From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: [Announce] Yadex 1.0.1 Date: 3 Jan 1999 10:51:52 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <76ni48$hh4$1@feed.teaser.fr> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 915360712 17956 194.51.99.138 (3 Jan 1999 10:51:52 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 3 Jan 1999 10:51:52 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12457 New in Yadex 1.0.1 - Fixed segfault on trying to edit MAPnm in Doom/Heretic mode or EnMm in Doom II mode. - Split linedefs and sector: new linedef now goes from 1 to 2 and not the other way around. - Added scrolling with the arrow keys. - [Page-up], [Page-down], [Home] and [End] now scroll one page at a time. - New variable autoscroll to disable autoscrolling. - New variables autoscroll_amp and autoscroll_edge to tweak autoscrolling. - New shortcut [x] to "Split linedef (insert new vertex)". - New shortcut [w] to "Split linedefs and sector". - New sections "Moving around" and "Other credits" in the user's guide. - New prompt command "make_gimp_palette" to generate a gimp palette file from PLAYPAL. - Bumped configuration file version# to 2. -- Andre Majorel http://www.teezer.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!isdnet!howland.erols.net!netnews.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Help sought on Monster Placement Date: Mon, 4 Jan 1999 20:24:45 -0500 Organization: Unknown Organization Lines: 14 Message-ID: <76rplj$f2a$1@camel18.mindspring.com> NNTP-Posting-Host: d1.56.1b.f5 X-Server-Date: 5 Jan 1999 01:25:07 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12458 Hey Everybody: I've been futzing around with Doom levels awhile now, and I think I'm starting to get to be what I would call 'good.' However, my last level got some criticisim for bad gameplay. That is, the architecture was perfect, etc, but people seemed to feel the wad could have been made harder with fewer monsters if they had been placed better. Anyway, I'm looking for advice on this subject. Does anyone have a particular opinion to share? Thanks, Sam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!nntp.giganews.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement Date: 5 Jan 1999 04:56:13 GMT Organization: Diogenes Studios Lines: 24 Sender: sjohn@as4-dialup-11.io.com Message-ID: <01be3867$eda8c440$9b51e0ce@john---sandra> References: <76rplj$f2a$1@camel18.mindspring.com> NNTP-Posting-Host: as4-dialup-11.io.com X-Trace: hiram.io.com 915512173 12351 206.224.81.155 (5 Jan 1999 04:56:13 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 5 Jan 1999 04:56:13 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12459 | I've been futzing around with Doom levels awhile now, and I think I'm | starting to get to be what I would call 'good.' However, my last level got | some criticisim for bad gameplay. That is, the architecture was perfect, | etc, but people seemed to feel the wad could have been made harder with | fewer monsters if they had been placed better. | | Anyway, I'm looking for advice on this subject. Does anyone have a | particular opinion to share? It's all down to taste. I think the best advice I can offer is: Listen to your friends, but get more of them, so you're sure of having lots of quality input ;) Spread those WADs around and seek specific input, then just follow your gut . . . everybody likes different styles, after all, so don't be discouraged. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Tobias Mummert" Newsgroups: rec.games.computer.doom.editing Subject: Doom95/GLDoom Error messages with custom WADs Date: Sun, 3 Jan 1999 20:23:54 +0100 Lines: 19 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 NNTP-Posting-Host: p169.brk.zet.net Message-ID: <368fc4a5.0@news.zeitung-online.net> X-Trace: 3 Jan 1999 20:27:33 +0100, p169.brk.zet.net Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!btnet-peer!btnet!newsfeed.ecrc.net!newsfeed2.ecrc.net!news.zeitung-online.net!p169.brk.zet.net Xref: teaser.fr rec.games.computer.doom.editing:12460 Hi! Running Doom95 with custom WADs (e.g. date25.wad) results in the error message "Bad music number: 228". Setting the music volume to 0 results in the error message "W_GetNumForName: map 196 not found!" What can I do to run custom WADs with Doom95 or GLDoom? Thanks in advance, Tobias -- _____________________________________ Tobias Mummert (zook@baumann-online.net) PGP-Key avaliable (Keyserver, Request) From x@x Mon Jan 1 00:00:00 GMT 1999 From: gatesy@microsoft.org (Bernhard Tschirren) Newsgroups: rec.games.computer.doom.editing Subject: New (old :) doom level Date: Tue, 05 Jan 1999 13:36:49 GMT Message-ID: <36921119.13938275@news.icenet.com.au> X-Newsreader: Forte Free Agent 1.11/32.235 NNTP-Posting-Host: dial27.icenet.com.au X-Trace: 5 Jan 1999 21:53:52 -0800, dial27.icenet.com.au Lines: 7 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!nsw.nntp.telstra.net!news.syd.connect.com.au!newsfeed.zip.com.au!news.highway1.com.au!dial27.icenet.com.au Xref: teaser.fr rec.games.computer.doom.editing:12461 If you like a 'good' level, check out KillM! Find it at http://www.geocities.com/TimesSquare/7813/games/killm.zip Steff (steff-t at geocities dot com) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement Date: 5 Jan 1999 15:06:52 GMT Organization: United Cuberstalkers Association Lines: 64 Message-ID: References: <76rplj$f2a$1@camel18.mindspring.com> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-e1.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12462 On Mon, 4 Jan 1999 20:24:45 -0500, Sam Ketner wrote: >Hey Everybody: > >I've been futzing around with Doom levels awhile now, and I think I'm >starting to get to be what I would call 'good.' However, my last level got >some criticisim for bad gameplay. That is, the architecture was perfect, >etc, but people seemed to feel the wad could have been made harder with >fewer monsters if they had been placed better. > >Anyway, I'm looking for advice on this subject. Does anyone have a >particular opinion to share? > >Thanks, Sam > > Former Humans are nothing but cannon fodder - but put them in a room with strategically placed barrels and they become deadly. Seargents are good for ambushes - their dark colors let them blend in with a dark room. Chaingunners make excellent snipers - put them up high where they have a good vantage point and aren't easily seen. Imps work best in numbers and in close quarters - put eight of them together in a small room where they can claw from all sides. Demons are good for draining ammo - don't put a chainsaw in your level (or series of levels). Spectres are of course the master ambushers - but they have to be placed close to the path. Lost Souls are a lot more deadly than most people give them credit - put them in wide open spaces with other monsters. They'll make the rocket launcher a liability and get behind the player while he's dealing with the biggies. Cacodemons are good only when used with Lost Souls as described above - never put them in tight areas once the player gets a chaingun. Hell Knights are best treated like imps - four attacking from all sides. Barons of Hell are good for placing behind doors - they are absolutely lethal in tight quarters too. Arachnotrons would be good snipers but for their characteristic sound - instead put them in close quarters where a rocket launcher is a liability. Pain Elementals are useless - except for making Lost Souls *hint hint*. Revenants are weak when misused - never let him go toe to toe with a player carrying a chainsaw. Instead put him on the other side of a pit where he has room to move around and can fire those tracking rockets. Mancubi are to be feared by players - not slaughtered by rockets from a mile away. Put him in a small room where he can hit the player with all three fireballs. The Archvile is easily distracted by dead bodies - so put him by himself. Sure, it scares the shit out of new players to see the monsters they just killed rise from the dead, but his real power is that flame blast. The Spider Mastermind is slow as hell - so put him in a small (so he doesn't wander and screw things up) room at the end of a long corridor behind a door that stays open. Of course, this isn't even remotely fair. The other choice is to not use him at all. The Cyberdemon overused more than the Spider Mastermind - so don't use him. Finally, don't mix and match your projectile throwers in the same room, for obvious reasons. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement Reply-To: thldrmn@teamtnt.com Message-ID: <3694dc4e.258866793@192.168.0.1> References: <76rplj$f2a$1@camel18.mindspring.