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Doom Editing Digest Vol. 01 Nr. 379

eZine's profile picture
Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #379
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 15 August 1995 Volume 01 : Number 379

DHE comments
Re: The 1st Quake Unofficial Technical specs!!!!
Re: Quake specs
[none]
!!REMINDER!!
Re: A visiplane overflow solution
Re: Quake specs
Re: Quake specs
Re: Quake specs
Re: Quake specs
Re: DHE comments
Re: Quake specs
Location of Wolf3D source code
wolf3d sources
Re: Quake specs

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

From: LummoxJR@aol.com
Date: Sun, 13 Aug 1995 11:44:18 -0400
Subject: DHE comments

08/13/95 8:23:56 EDT, s337239@student.uq.edu.au (Pandion-Knight) wrote:

>Ok.. where is greg ? :P

Sorry. Greg Lewis: gregl@umich.edu
The address is also available in the DeHackEd manual (after all, he wrote
it).

> I can make mines by making a barrel invis and invuln (hmm, maybe not) and
> walkthru, then making a player teleport onto it (therefore exploding it).
>
> Anyways by clever linedef placement around the 'mines' you have
> minefields. Changing the teleflash to a flame thing makes the illusion
> complete :)

The definitive mine patch is on my Web page, at:

http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE/index.html

With my patch, barrels become land mines. No teleporters required, just step
onto one. This works in existing WADs, too. Very good for barrel-laden
levels, but no special design is required. Pure DeHackEd. Trust me; it's
cool.


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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 13 Aug 1995 12:58:54 EDT
Subject: Re: The 1st Quake Unofficial Technical specs!!!!

Olivier Montanuy <Olivier.Montanuy@ens.fr> ,in message <199508122155.AA19114@dm
i.ens.fr>, wrote:

> The language seems syntaxicaly clean, but there seem to be no strict

Syntactically.


> the way the light flickel be provided about anything related to the C code, b
>> ecause
> they would give *much* too many hints on the way Quake actually works.

That does not parse.

Nor does a lot of the later stuff.

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

From: Julian Peterson <julianp@atlas.otago.ac.nz>
Date: Mon, 14 Aug 1995 09:00:56 +1200 (NZST)
Subject: Re: Quake specs

On Sun, 13 Aug 1995 DRCJ@aol.com wrote:

> Hello
>
> I am a die hard Doomer. I was kind of disapointed that ID didn't have a
> booth at Gen-Con in Milwaukee. Please, please, please let QUAKE work on my
> 486 DX2/50 with 8 RAM. I don't want to have to up grade my mother board for
> a game- my wife will kill me!!!
>
> DRCJ
>
>
> DRCj@aol.com
>
>
Death is probably an acceptable price to pay, I'm thinking about it.

Julian Peterson.


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

From: owner-doom-editing@nvg.unit.no
Date: Mon, 14 Aug 1995 11:08:41 +0200
Subject: [none]

>From doom-editing-owner@nvg.unit.no Mon Aug 14 11:01:23 1995
Received: from nero.uni-bonn.de (marvin.nero.uni-bonn.de [131.220.7.30]) by sabre-wulf.nvg.unit.no (8.6.12/8.6.9) with ESMTP id LAA29895 for <doom-editing@nvg.unit.no>; Mon, 14 Aug 1995 11:01:22 +0200
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From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Received: (bernd@localhost) by colossus.nero.uni-bonn.de (8.6.10/8.6.10) id KAA15997 for doom-editing@nvg.unit.no; Mon, 14 Aug 1995 10:58:23 +0200
Date: Mon, 14 Aug 1995 10:58:23 +0200
Message-Id: <199508140858.KAA15997@colossus.nero.uni-bonn.de>
To: doom-editing@nvg.unit.no
Subject: --REMINDER--
X-Sun-Charset: US-ASCII
Sender: owner-doom-editing@nvg.unit.no
Precedence: bulk
Reply-To: doom-editing@nvg.unit.no

Having dealt with the 50+ delivery failures and bounces of the
weekend and deleted the digests 376,377 and 378, I'll take
the time to write another reminder.

***************************************************************
**People subscribe to get *advanced doom-editing* discussion.**
**Period. Some of them have to pay for each mail. We have to **
**take care they get what they pay for. **
***************************************************************

If you don't like this policy, feel free to unsubscribe. If
you want to make a suggestion, send mail to doom-editing-owner,
NOT to the list. If you think you'll be able to do a better job
of maintaining the list, feel free to apply. Steve and me could
use some spare time.

We know there's not much advanced doom-editing happening right
know. Nobody would object to posting *facts* related to Quake
editing. Still Quake rumors and screenshot discussions are NEITHER
doom-editing NOR quake editing.

