with LEVELBUILDER in the subject line.
Include some general info about yourself and your work in your message. Also
include some pointers to work that can be found on ftp servers (if any).
[ Wouldn't it be terribly cool if ID contributed a level? :) ]

*** Music composer ***

tasks:
+ Make cool new music!

requirments:
+ Can make cool music, that can be used in the main wad.

To apply for this job send me a mail with MUSIC in the subject line.
Include some general info about yourself and your work, and some pointers to
your work that can be found on ftp servers (if any).


*** Graphics Designer ***

tasks:
+ Make new graphics. e.g. A title screen, level names in some nice
font, maybe textures.

requirments:
+ Can make good graphics that would be a good addition to doom.

To apply for this job send me a mail with GRAPHICS in the subject line.
Include general information about yourself and your work, and include pointers
to work by you that can be found on ftp servers (if any).

***

Well, I guess that's about it. Other functions might pop up, but that's for the
future moderator to handle. After the moderator has been chosen, this thing
will be out of my hands. I might even post all the mail I received from the
wannabe moderators, so we can have some kind of a vote, that might be even
better than me choosing on my own. But first we've got to see if there are
enough people willing to participate in this. Join! Think about how much you
will be helping the people who've played doom2 3 times over on ultra-violence.
Let's give them a new challenge.

Greetz,
Michiel Rutting
e-mail: m.p.m.rutting@student.utwente.nl
ifrag nick: Strezz


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

From: 130.137.64.2@datapoint.com
Date: Tue, 9 May 95 08:00 CDT
Subject: Re: mines (and barrels) in doom...

>On Mon, 8 May 1995 130.137.64.2@datapoint.com wrote:
>
>> I would like to create a patch to make the barrels
>> respawn as they should. I'm going to try making an
>> enemy (demon?) look and act like a barrel. If I turn
>> on the -RESPAWN option, they should reappear, right?
>> I hope so...
>
>Only if your semi-barrel creature doesn't disappear when it dies. The
>other creatures that disappear when they die--Lost Souls (the flying
>skulls, for those of you who never read the manuals) and Pain Elementals
>(the semi-Cacs that spit out lost souls) don't respawn either.
>
>Matthew Miller -- rmiller@infinet.com
>
Well, as you predicted, by results have not exactly been
successful. If the barrel explodes and leaves no remains,
it does not respawn. I took the SS Soldier and changed his
normal and death scene to the barrel (looked pretty funny when
the barrels moved and shot). If I killed the barrel, it exploded
and disappeared. His buddies, caught in the blast, exploded and
left remains everywhere. The remains respawned and the original
dead barrel did not. So now I need to learn how to make a barrel
leave remains... can it be done???

rem@datapoint.com

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

From: "Digital Insanity" <c1pt@dmu.ac.uk>
Date: Tue, 09 May 1995 16:49:07 BST
Subject: Re: Wadbuilders, combine your efforts!