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Wed, 06 Jan 1999 03:51:09 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Tue, 05 Jan 1999 22:51:09 EST Xref: teaser.fr rec.games.computer.doom.editing:12463 wildman@microserve.net (Wildman, the Cuberstalker) wrote: [much analysis] Very nice rundown on the various enemies. People often seem to think of how intense the firefight is, but not of the subtleties of the enemies, their strenths and weaknesses, etc. There's nothing more irritating to a good player than to get plinked to death by low-wattage enemies :) Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] [Final DOOM] [Eternal DM] Maintainer ftp.cdrom.com/pub/idgames/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-was.dfn.de!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3692DDD8.3420C4DE@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom95/GLDoom Error messages with custom WADs References: <368fc4a5.0@news.zeitung-online.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 33 Date: Wed, 06 Jan 1999 03:51:50 GMT NNTP-Posting-Host: 204.186.44.128 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 915594710 204.186.44.128 (Tue, 05 Jan 1999 22:51:50 EDT) NNTP-Posting-Date: Tue, 05 Jan 1999 22:51:50 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12464 Support in Doom95 for add-on WADs is poorly done to begin with (Microsoft coders at work with DirectX 2.0.. not good). As for GLDoom, it's already mentioned that due to the way the GLDoom engine works, a good number of PWADs will NOT work simply because they were designed to "trick" certain things out of the old Doom engine. Of course, it could just be that the WADs you're testing are bad too ;) Tobias Mummert wrote: > > Hi! > > Running Doom95 with custom WADs (e.g. date25.wad) results in the error > message "Bad music number: 228". > Setting the music volume to 0 results in the error message "W_GetNumForName: > map 196 not found!" > > What can I do to run custom WADs with Doom95 or GLDoom? > > Thanks in advance, > Tobias > > -- > _____________________________________ > Tobias Mummert (zook@baumann-online.net) > PGP-Key avaliable (Keyserver, Request) -- SailorScout * PlanetFortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3692DF37.71783001@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement References: <76rplj$f2a$1@camel18.mindspring.com> <01be3867$eda8c440$9b51e0ce@john---sandra> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 42 Date: Wed, 06 Jan 1999 03:57:41 GMT NNTP-Posting-Host: 204.186.44.128 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 915595061 204.186.44.128 (Tue, 05 Jan 1999 22:57:41 EDT) NNTP-Posting-Date: Tue, 05 Jan 1999 22:57:41 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12465 Cacodemons. Lots of Cacodemons. They're big, they had a good amount of health, aren't too smart but aren't too dumb, and they make a neat sound when they die :) Lots of Troopers put in good spots (behind pillars, in a shady area) are good because they only take a bullet or two to be killed, but the damage they do when they surprise you is "pesky". I really thought it was cool to get a few mails back on UAC_CNTR [check it out on my sites' Files page :)], and the monster placement in there I think would be a good example. Ok, I've rambled enough.. S. John Ross wrote: > > | I've been futzing around with Doom levels awhile now, and I think I'm > | starting to get to be what I would call 'good.' However, my last level > got > | some criticisim for bad gameplay. That is, the architecture was perfect, > | etc, but people seemed to feel the wad could have been made harder with > | fewer monsters if they had been placed better. > | > | Anyway, I'm looking for advice on this subject. Does anyone have a > | particular opinion to share? > > It's all down to taste. I think the best advice I can offer is: Listen to > your friends, but get more of them, so you're sure of having lots of > quality input ;) Spread those WADs around and seek specific input, then > just follow your gut . . . everybody likes different styles, after all, so > don't be discouraged. > > || S. John Ross > || Husband · Cook · Writer > || In That Order > || http://www.io.com/~sjohn/blue.htm · sjohn@io.com -- SailorScout * PlanetFortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!cyclone.news.idirect.com!island.idirect.com!news1.bellglobal.com!198.235.216.4.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing Subject: How do I use a new sky texture? (WinTex) Lines: 21 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Wed, 6 Jan 1999 00:23:24 -0800 NNTP-Posting-Host: 199.247.224.240 X-Trace: 198.235.216.4 915611118 199.247.224.240 (Wed, 06 Jan 1999 03:25:18 EDT) NNTP-Posting-Date: Wed, 06 Jan 1999 03:25:18 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12466 Hiya. I did this loooong ago, and can't remember how to do it now. I have a sky texture (256x128) and want to add it to my level using WinTex. Everytime I go to add it, I get the error "An error occured [code U460]; Picture size is not 64x64 (or 64x1280." Well duh! Skies have to be 256x128, right? (Oh, DOOM 2). I already added a new flat for a 'floor' (a snowy one), it was 64x64...as per the need for a floor. Now, I know that a flat is a flat, and you can use it on the ceiling of the floor. With that in mind, I am believing that I need to import the "sky" as some .lmp or something, right? Next Q (if that is the case), WHERE do I import this sky texture too? ^_^ Thanks! Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: New (old :) doom level Date: 6 Jan 1999 09:12:52 GMT Organization: Diogenes Studios Lines: 23 Sender: sjohn@as7-dialup-29.io.com Message-ID: <01be3954$e1d01860$dd51e0ce@john---sandra> References: <36921119.13938275@news.icenet.com.au> NNTP-Posting-Host: as7-dialup-29.io.com X-Trace: hiram.io.com 915613972 13376 206.224.81.221 (6 Jan 1999 09:12:52 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 6 Jan 1999 09:12:52 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12467 | If you like a 'good' level, check out KillM! Find it at | http://www.geocities.com/TimesSquare/7813/games/killm.zip Thanks! That really is very fun . . . any level that requires people to jump blindly into pits is good with me. Those misaligned teleporters are irksome, but it really is a well-designed little level, from a play standpoint. Now try MINE ;) http://www.io.com/~sjohn/brbeta.zip It's a five-level WAD. Funfunfun! Play it all fair and in order; it's worth it . . . -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!cyclone.news.idirect.com!island.idirect.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Maria Vega Newsgroups: rec.games.computer.doom.editing Subject: New website by you! Date: Wed, 06 Jan 1999 07:07:56 -0500 Content-Transfer-Encoding: 7bit X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 7 Jan 1999 00:06:11 GMT X-ELN-Insert-Date: Wed Jan 6 16:15:05 1999 Organization: EarthLink Network, Inc. Lines: 3 Mime-Version: 1.0 NNTP-Posting-Host: ip194.an9-new-york4.ny.pub-ip.psi.net Message-ID: <3693521B.4D40AC92@earthlink.net> X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:12468 Hi, I'm just starting a web site and wanted to get the public's opinion on what they want. Feel free to give me any suggestion. Thanks! -Jimmy From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement Date: Wed, 6 Jan 1999 23:55:48 -0500 Organization: Unknown Organization Lines: 12 Message-ID: <771epp$3bq$1@camel15.mindspring.com> References: <76rplj$f2a$1@camel18.mindspring.com> NNTP-Posting-Host: d1.56.1b.90 X-Server-Date: 7 Jan 1999 04:56:25 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12469 Well, thanks to everybody who offered their advice and encouragement on my monster placement problems. The fruits of your recomendations shall be rewarded (huh?) soon; Warcade3 is done and Warcade2 is nearing completion. I'll put them on my page at the same time, maybe in about a week. ---Sam http://www.mindspring.com/~sketner From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Kunal Arya" Newsgroups: rec.games.computer.doom.editing Subject: Music Date: Wed, 6 Jan 1999 22:10:29 -0800 Lines: 6 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 NNTP-Posting-Host: dialup-204.apc.net Message-ID: <3694505f.0@news1.apc.net> Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.corridex.com!nntp2.savvis.net!news1.apc.net!dialup-204.apc.net Xref: teaser.fr rec.games.computer.doom.editing:12470 I'm new at making Doom levels, but when I tried to use my WAD file in Doom II for Windows, it gave me an error "Bad Music Number". Does anyone know how to fix this? -Kunal From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: Help sought on Monster Placement Date: 7 Jan 1999 09:36:36 GMT Organization: Diogenes Studios Lines: 28 Sender: sjohn@as5-dialup-16.io.com Message-ID: <01be3a21$5f7b4b00$1051e0ce@john---sandra> References: <76rplj$f2a$1@camel18.mindspring.com> <771epp$3bq$1@camel15.mindspring.com> NNTP-Posting-Host: as5-dialup-16.io.com X-Trace: hiram.io.com 915701796 6144 206.224.81.16 (7 Jan 1999 09:36:36 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 7 Jan 1999 09:36:36 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12471 | Well, thanks to everybody who offered their advice and encouragement on my | monster placement problems. The fruits of your recomendations shall be | rewarded (huh?) soon; Warcade3 is done and Warcade2 is nearing completion. | I'll put them on my page at the same time, maybe in about a week. One more bit to add to the pool: The earlier advice breaking down the best roles for each of the monsters was great, and I have little to add to it, except this: Most levels should also have areas where the idea is *specifically* to let the player just show off and have fun wasting goons. DOOM and DOOM2 was sprinkled with these - areas with lots of soldiers with their backs turned (looking at monitors) waiting to be wasted with barrel-explosions or the Super Shotgun, things like that. Don't forget to sprinkle in a few of these - get the player feeling pumped and badass and THEN squash him like a grape ;) -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: New website by you! Date: 7 Jan 1999 09:37:20 GMT Organization: Diogenes Studios Lines: 14 Sender: sjohn@as5-dialup-16.io.com Message-ID: <01be3a21$79e783a0$1051e0ce@john---sandra> References: <3693521B.4D40AC92@earthlink.net> NNTP-Posting-Host: as5-dialup-16.io.com X-Trace: hiram.io.com 915701840 6144 206.224.81.16 (7 Jan 1999 09:37:20 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 7 Jan 1999 09:37:20 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12472 | Hi, I'm just starting a web site and wanted to get the public's opinion | on what they want. Feel free to give me any suggestion. Thanks! -Jimmy Well, for starters, a URL. Virtually all of my favorite sites have one. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!oleane!news-raspail.gip.net!news.gsl.net!gip.net!news.medianet.ie!not-for-mail From: snipe@clubi.ie (Al) Newsgroups: rec.games.computer.doom.editing Subject: Re: New website by you! Date: Thu, 07 Jan 1999 22:18:18 GMT Organization: None Lines: 17 Message-ID: <3695326a.2822546@news.clubi.ie> References: <3693521B.4D40AC92@earthlink.net> Reply-To: snipe@clubi.ie NNTP-Posting-Host: golf.clubi.ie Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: fire.medianet.ie 915747463 26527 194.133.100.170 (7 Jan 1999 22:17:43 GMT) X-Complaints-To: abuse@medianet.ie NNTP-Posting-Date: 7 Jan 1999 22:17:43 GMT X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:12474 Hearts stopped when Maria Vega wrote: >Hi, I'm just starting a web site and wanted to get the public's opinion >on what they want. Feel free to give me any suggestion. Thanks! -Jimmy > How about an mpeg3 of every song ever released on a fully searchable archive which had unlimited traffic Restrictions and gave a good 10k per sec download time on peak times? I reckon it would go down well. - - Al Wickham Project Co-ordinater. If you have any ideas of your own please don't hesitated to tell me them. "Theres no such thing as something that can't be done.... there only things that haven't been done YET" From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing Subject: Need help 'creating' a new sky. Lines: 22 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Thu, 7 Jan 1999 18:57:20 -0800 NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 915764375 199.247.224.240 (Thu, 07 Jan 1999 21:59:35 EDT) NNTP-Posting-Date: Thu, 07 Jan 1999 21:59:35 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12475 Hiya. I've recently won a three week battle with my computer, and it is now under a cease fire agreement to be realtivly stable. Thus, I have re-installed my DOOM2 stuff, WadAuthor, Warm, WAVP and WinTex.4.3. Whilst scrounging through the dusty and ramshackle corners of my grey matter, I was surprised to find that I have 'misplaced' (ok, ok...I forgot), how to import a sky texture into a DOOM2 wad (using WinTex). I created a new floor flat, but its a no go for the sky. The sky is from "3D Game Alchemy" (*AWESOME* book, BTW), and is of the correct size (256x128 I believe). Can anyone point me in the direction of a good tutorial about how to do this? Or give me a quick run down here on the list? Or even email me? Thanks! ^_^ Denakhan the Arch-Mage. pming@yt.sympatico.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!newsfeed.cwix.com!206.172.150.11!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: Need help 'creating' a new sky. Organization: Insert witty quote here. References: X-Newsreader: News Xpress 2.01 Lines: 31 Message-ID: <54fl2.52$fI.600601@sapphire.mtt.net> X-Trace: rOARa26TCiKxfAedh0HsQY7kDVthAEwMKBwSrHySXJMjgTGpsmVkO4CHAsnYnRnT1ou8v8oZUGFG!3IOsK2ISgK8RWvZkTjbY6wU= X-Complaints-To: abuse@mtt.net X-Abuse-Info: Please be sure to forward a copy of ALL headers X-Abuse-Info: Otherwise we will be unable to process your complaint properly Date: Fri, 08 Jan 1999 03:37:45 GMT NNTP-Posting-Host: 142.177.27.49 NNTP-Posting-Date: Thu, 07 Jan 1999 23:37:45 ADT Xref: teaser.fr rec.games.computer.doom.editing:12476 Denakhan wrote: >Hiya. > > I've recently won a three week battle with my computer, and it is now >under a cease fire agreement to be realtivly stable. Thus, I have >re-installed my DOOM2 stuff, WadAuthor, Warm, WAVP and WinTex.4.3. Whilst >scrounging through the dusty and ramshackle corners of my grey matter, I was >surprised to find that I have 'misplaced' (ok, ok...I forgot), how to import >a sky texture into a DOOM2 wad (using WinTex). I created a new floor flat, >but its a no go for the sky. The sky is from "3D Game Alchemy" (*AWESOME* >book, BTW), and is of the correct size (256x128 I believe). Can anyone >point me in the direction of a good tutorial about how to do this? Or give >me a quick run down here on the list? Or even email me? > Let's hope my dusty brain cells can be called into service: I know this is going to sound stupid, but the flat isn't the real sky. It's just a dummy marker for the real sky, which is stored as a wall texture, SKY1 SKY2 and SKY3 (I think) depending on where you are in the game. The flat itself is never seen. (If you own Strife, look at its flat marker for the sky for a smile. :) Hope I got this right, textures aren't my strong point.:) Len. -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!news-feed.fnsi.net!news.maxwell.syr.edu!sunqbc.risq.qc.ca!news3.bellglobal.com!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing References: <54fl2.52$fI.600601@sapphire.mtt.net> Subject: Re: Need help 'creating' a new sky. Lines: 12 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Thu, 7 Jan 1999 22:24:01 -0800 NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 915776797 199.247.224.240 (Fri, 08 Jan 1999 01:26:37 EDT) NNTP-Posting-Date: Fri, 08 Jan 1999 01:26:37 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12477 Hiya. Ok. I figured it out just a while ago. I guess my brain needed a days rest. Took me all of 5 minutes to remember. DUH! Thanks for the help though! ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!isdnet!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethanphi exbeess) Newsgroups: rec.games.computer.doom.editing Subject: a wonderful idea for doom2 Date: 8 Jan 1999 21:06:31 GMT Organization: enemy.org Lines: 54 Message-ID: NNTP-Posting-Host: dialup581.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit X-Trace: news1.skynet.be 915829591 1085 195.238.25.69 (8 Jan 1999 21:06:31 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 8 Jan 1999 21:06:31 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.editing:12478 a wonderful idea for people able to hack in the doom engine, you know what lacks the doomworld and would be really great ? i have a wonderful idea: a patch for doom2 v1.9 allowing to replace the player's marine by ANY monster, for single, coop or dm. each 2 to 4 player may choose between being a marine or any regular monster. if the player chooses the marine, everything is normal about ammo and stuff. if a player chooses a monster, then he gets unlimited ammo for the monster's weapons, and can choose between the monsters weapons: the imp can claw or shoot a fireball; a revenant can shoot a straight missile or a guided one; an archvile can ressurect the monster he's close to (should be a computer-controlled monster of course) or burn someone at sight. monsters get limitations about the number of rounds they can shoot per seconds. for example if someone plays a cyberdemon he may not fire constantly more than 5 in a row. monsters also get the same speed limit as real monsters; a player controlling a monster sees the game from the right height (for example, a revenant will see higher than an imp); played monsters also get narrow-passage limitations (a spider can't go thru stairs; a cyberdemon cannot go thru doors; etc). imagine the thrill to confront, at least, a MANCUBUS THAT ISN'T DUMB; A CYBERDEMON SEEKING FOR COVER; A FLYING SKULL ROUNDING THE ARENA; AN ARCHVILE FLEEING AWAY; knowing at least, you don't fight an unintelligent, predictable monster. for single player it'd be great too. unlimited ammo is a counterpart to the monster's limit. any monster has its limits: the cyberdemon, the spidermastermind, the spider cannot be used because they cannot go thru stairs or doors. the flying skull can fly, choose altitude and flee fast but it's weak; the bull has a fun close-combat behaviour; the mancubus can shoot never used before fireballs. well may be in some case (like in single players) some controlled monsters should be allowed to jump. what do you guys think ? it'd really bring a strong new life to the doom society. ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey03.news.aol.com!not-for-mail From: tangent60@aol.com (Tangent60) Newsgroups: rec.games.computer.doom.editing Subject: The BEST Doom II level (no TC's please) Lines: 4 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 8 Jan 1999 22:18:56 GMT Organization: AOL http://www.aol.com Message-ID: <19990108171856.01012.00007738@ng-fq1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12479 I'm looking for what most people consider the 'best' Doom II level made. There may not be one, but I would like one of the *exceptionally* good ones. No TC's please; just regular Doom with possibly a few new textures and musics. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey03.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: a wonderful idea for doom2 Lines: 19 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 9 Jan 1999 00:04:42 GMT Organization: AOL http://www.aol.com References: Message-ID: <19990108190442.17976.00003941@ng148.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12480 ethhoack sez: > a patch for doom2 v1.9 allowing to replace the > player's marine by ANY monster, for single, > coop or dm. It is a good idea. I suggested the same thing to Fred Hommel (Doom95 programmer) a couple of years ago, after he asked me for a list of cheat code ideas. On that list was the "fhbecome$" cheat, where $ was a 1-letter code for the monster type. At the time he was hoping id would have him work on an update/sequel to Doom95, and he'd have a chance to try new things in that area. Unfortunately they never did, so he never did. :( But, it remains an interesting idea... Now if we could just find someone to do the coding. ;) Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html ledmeister@aol.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail From: basspro009@aol.com (BassPro009) Newsgroups: rec.games.computer.doom.editing Subject: BRW Lines: 6 NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Date: 9 Jan 1999 00:37:03 GMT Organization: AOL http://www.aol.com Message-ID: <19990108193703.28238.00008658@ng154.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12481 I'm learning to hack games, I have W32dasm, a hex-editor and Tasm/Tlink but I can't seem to find BRW. If you know of any place I could get it I would be very greatful....... Thanks in advance, BassPro From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!oleane!easynet-fr!isdnet!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethanphi exbeess) Newsgroups: rec.games.computer.doom.editing Subject: Re: The BEST Doom II level (no TC's please) Date: 9 Jan 1999 01:02:22 GMT Organization: enemy.org Lines: 17 Message-ID: References: <19990108171856.01012.00007738@ng-fq1.aol.com> NNTP-Posting-Host: dialup465.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit X-Trace: news1.skynet.be 915843742 7008 195.238.24.209 (9 Jan 1999 01:02:22 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 9 Jan 1999 01:02:22 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.editing:12482 On Fri, 8 Jan 1999 22:18:56, tangent60@aol.com (Tangent60) wrote: > I'm looking for what most people consider the 'best' Doom II level made. > There may not be one, but I would like one of the *exceptionally* good ones. No > TC's please; just regular Doom with possibly a few new textures and musics. ETERNAL DOOM III get it at http://www.teamtnt.com ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newshub.northeast.verio.net!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: trumgottist@my-dejanews.com Newsgroups: rec.games.computer.doom.editing Subject: Re: Please helpo me Date: Sun, 10 Jan 1999 08:37:23 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 22 Message-ID: <779os3$vvu$1@nnrp1.dejanews.com> References: <3689B557.6087289C@bates.edu> <01be33a5$9d7714c0$a952e0ce@john---sandra> <76eaa4$sh7$1@samsara0.mindspring.com> NNTP-Posting-Host: 62.20.182.205 X-Article-Creation-Date: Sun Jan 10 08:37:23 1999 GMT X-Http-User-Agent: Mozilla/4.5 (Macintosh; I; PPC) X-Http-Proxy: 1.0 x14.dejanews.com:80 (Squid/1.1.22) for client 62.20.182.205 Xref: teaser.fr rec.games.computer.doom.editing:12483 In article , len.pitre@ns.doom.ca (Len Pitre) wrote: > Sam Ketner wrote: > >This presents an interesting philosophical question. What are the small wads > >that come with source ports--for example, zdoom.wad, doom3.wad, etc? These > >are not complete wads but their exes won't work without them. PWADs or > >IWADs? > > My $.02, until the exchange rate changes again.:) > > PWADs. If you define an IWAD as a WAD that contains all the resources needed > to play a Doom-engine game, the WADs you mention fall short. Also, if you take > a port like Boom or MBF that defines new lumps in the EXE and dump them > into a WAD, you'll find the header labels it a PWAD. How about labeling them Other WADs = OWADs (or something else). They're not intended to be run with the original Doom, so they're not PWADs. Rikard P -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!news-feed.fnsi.net!news.maxwell.syr.edu!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: Please helpo me Date: 10 Jan 1999 13:29:57 GMT Organization: United Cuberstalkers Association Lines: 15 Message-ID: References: <3689B557.6087289C@bates.edu> <01be33a5$9d7714c0$a952e0ce@john---sandra> <76eaa4$sh7$1@samsara0.mindspring.com> <779os3$vvu$1@nnrp1.dejanews.com> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-b5.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12484 On Sun, 10 Jan 1999 08:37:23 GMT, trumgottist@my-dejanews.com wrote: >How about labeling them Other WADs = OWADs (or something else). They're not >intended to be run with the original Doom, so they're not PWADs. Because the WAD format allows miscellaneous lumps. The "OWADs" will load just fine with the original Doom. The lumps will just be ignored. Therefore, they're still PWADs. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!peerfeed.ncal.verio.net!nntp2.cerf.net!nntp3.cerf.net!news01.li.net!not-for-mail From: "jimmy" Newsgroups: rec.games.computer.doom.editing Subject: error opening wad Date: Sun, 10 Jan 1999 14:33:15 -0500 Organization: LI Net Lines: 10 Message-ID: <77auvt$q90$1@news01.li.net> NNTP-Posting-Host: dial-in27.suffolk.lib.ny.us X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Xref: teaser.fr rec.games.computer.doom.editing:12485 i recently got a copy of the doom hackers guide. i put in the path to doom but when i go to start the deu file it reads loading main wad file: doom.wad program error: *** error opening "doom.wad" *** in the book it says to start deu by typing the following at the command line c:\doom> deu what command line ?? im trying to edit doom using deu 5.21 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <36995243.B723724@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Please helpo me References: <3689B557.6087289C@bates.edu> <01be33a5$9d7714c0$a952e0ce@john---sandra> <76eaa4$sh7$1@samsara0.mindspring.com> <779os3$vvu$1@nnrp1.dejanews.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Mon, 11 Jan 1999 01:22:13 GMT NNTP-Posting-Host: 204.186.6.72 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 916017733 204.186.6.72 (Sun, 10 Jan 1999 20:22:13 EDT) NNTP-Posting-Date: Sun, 10 Jan 1999 20:22:13 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12491 That too and saying "I made a new OWAD!" sounds freaky ;) Wildman, the Cuberstalker wrote: > Because the WAD format allows miscellaneous lumps. The "OWADs" will load > just fine with the original Doom. The lumps will just be ignored. > Therefore, they're still PWADs. > > -- > Wildman, the Cuberstalker > Thank you, Microsoft, and please get out of the way. > Fight spam - http://www.cauce.org/ > DO NOT SPAM THIS ADDRESS -- SailorScout * PlanetFortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!newshub.northeast.verio.net!news-pen-3.sprintlink.net!news-in-east1.sprintlink.net!news.sprintlink.net!