There probably will be a quake-editing list as soon as there IS some
quake editing to be done. Until the posting guidelines are changed,
doom-editing does NOT cover quake quack. If the posting guidelines
are changed, or if quake-editing is available for subscription, we
WILL let you know.

Thanks.

My apologies to all subscribers suffering from noise. We have yet
to find a way to handle this.



B.






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

From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Mon, 14 Aug 1995 10:43:30 +0200
Subject: !!REMINDER!!

Having dealt with the 50+ delivery failures and bounces of the
weekend and deleted the digests #376,#377 and #378, I'll take
the time to write another reminder.

***************************************************************
**People subscribe to get *advanced doom-editing* discussion.**
**Period. Some of them have to pay for each mail. We have to **
**take care they get what they pay for. **
***************************************************************

If you don't like this policy, feel free to unsubscribe. If
you want to make a suggestion, send mail to doom-editing-owner,
NOT to the list. If you think you'll be able to do a better job
of maintaining the list, feel free to apply. Steve and me could
use some spare time.

We know there's not much advanced doom-editing happening right
know. Nobody would object to posting *facts* related to Quake
editing. Still Quake rumors and screenshot discussions are NEITHER
doom-editing NOR quake editing.

There probably will be a quake-editing list as soon as there IS some
quake editing to be done. Until the posting guidelines are changed,
doom-editing does NOT cover quake quack. If the posting guidelines
are changed, or if quake-editing is available for subscription, we
WILL let you know.

Thanks.

My apologies to all subscribers suffering from noise. We have yet
to find a way to handle this.



B.



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

From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Mon, 14 Aug 1995 08:25:45 -0500 (CDT)
Subject: Re: A visiplane overflow solution

On Tue, 8 Aug 1995, Bernd Kreimeier wrote:

>
> I tried. 64+1, you'll get HOM (too many linedefs), but no visplane
> crash. Same with a 16x8+2 tile room - major HOM, no visplane crash
> (wonder if there *is* any way to get a visplane crash w/o any hidden HOM).

Yes, it is. I don't think I've ever gotten a visplane error that
had any HOM in the level.

>
> >I don't think the texture issue has been brought up before.
>
> I agree. Well done, Dan!

Yes, it looks like you have solved most of the mystery regarding
visplane errors. I have a test WAD that I set up with an area that causes
the visplane error--I changed one ceiling texture and the crashes went away.
I propose that a "visplane" is a displayed distinct floor or ceiling area
and that there can be no more than 128 distinct visplanes in view. Actually,
perhaps 127 is the limit since there are two visplane errors: "no more
visplanes" (for 128 visplanes) and "visplane overflow (###)" (I have never
seen ### less than 129).
What I do not understand is why the error is not consistent.
Sometimes you can sweep through an area and not get the error.

>
> Yet I can't believe that DOOM merges floor/ceiling polygons in a way.

Whether going front-to-back or back-to-front, DooM could be checking
if the to-be-drawn area is the same as the adjoining area or is the same as
the will-be-overlayed or underlayed area and thus not need to create another
visplane.
>
> Does this depend on the number of different flats somehow, w/o depending
> on the number of linedefs?
>
I think it's independent of the # of lines segments and of the # of
different flats. All that matters is how many distinct flat regions are
displayed on the screen at a time.

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 14 Aug 95 14:27:35 +0100
Subject: Re: Quake specs

At 9:00 am 14/8/95, Julian Peterson wrote:
[Quake quack]
>>
>Death is probably an acceptable price to pay, I'm thinking about it.
>

Bernd and I are also considering charging the same price (to subscriptions)
for anyone who continues this annoying and pointless thread.

- -Steve



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

From: Robert Fenske Jr <fenske@rgfpc.electro.swri.edu>
Date: Mon, 14 Aug 1995 08:33:49 -0500 (CDT)
Subject: Re: Quake specs

On Sat, 12 Aug 1995, Denis wrote:

> I wonder if it is possible to mirror a level of Quake and walk at
> what was thought to be the ceiling?!? Like I understand the big Quake
> enhancement, that there are no fixed walls (floors or ceilings) anymore...

With an option to WARM you can flip a WAD's level data about the
y-axis so that you'll be playing a mirror image of the original level.
Deathmatch in flipped levels is pretty wild because there's lots of
bungling going on as everyone keeps making the wrong turn. Eventually you
get used to it though. And it is a fairly quick transition if you then go
back to play the original unflipped level.

Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."


