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Doom Editing Digest Vol. 01 Nr. 429
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #429
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 1 October 1995 Volume 01 : Number 429
Re: Tracers
Another BSP problem
Re: Capture-The-Flag Implemented
Re: Capture-The-Flag Implemented
.wads and the WWW
Re: .wads and the WWW
Re: Capture-The-Flag Implemented
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From: misc335@cantva.canterbury.ac.nz
Date: Sat, 30 Sep 1995 17:48:23 +1200
Subject: Re: Tracers
> > Has anyone figured out how to make the guns of doom fire tracers ?? its
> > probably an old concept but i think it would be awesome for a deathmatch
> > to have laser-like tracer fire arcing about from the bullet weapons
> > (maybe even shotgun, but god knows how that would be done).
Have you played Aliens-TC in deathmatch? The smartgun is tracer.
(But it's a bit slow to be laser-like)
Seeya
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From: Arek Wojciechowski <awojciec@FLASH.LakeheadU.CA>
Date: Sat, 30 Sep 1995 03:28:50 -0400 (EDT)
Subject: Another BSP problem
Hello!
Ok.... I have one that has me puzzled, and quite pissed off:
I am working on my level, and decide that it needs the deep water effect.
So I create it fine, then run WARM on it (my usual node builder), and find
that it does not properly display the water. No problem I say, I'll just
use BSP. I run BSP, and it craps out with a floating point exception. No
problem I say, I'll just use ZenNode. It craps out with illeagal
somethinorother in module ZENNODE.EXE (this is the dos version!).
So..... I believe the problem is 2 verticies on to of each other,
and thats why only WARM works... correct?
Now, I'm not about to wiggle some 4000 vertecies to find which is
the culprit, but I would still like to have my deep water look as good as
it can. Any suggestions? (perhaps BSP could incoporate the 0 lenght
linedef so it doesn't crash, hint, hint, wink, wink)
Thanks in advance,
Arek.
ps If there is an editor which can check for overlap, let me know!
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From: RUSSELL STOCKHAMMER <qaz@ozemail.com.au>
Date: Sat, 30 Sep 95 18:53:54 +1000
Subject: Re: Capture-The-Flag Implemented
Hi...
>>All this talk about a Capture-The-Flag scenario got me thinking, and
>>I've created a very simple example of the theme. It supports 1-on-1
>>and 2-on-2 play. I playtested it last night, and it's actually quite
>>fun (and really fast-paced).
>>Anyways, let me know if y'all want to check it out. I'll uuencode
>>and post it.
Kewl, sounds great... can i have a look at it...
Russ (qaz@ozemail.com.au)
------------------------------
From: LummoxJR@AOL.COM
Date: Sat, 30 Sep 1995 12:00:51 -0400
Subject: Re: Capture-The-Flag Implemented
By all means, UUencode it and send it to us. I'd like to see how it could be
made to work. (1 question, though- is it a Doom I or II level?) Only don't
attach it, as has been done (either mistakenly or by fault of the mail
gateway) before, but embed it in the document.
Lummox JR
direct from the source
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From: DTeeter@AOL.COM
Date: Sat, 30 Sep 1995 16:00:59 -0400
Subject: .wads and the WWW
I tried out a VRML viewer on the web today and was kind of dissapointed.
These VRML rendering engines are slow even on a Pentium, and they don't
provide any way to interact with the environment.
Then the thought occurred that it wouldn't be very hard to configure Doom,
Doom2, or Heretic as a helper app in Netscape or one of the other web
browsers.
When you clicked on the hypertext link for a wad file, the browser would
download the wad, launch Doom and load the wad file. (This would work in
Windows95 and maybe Warp)
The only part I don't know how to do is to get the browser to do the "-file
www.wad" extension when it launches Doom. I wonder how much you would have to
tweak the Doom engine to add a door, switch etc. that would act as a link to
another .wad?
This leads in to the idea that Quake with its wad loading capabilities will
probably make a killer 3D viewer app for the world wide web. Imagine clicking
on a hypertext link and entering a wad that contains hypertext links to other
Quake sites. Maybe you could even use a special type of hypertext link to
join a network game.
Just some ideas ... sorry for using the "Q" word
Dan Teeter
(dteeter@aol.com or dteeter@inchq.com)
------------------------------
From: joost schuur <jschuur@acmepet.com>
Date: Sat, 30 Sep 1995 17:48:27 -0400 (EDT)
Subject: Re: .wads and the WWW
On Sat, 30 Sep 1995 DTeeter@AOL.COM wrote:
> The only part I don't know how to do is to get the browser to do the "-file
> www.wad" extension when it launches Doom. I wonder how much you would have to
> tweak the Doom engine to add a door, switch etc. that would act as a link to
> another .wad?
that would be in your .mailcap file. the format should be something like
'.wad; doom -file %s' (i'm guessing here on the exact format)
</j>
_ ___ ___
=====| |/ _ \/ __|===========================================================
| | (_) \__ \ jschuur@acmepet.com lotlhwI on IRC
_/ |\___/|___/ http://home.pages.de/~jschuur/ go away
===|__/================================================nuqDaq 'oH puchpa''e'=
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 30 Sep 1995 10:02:05 GMT
Subject: Re: Capture-The-Flag Implemented
In your message dated Friday 29, September 1995 you wrote :
> All this talk about a Capture-The-Flag scenario got me thinking, and
> I've created a very simple example of the theme. It supports 1-on-1
> and 2-on-2 play. I playtested it last night, and it's actually quite
> fun (and really fast-paced).
>
> Anyways, let me know if y'all want to check it out. I'll uuencode
> and post it.
>
How big's the file? If it's pretty small I'll take it.
As for my version, I just started making it yesterday.
,----------------------------------------------------------------------,
| Jim Wraith - jim@kildare.demon.co.uk |
| "Is it a bird? Is it a plane? No it's some fat bloke on a bike... |
'----------------------------------------------------------------------'
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End of doom-editing-digest V1 #429
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