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: Please helpo me Date: 11 Jan 1999 03:54:49 GMT Organization: United Cuberstalkers Association Lines: 13 Message-ID: References: <3689B557.6087289C@bates.edu> <01be33a5$9d7714c0$a952e0ce@john---sandra> <76eaa4$sh7$1@samsara0.mindspring.com> <779os3$vvu$1@nnrp1.dejanews.com> <36995243.B723724@planetfortress.com> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-d6.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12493 On Mon, 11 Jan 1999 01:22:13 GMT, SailorScout wrote: >That too and saying "I made a new OWAD!" sounds freaky ;) "I made a new OWAD!" Well, flush the toilet, don't tell me about it. :D -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!oleane!news-feed.fnsi.net!newsfeed.direct.ca!newsfeed.berkeley.edu!newsfeed.concentric.net!newshub1.home.com!news.home.com!news.rdc1.ab.wave.home.com.POSTED!not-for-mail Message-ID: <3699855B.52093B05@shaw.wave.ca> From: Rob Ellwood Reply-To: rellwoodDELETETHISPART@shaw.wave.ca X-Mailer: Mozilla 4.03 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Does -fast carry over from demos? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 30 Date: Mon, 11 Jan 1999 05:01:44 GMT NNTP-Posting-Host: 24.64.44.159 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ab.wave.home.com 916030904 24.64.44.159 (Sun, 10 Jan 1999 21:01:44 PDT) NNTP-Posting-Date: Sun, 10 Jan 1999 21:01:44 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:12494 I'm chewing through the original D and D2 levels with UV, -fast, no save games, going for 100% kills. Several times, I watched demos from other people which had been recorded with -fast. I would check out their tactics, then start a new game and IDCLEV to the same level. Later, I realized that I had not always started with the -fast option those times. In retrospect, some of those levels were suspiciously easy. The puppies were fast, and the fireballs were fast, but I'm not certain that the monsters fired at the furious rate they show in -fast. Please confirm or deny: when you play a demo recorded with -fast, then start your own game, that game is fast-ed in all respects, even if you didn't start with -fast. Levels still not done: Doom : 2(2 6-8) 3(1-7 9) 4(1-2 4 6-9) Doom 2: 7-8 10-1 13 15-6 19-30 Longest runs, committing suicide at the start of each level, otherwise as above: D1: 1-4 D2: 1-5 -- Rob Ellwood E-mail inbox is kaput; please reply in the group. From x@x Mon Jan 1 00:00:00 GMT 1999 From: grafbobo@my-dejanews.com Newsgroups: rec.games.computer.doom.editing Subject: Re: BRW Date: Mon, 11 Jan 1999 15:03:39 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 16 Message-ID: <77d3sa$ljq$1@nnrp1.dejanews.com> References: <19990108193703.28238.00008658@ng154.aol.com> NNTP-Posting-Host: 193.98.108.129 X-Article-Creation-Date: Mon Jan 11 15:03:39 1999 GMT X-Http-User-Agent: Mozilla/4.01 [de] (WinNT; I) X-Http-Proxy: 1.0 x2.dejanews.com:80 (Squid/1.1.22) for client 193.98.108.129 Path: teaser.fr!news.planetc.com!uunet!in1.uu.net!logbridge.uoregon.edu!news.maxwell.syr.edu!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12496 In article <19990108193703.28238.00008658@ng154.aol.com>, basspro009@aol.com (BassPro009) wrote: > I'm learning to hack games, I have W32dasm, a hex-editor and Tasm/Tlink but I > can't seem to find BRW. If you know of any place I could get it I would be very > greatful....... > > Thanks in advance, > BassPro > I Dont Know, But Try A FTP-Search. Thomas. -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: maxblast@mindspring.com (Michael Olson) Newsgroups: rec.games.computer.doom.editing Subject: Help with creating a new level in WINDEU Date: Mon, 11 Jan 1999 18:35:15 GMT Organization: MindSpring Enterprises Lines: 10 Message-ID: <369a425d.3204030@news.mindspring.com> Reply-To: maxblast@mindspring.com NNTP-Posting-Host: d1.56.4e.35 X-Server-Date: 11 Jan 1999 18:39:41 GMT X-Newsreader: Forte Free Agent 1.1/32.230 Xref: teaser.fr rec.games.computer.doom.editing:12498 I am trying to create a new level in WinDEU but I can't seem to get started. I can easily open any existing WAD and edit it but I can't create one from scratch. The "create" command on the "Entry" is always greyed out no matter what I do! The top of the WinDEU window says WinDEU v5.99b1 (I just downloaded it a few weeks ago). The help file and tutorial I have is from version 5.24 if that matters. Can anyone help me get started from scratch. Thanks for your help. Mike Olson From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: error opening wad Date: 11 Jan 1999 21:05:16 GMT Organization: None I'm aware of ! Lines: 24 Message-ID: <77dp2c$q2e$1@feed.teaser.fr> References: <77auvt$q90$1@news01.li.net> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 916088716 26702 194.51.99.138 (11 Jan 1999 21:05:16 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 11 Jan 1999 21:05:16 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12499 In article <77auvt$q90$1@news01.li.net>, jwynne@suffolk.lib.ny.us says... >i recently got a copy of the doom hackers guide. i put in the path to doom >but when i go to start the deu file it reads >loading main wad file: doom.wad >program error: *** error opening "doom.wad" *** >in the book it says to start deu by typing the following at the command line >c:\doom> deu >what command line ?? The command line is another term for "the dos prompt". >im trying to edit doom using deu 5.21 If the Doom iwad (doom.wad) is not in the current directory, you need to tell DEU where to find it. You can do that by either - putting a line "main = c:\foo\bar\doom.wad" in deu.ini - or calling DEU with the option "-w c:\foo\bar\doom.wad". -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey03.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: Does -fast carry over from demos? Lines: 15 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 12 Jan 1999 00:09:19 GMT Organization: AOL http://www.aol.com References: <3699855B.52093B05@shaw.wave.ca> Message-ID: <19990111190919.01153.00012179@ng-ca1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12500 Rob sez: > Please confirm or deny: when you play a demo > recorded with -fast, then start your own game, that > game is fast-ed in all respects, even if you didn't > start with -fast. Starting a new game while a "-fast" demo is playing... I believe monster firing RATES drop back down, (instead of "fire-fire-fire" it's back down to "fire... fire... fire..."), but projectile speed, and walking speed for at least some of the monster types, remains accelerated. Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html ledmeister@aol.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!firehose.mindspring.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: New levels released--Warcade 2 and Warcade 3 Date: Mon, 11 Jan 1999 22:47:27 -0500 Organization: Unknown Organization Lines: 8 Message-ID: <77eggc$415$1@camel25.mindspring.com> NNTP-Posting-Host: d1.56.19.67 X-Server-Date: 12 Jan 1999 03:45:16 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12501 Yo, I have two new small SP levels up on my home page. Check them out, these are the best I've done to date! http://www.mindspring.com/~sketner/Doompage.htm Thanks, Sam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!news-xfer.newsread.com!netaxs.com!newsread.com!howland.erols.net!dca1-hub1.news.digex.net!digex!newscore.univie.ac.at!news.iif.hu!news.bme.hu!ural2!ha211 From: Hegyi Adam Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: New Plutonia demoset Date: Sun, 17 Jan 1999 13:27:26 +0100 Organization: Technical University of Budapest Lines: 34 Message-ID: NNTP-Posting-Host: ural2.hszk.bme.hu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: goliat.eik.bme.hu 916576047 6882 152.66.130.2 (17 Jan 1999 12:27:27 GMT) X-Complaints-To: abuse@news.bme.hu NNTP-Posting-Date: 17 Jan 1999 12:27:27 GMT X-Sender: ha211@ural2 Xref: teaser.fr rec.games.computer.doom.playing:16382 rec.games.computer.doom.editing:12527 Hi, We have released a brand new demoset for Final DOOM: Plutonia Experiment. The demos cover all 32 maps of Plutonia, on Ultra Violence skill, with the usual 100% kills and secrets regulation. The link to the demoset is: ftp://ftp.cdrom.com/pub/idgames/themes/TeamTNT/pluvdemo.zip (It may be in lmps/incoming/pluvdem.zip now, hope Ty will move it soon) Who is "we"? The players were: Yashar "GeminI" Garibzadeh, Adam Hegyi, Kai-Uwe Humpert, Anders Johnsen, Rudy Jurjako, Henning Skogsto. Why do you want to watch this? Because: - We beat all previous COMPET-N records on these maps - We beat the previous COMPET-N total time by more than 50 minutes - The collection was pushed very hard so it lasts less than 2 hours - We beat the Plutonia part of FDUVDEMO.ZIP by more than 5 hours We really enjoyed ourselves making this collection and tried to give our best to give you quality demos. We hope you'll enjoy watching it! Bye, Adam Hegyi -- Administrator and maintaner of COMPET-N ftp://ftp.sch.bme.hu/pub/compet-n/ http://ural2.hszk.bme.hu/~ha211/compet-n/ Member of DOOM2 Done Quick http://www.planetquake.com/qdq/d2dq.html From x@x Mon Jan 1 00:00:00 GMT 1999 From: fpv@xymph.iaf.nl (Frans P. de Vries) Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing,rec.answers,news.answers Subject: DOOM: Rec.Games.Computer.Doom FAQ (98/09/01) Supersedes: Followup-To: poster Date: 13 Jan 1999 02:45:04 -0500 Organization: RGCD Support Team Lines: 1044 Sender: jve@news.gamers.org Approved: doom@mantis.co.uk, news-answers-request@mit.edu Expires: 27 Jan 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Summary: Frequently answered questions on rec.games.computer.doom.