>
> > What does everyone think of having a level built by everyone on
> > here?? Kinda a passed thing from person to person... Everyone works on it
> > for a couple days, making new graphics/sounds and expanding the level, then
> > u/loads it to a site and the next person starts... Since everyone here
> > probably is very experienced with making levels, I expect everyone could put
> > together a very satisfying level... Thoughts??
>
> Well, I for one think this is a good idea. But, we could take this further. It
> should be possible for us to come up with 32 brand new levels for Doom2. And
> with that I don't mean 32 stand-alone levels put together, but also with some
> kind of increasing difficulty. You shouldn't run into 2 archviles on map 1.
> How can we achieve this? Well for starters we need an experienced moderator who
> will assign the various maps to different wadbuilders, and who will also be
> composing the final wad.
> I don't have the time to moderate a project like this myself, but am willing to
> find out if we can get this thing rolling. So what I will do is this:
> Below you will find some job descriptions for the tasks involved. If you feel
> that you can manage one of them, drop me a mail (that's ME, not the mailing
> list). This way I can look if there are enough willing people to pull this off.
> If there are I will select a moderator from the candidates, and forward the
> names of the people who want to make levels, music etc. to him, so he can take
> it up from there.
> Ok, here we go:
>
> *** Project Moderator ***
>
> tasks: + Assign different levels to various wadbuilders.
> + Set general dificulty etc. for each level. What should be in, and
> what definately should not be in.
> + Set overall policy on adding/replacing textures, music, etc.
> + Find additional people for music, graphics etc. if needed.
> + Make sure there are backup wadbuilders/levels in case crap comes in.
> ( I know this is rude, but if you want to reach some degree of
> quality you should be selective )
> + Compose the final wad from everything made.
> + Deal with everything that I forgot above
>
> requirments:
> + Knows about everything there is to know about wads.
> + Can claim to be a deutex wizard (and other similar programs).
> + Has lots of levelbuilding experience himself.
> + Can make an objective assessment of a level.
> + Can set the general dificulty settings on a series of 32 levels
> + Has loads of time to work on this
> + Empties his mailbox often
> + Manages some kind of ftp server (not a must, but a pre)
>
> To apply for this job send me a mail with MODERATOR in the subject line. If you
> can add any quality to the above list, put it in the message. You may include
> pointers to work done by you that can be found on various ftp servers. Include
> some general information about you and the things you have done. Show me that
> you really want this job.
>
>
> *** Level Builder
>
> tasks:
> + Well, build a level i guess.
>
> requirments:
> + Can claim to make a decent wad.
> + Knows what texture allignment is all about.
> + Can Implement difficulty settings.
> + Wants to make ID quality levels.
> + Has the time to make a level.
> + Knows that DOORTRAKs shouldn't move :)
> + Can work with programs like deutex etc.
> + everything that I forgot and you think a good wadbuilder should be
> able to do.
>
> To apply for this on send me a mail with LEVELBUILDER in the subject line.
> Include some general info about yourself and your work in your message. Also
> include some pointers to work that can be found on ftp servers (if any).
> [ Wouldn't it be terribly cool if ID contributed a level? :) ]
>
> *** Music composer ***
>
> tasks:
> + Make cool new music!
>
> requirments:
> + Can make cool music, that can be used in the main wad.
>
> To apply for this job send me a mail with MUSIC in the subject line.
> Include some general info about yourself and your work, and some pointers to
> your work that can be found on ftp servers (if any).
>
>
> *** Graphics Designer ***
>
> tasks:
> + Make new graphics. e.g. A title screen, level names in some nice
> font, maybe textures.
>
> requirments:
> + Can make good graphics that would be a good addition to doom.
>
> To apply for this job send me a mail with GRAPHICS in the subject line.
> Include general information about yourself and your work, and include pointers
> to work by you that can be found on ftp servers (if any).
>
> ***
>
> Well, I guess that's about it. Other functions might pop up, but that's for the
> future moderator to handle. After the moderator has been chosen, this thing
> will be out of my hands. I might even post all the mail I received from the
> wannabe moderators, so we can have some kind of a vote, that might be even
> better than me choosing on my own. But first we've got to see if there are
> enough people willing to participate in this. Join! Think about how much you
> will be helping the people who've played doom2 3 times over on ultra-violence.
> Let's give them a new challenge.
>
> Greetz,
> Michiel Rutting
> e-mail: m.p.m.rutting@student.utwente.nl
> ifrag nick: Strezz
>
>

This is my first ever post to this mail list, and I would like to agree
with Strezz about this idea. And although I am not an expert by all
accounts I would be willing to play test the game. For no fee what so
ever ;)

If this does come up please keep use all informed on how it is going on.

Electric

- --

[ DIGITAL INSANITY HAS BEEN BROUGHT BY THE ]
[ LETTER B AND THE NUMBER 11 ]
[ ]
[ E-MAIL ME - c1pt@dmu.ac.uk ]
[ HOME PAGE ADDRESS ]
[ http://www.cms.dmu.ac.uk/~c1pt/ ]
[ OR MY DOOM PAGE ]
[ http://www.cms.dmu.ac.uk/~c1pt/doom.html ]
[ OR MY NEW AND IMPROVED PAGE AT : ]
[ http://www.cms.dmu.ac.uk/~c1pt/doom2.html ]

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

From: "Guido Koopman" <KOOPMAN-G@stpc.wi.leidenuniv.nl>
Date: Tue, 9 May 1995 15:31:09 MET
Subject: RCPT: new user

Confirmation of reading: your message -

Date: 8 May 95 14:56
To: doom-editing@nvg.unit.no
Subject: new user

Was read at 15:31, 9 May 95.


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

From: Derek Schwenk <dschwenk@pepperdine.edu>
Date: Tue, 9 May 1995 09:58:54 -0700 (PDT)
Subject: RE: mines in doom...

> each other. Besides, you don't get the frag if one of your
> rockets kills the other guy, and when you die and come back,
> your own rockets kill you! DC

Why would you not get the frag for the other person running into your rocket?
I will have to try this out...

**********************************************************************
* Derek Schwenk | Waiting for the "QUAKE" down *
* dschwenk@pepvax.pepperdine.edu | in Southern California! *
**********************************************************************




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

End of doom-editing-digest V1 #272
**********************************

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