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

From: AFree120@AOL.COM
Date: Mon, 14 Aug 1995 11:05:03 -0400
Subject: Re: Quake specs

I was also at the Gen Con and suprised to see that id software was not
around. I did have fun playing on a 4 network setup with my son. They had
doom I running and about 8 different deathmatch wads to pick from. Cost-$4.00
for 25 min.

Interplay was demoing and schmoosing allover the place!

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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Mon, 14 Aug 95 11:21:08 -0400
Subject: Re: Quake specs

>> However - pretty cool from you guys releasing the source of Wolfenstein!
:)

>Which I'll get around to understanding one day... Heck someone could

>engineer multiplayer Wolf. :-)

>BTW, was releasing the code an easy way to get copyright to apply?

Is this a joke? If not, how would one obtain the source?

- -=-
Dan



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

From: BirdnetNY@AOL.COM
Date: Mon, 14 Aug 1995 11:43:28 -0400
Subject: Re: DHE comments

Where can I find out how to use Dehacked?

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

From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Mon, 14 Aug 95 14:15:06 EDT
Subject: Re: Quake specs

According to Daniel Bateman:
>
> >Which I'll get around to understanding one day... Heck someone could
>
> >engineer multiplayer Wolf. :-)
>
> >BTW, was releasing the code an easy way to get copyright to apply?
>
> Is this a joke? If not, how would one obtain the source?

I think it's in the idstuff/source directory at any of the DOOM
ftp sites.

- --
- ------------------------------------------------------------------------
| Erwen Tang | Tel: (703) 803-8940 | \|/ ____ \|/ |
| Class of 1997 | Add: etang@pen.k12.va.us | @~/ ,. \~@ |
| Thomas Jefferson | etang@capaccess.org | /_( \__/ )_\ |
| High School For | etang@lan.tjhsst.edu | \__U_/ |
| Science & Technology | | |
- ------------------------------------------------------------------------

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

From: Kurt <crawley@coscc.cc.tn.us>
Date: Mon, 14 Aug 1995 13:11:18 -0600 (CST)
Subject: Location of Wolf3D source code

FTP to ftp.cdrom.com

cd /pub/idgames/idstuff/source/wolfsrc.zip

There's the location of it... I'm far from understanding it, though, it's
a little sloppy.


/#----------------------------------------------------------------#\
| Kevin Crawley Sysop: The Lost World |
| - Former Student Worker - (615)540-8699 |
| COE: KC-Programming Internet Email: crawley@coscc.cc.tn.us |
| Tutoring - Windows, DOS Doom ][ Master |
| (615)380-0493 |
| |
| Mail Address: 1159 Roy Sellers Road |
| Columbia, TN 38401 |
| |
\#----------------------------------------------------------------#/

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

From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Mon, 14 Aug 1995 20:59:10 +0200 (MESZ)
Subject: wolf3d sources

<j>

On Mon, 14 Aug 1995, Daniel Bateman wrote:

> >BTW, was releasing the code an easy way to get copyright to apply?
>
> Is this a joke? If not, how would one obtain the source?

ftp://ftp.idsoftware.com/idstuff/source/

has anyone used these yet?

</j>
_ ___ ___
=====| |/ _ \/ __|===========================================================
| | (_) \__ \ joost.schuur@student.uni-tuebingen.de lotlhwI on IRC
_/ |\___/|___/ http://home.pages.de/~jschuur/ go away
===|__/================================================nuqDaq 'oH puchpa''e'=


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

From: jflores@mail.utexas.edu (Jose Flores)
Date: Mon, 14 Aug 1995 13:31:58 -0500
Subject: Re: Quake specs

>
>>> However - pretty cool from you guys releasing the source of Wolfenstein!
>:)
>
>>Which I'll get around to understanding one day... Heck someone could

> Is this a joke? If not, how would one obtain the source?

Nope. go to id's homepage (something like www.idsoftware.com) and look in the
something/source directory or go to that wonderful place
ftp://x2ftp.oulu.fi/pub/msdos/programming/gamesrc/
and get wolfsrc.zip for all their stuff. It's pretty neat even if you've
already written your own raycaster cuz they give away their old EMS (yuk!)
memory managing code and their sound code (especially interesting). The
actually raycast was done in old 16-bit assembly and would probably be
pretty tough to learn from. I'm sure the AI would be interesting to if I
ever get around to reading it. Don't expect it to work even as well as the
shareware version...it's got SERIOUS bugs from what happend when I ran it.
But it's not the EXE that u should be looking at anyway ;) Good luck!

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

Those who danced were thought to be quite insane by those who could not hear
the music.
-Angela Monet


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

End of doom-editing-digest V1 #379
**********************************

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