* groups. Also contains info on where to get the "Official" FAQ for id Software's popular action-oriented computer game "DOOM". Path: teaser.fr!ac-versailles.fr!oleane!news-raspail.gip.net!news-lond.gip.net!btnet-peer!btnet!newshub.northeast.verio.net!news-feeds.jump.net!solomon.io.com!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail Xref: teaser.fr rec.games.computer.doom.announce:592 rec.games.computer.doom.help:10095 rec.games.computer.doom.misc:6264 rec.games.computer.doom.playing:16383 rec.games.computer.doom.editing:12539 rec.answers:19123 news.answers:39239 Archive-name: games/doom/RGCD-faq Rec-games-computer-doom-announce-archive-name: RGCD-faq Posting-Frequency: weekly (every Wednesday) ______ ______ ______ _______ /\ \ _ \ / __ \ / __ \ \ __ \ //\\ | | | | | | |_| | | |_| | | \ | /Last\ | |_| | | | ____ | | | | | | Maintained By: /Update\ | / \ \\ / \ \___, | \ | | \Sep 01/ | |\ \ \ / \ / | \ | | Frans P. de Vries \1998/ | | \_\ __ \__/ _ \__/ _ `\ \/ | \\// | | |_ /_\ / \ \ / \/ |/ | | | \_X \_/ ()=========================================================================() || This is the "Official" RGCD FAQ. It provides pointers / answers to the || || most Frequently Asked & easily answered Questions that often get posted || || to rec.games.computer.doom.{help,misc,playing,editing} about DOOM and || || related 3D action games (like Heretic/Hexen/Strife) that use DOOM-based || || technology licensed from id Software, in all versions, sequels & ports. || || Changes from the previous 980602 edition are indicated by a leading '|' || || Current editn: ftp://ftp.gamers.org/pub/archives/doom/periodic/RGCD_FAQ || || HTML ed: http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html || ()=========================================================================() ==** IMPORTANT NOTE **== Below is the list of DOOM FTP archives. All URLs (Uniform Resource Locators) of files on these sites have been generalized in this document. The template is shown as "{INS_site/path_HERE}" and MUST be replaced by a real site and path from this list when FTP'ing. For example, here is a template with three different FTP site replacements that all refer to copies of the same file: ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip ftp://ftp.cdrom.com/pub/idgames/docs/faqs/dmfaq66.zip ftp://sunsite.doc.ic.ac.uk/packages/idgames/docs/faqs/dmfaq66.zip ftp://mirror.aarnet.edu.au/pub/idgames/docs/faqs/dmfaq66.zip PLEASE download files from a MIRROR site near you to ease the load on the primary site ftp.cdrom.com . Please upload files to ftp.cdrom.com ONLY, as uploads to other sites may well disappear due to the mirroring process. ftp://{INS_site/path_HERE}/ [==Generic Mirror Template==] ftp://ftp.cdrom.com/pub/idgames/ (Primary!) [ 209.155.82.18 California ] ftp://ftp.infomagic.com/pub/mirrors/Doom/ [ 165.113.211.32 Arizona ] ftp://ftp.ais.net/pub/idgames/ [ 199.0.154.8 Illinois ] ftp://mirrors.aol.com/pub/pc_games/doom/ [ 152.163.200.5 Virginia ] ftp://ftp.epix.net/pub/idgames/ [ 199.224.117.17 Pennsylvan.] ftp://ftp.gamers.org/pub/games/idgames/ [ 128.205.37.150 New York ] ftp://sunsite.doc.ic.ac.uk/packages/idgames/ [ 193.63.255.4 England ] ftp://ftp.jussieu.fr/pub/idgames/ [ 195.83.118.1 France ] ftp://ftp.fu-berlin.de/pc/msdos/games/doom/ [ 160.45.2.5 Germany ] ftp://ftp.task.gda.pl/pub/games/idgames/ [ 153.19.253.204 Poland ] ftp://ftp.sunet.se/pub/pc/games/idgames/ [ 130.238.253.4 Sweden ] ftp://ftp.sci.fi/pub/idgames/ [ 195.74.0.19 Finland ] ftp://ftp.telepac.pt/pub/idgames/ [ 194.65.212.243 Portugal ] ftp://ftp.webcom.it/mirrors/idgames/ [ 195.103.0.207 Italy ] | ftp://ftp.ntua.gr/pub/vendors/idgames/ [147.102.222.210 Greece ] ftp://ftp.is.co.za/games/id/ [ 196.4.160.12 S. Africa ] ftp://ftp.powerup.com.au/pub/idgames/ [ 203.32.11.101 Australia ] ftp://ftp.livewire.com.au/pub/idgames1/ [ 203.16.26.21 Australia ] ftp://mirror.aarnet.edu.au/pub/idgames/ [ 203.22.86.229 Australia ] ()=========================================================================() Section 0 - Introduction 0A. What is DOOM? 0B. What are the rec.games.computer.doom.* newsgroups? 0C. What if my site doesn't carry these newsgroups? 0D. Are binaries allowed in the r.g.c.d.* newsgroups? 0E. What is the DOOM Help Service? Section 1 - Hot Topics 1A. Where is the source code of DOOM? 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? 1C. Is there an OpenGL/3Dfx version of DOOM? 1D. Where can I find historic versions of DOOM? Section 2 - Versions & Patches 2A. What is the latest version of the DOOM engine? 2B. Where can I get DOOM for the PC? 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? 2D. Where can I get patches for DOOM II? 2E. Why can't I patch my version of DOOM II? 2F. Where can I get the shareware version of (Mac)DOOM II? 2G. What is Ultimate DOOM? 2H. How come some PWADs don't work in Ultimate DOOM? 2I. What is Final DOOM? 2J. Is there going to be a DOOM III? 2K. Where can I get Heretic and its FAQ? 2L. What is "Ultimate" Heretic? 2M. Where can I get Hexen and its FAQ? 2N. What is the Hexen add-on? 2O. Where can I get Strife and its FAQ? 2P. What is HACX? 2Q. Why can't I load my saved games after upgrading? Section 3 - Cheats & Secrets 3A. What are the DOOM / DOOM II cheat codes? 3B. What are the Heretic cheat codes? 3C. Are there any deathmatch cheat codes? 3D. What are the Hexen (demo) cheat codes? 3E. What are the Strife (demo) cheat codes? 3F. What are the HACX cheat codes? 3G. What goes on at DOOM II Level 30 and how do I finish it? 3H. What are those two secret levels (31 and 32) in DOOM II? 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? 3K. How does the BFG9000 really work? Section 4 - PWADs: Playing & Editing 4A. Can I play user-created PWADs with shareware DOOM or Heretic? 4B. How can I play user-created PWADs? 4C. How can I record, play and time demos? 4D. What can I do about demos from a different version in a PWAD? 4E. Why does DOOM crash when saving the game? 4F. Where are the more spectacular PWADs I keep reading about? 4G. Where is that separate deathmatch PWAD by id? | 4H. Where are the more spectacular demo movies I keep reading about? 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? 4J. What is the best editor? 4K. Which level editors are available? 4L. Where are some other common editing utilities? 4M. What editors can be used on DOOM graphics? 4N. How can I print maps of levels? 4O. What are some DOOM-multiplaying utilities? Section 5 - Bits & Pieces 5A. Does DOOM benefit from a FPU for floating point calculations? 5B. Is there a multiplayer demo in DOOM? 5C. What happened to the left/mid/right views? 5D. What does the message about SWIFT support mean? 5E. Why doesn't that Pain Elemental spit out Lost Souls? 5F. How come that monster in DOOM II is invulnerable? 5G. Is there a virus in DOOM II? 5H. What does SPISPOPD mean, anyway? 5I. What is a voodoo doll? 5J. Where is that computer deathmatch patch? Section 6 - Lists 6A. Are there lists of DOOMers who play over modems or via the Internet? 6B. What iFrag trackers are out there? 6C. Are there lists of good PWADs? Section 7 - FTP/WWW info 7A. Where are some other FTP sites for DOOM-related files? 7B. Where are some DOOM-related home pages for WWW? 7C. How can I FTP and WWW by email? 7D. Which DOOM mailing lists are there? 7E. How do I release new stuff to the DOOM FTP sites? Section 8 - Essential Reading 8A. Where can I get DOOM-related FAQs? 8B. Where can I get DOOM-multiplaying FAQs? 8C. Which documents help me with editing DOOM? Section 9 - How to reach id & other id info 9A. How can I contact someone at id Software? 9B. What is QUAKE? Is there more info on it? 9C. How is "id" pronounced and what does it stand for? 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ()=========================================================================() ==** WARNING: SPOILERS AHEAD **== () Section 0 - Introduction -----------------------------------------------() 0A. What is DOOM? DOOM is a 3D first person perspective action computer game created and published by id Software. Important features are: highly immersive gameplay, texture mapped environment, modem/network play. It can also be extensively modified, which has resulted in a huge number of add-on utilities and new levels. See also: http://www.gamers.org/dhs/whatisdm/whatisdm.html 0B. What are the rec.games.computer.doom.* newsgroups? These 5 newsgroups are dedicated to the discussion of DOOM in any and all versions, sequels (DOOM II), ports and addons, as well as 3D action games (like Heretic) published by other companies that use DOOM-like concepts and techniques licensed from id Software. Please read the posts entitled "() POSTING GUIDELINES" in r.g.c.d.announce for details. 0C. What if my site doesn't carry these newsgroups? Ask your news administrator to please add them. While you're waiting, read the "Accessing the Internet by E-Mail FAQ" in {alt,news}.answers for info on how to read/post news articles via email/gophermail. 0D. Are binaries allowed in the r.g.c.d.* newsgroups? No. Please don't post binaries to discussion newsgroups. Again, read the "() POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom" post in r.g.c.d.announce for details. 0E. What is the DOOM Help Service? The DHS makes its home in rec.games.computer.doom.help and aims to help (new) players by providing help files and answers to their questions. ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip http://doomgate.gamers.org/dhs/ mailto:mapleson@gamers.org (Ian Mapleson) () Section 1 - Hot Topics -------------------------------------------------() 1A. Where is the source code of DOOM? ftp://{INS_site/path_HERE}/idstuff/source/doomsrc.zip Note: this is for Linux & X Windows, and has no sound/music support. 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? http://www.teamtnt.com/boompubl/ixboom.htm [BOOM homepage] | ftp://{INS_site/path_HERE}/source/lxdoom01.zip [Linux-BOOM] | ftp://{INS_site/path_HERE}/source/prboom103_b.zip [Win32-BOOM] http://www.frag.com/dosdoom/ [DosDOOM homepage] http://www.frag.com/dosdoom/dosdoom061-linux-x86.zip [Linux-DosDOOM] http://www.captured.com/ctfdoom/ [CTFDOOM homepage] http://www.frag.com/doomlegacy/ [DOOM Legacy homepage] http://zdoom.notgod.com/ [ZDOOM homepage] http://user.tninet.se/~nfa771o/doomplus/ [DOOM+ homepage] http://www.frag.com/doom/ [WinDoom/glDoom homepage] http://www.s2.org/ntdoom/ [NTDOOM homepage] ftp://set.gmd.de/pub/misc/XFree86OS2/ports/xos2doom.zip [XFree86/OS2] http://home.t-online.de/home/pbhd_/alphadoom.html [AlphaDOOM homepage] http://amiga.tc3net.com/doom/ [AmigaOS ports] http://www.wcdesign.com/products/doom.html [BeOS port] http://www.doomworld.com/ports/ [overview of all ports] ftp://{INS_site/path_HERE}/source/ [various ports of the source] For discussing ports and changes of the source, please use the r.g.c.d.editing newsgroup and the doom-editing mailing list [see 7D]. For news of ports and developments, follow a DOOM news site [see 7B]. 1C. Is there an OpenGL/3Dfx version of DOOM? One project to develop this is known to be in progress. See: http://www.frag.com/doom/ 1D. Where can I find historic versions of DOOM? ftp://{INS_site/path_HERE}/historic/ contains all shareware versions released by id, as well as all known alpha and beta versions. See http://www.classicgaming.com/doom/versions/ for more information. () Section 2 - Versions & Patches -----------------------------------------() 2A. What is the latest version of the DOOM engine? DOOM & Ultimate DOOM v1.9 and DOOM II v1.9 are the final versions; the latter is compatible with MacDOOM II v1.0 for PC<->Mac multi-playing. Compared to the previous v1.666's, sound and map bugs have been fixed. The map bugs in DOOM II v1.666 make multiplaying impossible on levels 28 and 29. Upgrading is recommended for various compatibility aspects. ftp://{INS_site/path_HERE}/docs/faqs/wadchngs.txt [lists of changes] 2B. Where can I get DOOM for the PC? ftp://{INS_site/path_HERE}/idstuff/doom/doom19s.zip [2.45M shareware] Shareware Patches: ftp://{INS_site/path_HERE}/idstuff/doom/dms18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm19spat.zip [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm1666sp.zip [ 1.2 ->1.666] Registered Patches: ftp://{INS_site/path_HERE}/idstuff/doom/18_19drp.exe [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/16_19drp.exe [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/12_19drp.exe [ 1.2 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/11_19drp.exe [ 1.1 -> 1.9 ] For details on FTPing & patching, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/ftpdoom.html http://www.gamers.org/dhs/helpdocs/patchinf.html 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? ftp://{INS_site/path_HERE}/idstuff/doom/nextstep/NeXTdoom1_2.tar.gz http://www.omnigroup.com/Software/DoomII/ ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgixdoom1.8.tar.gz ftp://quics.qnx.com/usr/free/qnx4/os/games/qnxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxsdoom.tar.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/sndserver.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/doom1v18.wad.gz or ftp://sunsite.unc.edu/pub/Linux/games/doom/linux-doom-1.8.tar.gz + ftp://{INS_site/path_HERE}/utils/unix/musserver.tgz ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundgadoom-1.8.tgz + ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundoommouse.tar.Z alternatively: ftp://ftp.activesw.com/pub/doom/DoomArena-2.0.tar.gz ftp://{INS_site/path_HERE}/idstuff/doom/mac/MacDoomDemo.hqx MacDOOM II has been released and is for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/doom/win95/doom95.zip DOOM for OS/2 was in development by IBM but is apparently cancelled. DOOM for BeOS is in development by Chris Herborth and a beta is now available. See http://www.qnx.com/~chrish/Be/software/doom/ No official port is planned for Dec, HP, IBM, or other workstations. See section 1B for unofficial ports of the DOOM source code. 2D. Where can I get patches for DOOM II? ftp://{INS_site/path_HERE}/idstuff/doom2/d2_18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/d2_19pat.zip [ 1.7a -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/doom2p.zip [1.666/1.7 -> 1.7a] ftp://{INS_site/path_HERE}/idstuff/doom2/16_19d2g.zip [German 1.666 -> 1.9] ftp://{INS_site/path_HERE}/idstuff/doom2/DOOM2~.BIN [MacDOOM II 1.0 -> 1.0.2] For hints on patching DOOM II, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/dmiiptch.html 2E. Why can't I patch my version of DOOM II? If you have v1.666 dated 94/08/25, there is no patch. That version was declared "pirated" by id; if you bought it legitimately, you should be able to return it for an upgrade, or obtain a patch from GTI [see 9A]. 2F. Where can I get the shareware version of (Mac)DOOM II? It is NOT shareware. It's for sale in retail stores, only. 2G. What is Ultimate DOOM? The original DOOM registered, extended with a new episode entitled "Thy Flesh Consumed", for sale in retail stores only. It has no new weapons or difficulty levels. See http://www.idsoftware.com/killer/doomult.html A patch to upgrade from registered DOOM v1.9 is available: ftp://{INS_site/path_HERE}/idstuff/doom/19_udpat.exe [registered 1.9 -> Ultimate 1.9u] ftp://sunsite.unc.edu/pub/Linux/games/doom/udoom-1.1.tar.gz [LinuxDOOM patch] 2H. How come some PWADs don't work in Ultimate DOOM? PWADs like Trinity and A41_Coop that define new textures don't work in UDOOM because of a changed texture list (TEXTUREx). To play these, use `deutex -join doom.wad .wad' to join the PWAD with the main wad, and `deutex -restore' to undo this. [See 4L for DeuTex] Alternatively, extract TEXTURE1, TEXTURE2 and PNAMES into a temporary PWAD and 'join' this with the main PWAD (avoids modifying the IWAD). 2I. What is Final DOOM? Two variants of DOOM II by third-party authors, for sale in retail stores now. Each has 32 levels and new graphics, but no new weapons or monsters. See http://www.idsoftware.com/killer/findoom.html and http://www.gtgames.com/games/finaldoom/minisite/ 2J. Is there going to be a DOOM III? No. Id worked on QUAKE since 1996 [see 9B]. A unique version of DOOM has been released for the Nintendo Ultra 64, but this is not DOOM III. Additionally, there is now "The Ultimate DOOM" [see 2G]. id released a set of 21 DOOM II maps developed exclusively by PWAD authors, labeled "The Master Levels" [see http://www.idsoftware.com/killer/doommac.html and its FAQ, http://hjem.get2net.dk/henriklarsen/master.htm] Lastly, there is now "Final DOOM" [see 2I]. 2K. Where can I get Heretic and its FAQ? ftp://{INS_site/path_HERE}/idstuff/heretic/htic_v12.zip [2.87M sharew.] Shareware Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12shp.exe [1.0 -> 1.2] Registered Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12rhp.exe [1.0 -> 1.2] FAQs: ftp://{INS_site/path_HERE}/docs/faqs/hticfaq1.zip http://www.gamers.org/dhs/helpdocs/hticfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hfaq15a.zip There is no Mac (or other OS) version of Heretic. 2L. What is "Ultimate" Heretic? Heretic: Shadow of the Serpent Riders is the original registered game, extended with two new episodes, for sale in retail stores only. It has no new weapons or difficulty levels. See: http://www.idsoftware.com/killer/heretic.html A patch to upgrade from registered Heretic v1.2 is available: ftp://{INS_site/path_HERE}/idstuff/heretic/htic13rp.exe [registered 1.2 -> "Ultimate" 1.3] 2M. Where can I get Hexen and its FAQ? Hexen is the sequel to Heretic (Raven), for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/hexen/hexndemo.zip [5.6M demo] ftp://{INS_site/path_HERE}/idstuff/hexen/mac/MacHexenDemo.hqx Full version patch: ftp://{INS_site/path_HERE}/idstuff/hexen/hexn11rp.exe [1.0 -> 1.1] FAQ: | http://www.connectcorp.net/~arne/ See http://www.gtgames.com/games/hexen/minisite/ for story details. Hexen'95 has been released and is for sale in retail stores only. MacHexen has been released and is for sale in retail stores only. 2N. What is the Hexen add-on? Hexen: Death Kings of the Dark Citadel is a data-disk with 3 new hubs (20 levels), 6 deathmatch levels and a few new enemies, for sale in retail stores only. See http://www.idsoftware.com/killer/hexen.html There is a patch available to fix an audio problem: ftp://{INS_site/path_HERE}/idstuff/hexen/dkpatch.zip 2O. Where can I get Strife and its FAQ? Strife is a DOOM-like RPG game in a futuristic setting by Rogue, for sale in retail stores only. ftp://{INS_site/path_HERE}/roguestuff/strife11.zip [4.8M demo] Full version patches: ftp://{INS_site/path_HERE}/roguestuff/v13_v131.exe [1.3 -> 1.31] ftp://{INS_site/path_HERE}/roguestuff/12cd_v13.exe [1.2 CD -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_v13.exe [1.2 -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_dos.exe [1.0 -> 1.2] FAQ: ftp://ftp.stomped.com/pub/rogue/strife_faq.txt 2P. What is HACX? HACX is an official add-on for DOOM II v1.9 by Banjo, for sale in retail stores. See also http://www.banjosoft.com/sellhacx.htm ftp://{INS_site/path_HERE}/themes/hacx/hacxsw10.zip [5.2M shareware] 2Q. Why can't I load my saved games after upgrading? They are version dependent. The upgrade may have changed levels such that a saved game becomes inconsistent and unable to load. To bypass the check, use a binary editor near the beginning of the file to change eg. for v1.7->v1.9, the string "version 107" into "version 109". YMMV. () Section 3 - Cheats & Secrets -------------------------------------------() 3A. What are the DOOM / DOOM II cheat codes? iddqd - Toggle God mode, 100% health; can't be injured, except in teleport frags, DOOM II level 30 monster spawns, and the dark room in E1M8 which ends the level (& episode) idkfa - All Keys, Firearms, Ammo, 200% armor idfa - All Firearms, Ammo, 200% armor [v1.666+] idchoppers - Chainsaw idbehold$ - Toggle power-up: on -> off -> on ($ = S, V, I, R, A or L) S=Berserk Strength, V=Invulnerability, I=Invisibility, R=Radiation Suit, A=Computer Automap, L=Light Amplifiers idspispopd - Toggle no clipping (walk through walls) [DOOM] idclip - Toggle no clipping (walk through walls) [DOOM II] idclev## - Warp to episode # mission # [DOOM] or level ## [DOOM II] (deactivates '-nomonsters' command-line option) idmypos - Display co-ordinates/angle in hexadecimal notation iddt - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) idmus## - Switch music to that from level ## [01-35 only] [DOOM II] (Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Nightmare skill, only `idclev' & `iddt' are enabled; All cheats disabled in multi-player games) For more details, see "DOOM Cheat Codes" in rgcd.announce or: http://www.gamers.org/dhs/chtssplr/doomchts.html or alternatively: http://members.aol.com/ledmeister/doomcode.htm , which also includes cheat codes for DOOM'95 and all console versions. 3B. What are the Heretic cheat codes? quicken - Toggle God mode; can't be injured, except in teleport frags cockadoodledoo - Chicken mode; turns player into chicken w/ 30% health massacre - Kill all monsters on level ponce - 100% health rambo - All Weapons, full Ammo (incl. Bag of Holding), 200% armor skel - All Keys shazam - Power mode; doubles power of weapons (== Tome of Power) gimme$# - Get artifact; $ = [a-j], # = [1-9] = artifact count; a=Ring of Invincibility, b=Shadowsphere, c=Quartz Flask, d=Mystic Urn, e=Tome of Power, f=Torch, g=Time Bomb of the Ancients, h=Morph Ovum, i=Wings of Wrath, j=Chaos Device; shareware version: d,j = bad input; registered version: z0 = 5 of each artifact; maximum number of artifacts = 16 kitty - Toggle no clipping (walk through walls) engage## - Warp to episode # mission # (does not deactivate '-nomonsters' command-line option) ticker - Display fps dots (fps = 70 / ) noise - Display sound debug info ravmap - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) iddqd - "trying to cheat, eh? now you die!" idkfa - "cheater - you don't deserve weapons" (Notes: To use the cheats, type 'em in while the game is in progress; There is no cheat for the Map Scroll; In Black Plague skill, only `ravmap' is enabled; All cheats disabled in multi-player games) 3C. Are there any deathmatch cheat codes? One special cheat code to display your opponent(s) in deathmatch was discovered. To activate, in Map Mode keep Alt down and type `iddt' four times. This works in DOOM / DOOM II but not in Heretic with `ravmap'. It was removed with the v1.9 patches to DOOM & DOOM II. 3D. What are the Hexen (demo) cheat codes? demo version|full version bgokey satan - God mode; can't be injured, except in teleport frags, when falling from extreme heights, and by the large spikes shooting out of the ground ebiessman deliverance - Pig mode; turns player into pig w/ 30% health cstika butcher - Carnage; kill all monsters on level sgurno clubmed - 100% health crhinehart nra - All Weapons, full Mana, full Armor mraymondjudy locksmith - All Keys braffel indiana - Full Inventory; max. 25 of each artifact tmoore sherlock - All Puzzle items rjohnson casper - Toggle no clipping (walk through walls) bpelletier## visit## - Warp to level ## [demo: 01-04; full: 01-31,41] (does not deactivate '-nomonsters' command line option) init init - Reload level from disk plipo[0-2] shadowcaster[0-2] - Change player class: 0 = Fighter, 1 = Cleric, 2 = Mage mwagabaza## puke## - Run script ## [01-99] jsumwalt where - Display map ## & x/y/z co-ordinates in decimal notation rrettenmund ticker - Display fps dots (fps = 70 / ) kschilder noise - Display sound debug info pmacarther mrjones - Display version info reveal mapsco - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) quicken martek - 1st time: "trying to cheat? that's one..."; 2nd time: "that's two..."; 3rd time: "that's three! time to die." rambo conan - "cheater - you don't deserve weapons" wewin - disabled (wins the game; only in first demo version) ~## - Play track ## of a CD (Notes: To use the cheats, type 'em in while the game is in progress; All cheats are disabled in Titan/Pope/Archimage skill and in multi-player games) 3E. What are the Strife (demo) cheat codes? demo v.|full version ibgod omnipotent - Toggle God mode; can't be injured, except in teleport frags stuff - God mode; "guns", "open"; 100% health; repeatable: +10% health, max. 200%; +1 Teleporter Beacon, max. 3 killem stonecold - Kill all enemies on level guns boomstix - All Weapons, full Ammo, 200% armor open jimmy - All Keys (repeatable); 3 modes: none -> regular keys -> special keys (-> none) money donnytrump - All cash and artifacts (repeatable); max. 100 artifacts stic gripper - Toggle stealth boots (demo side effect: "tic") listit$ pumpup$ - Toggle/get power-up ($ = B, I, M, H, P, S, T); B=Berserk strength (->end of hub?), I=Invisibility (toggle), M=Mask (toggle), H=Health (repeatable; max. 50/50/20), P=Backpack, S=up Stats (repeatable; max. 100/100), T=Targeter spirit elvis - Toggle no clipping (walk through walls) goto## rift## - Warp to level ## [demo: 32-34; full: 01-34] moveme# scoot# - Teleport to map spot ilive - Toggle auto use health (== F5) aibrain - Toggle AI lego - Get a piece of Sigil (repeatable; max. 5 pieces) tic dots - Display fps dots (fps = 70 / ) idmypos gps - Display co-ordinates/angle in hexadecimal notation iddt topo - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all enemies (-> normal) idmus## spin## - Switch music to track ## [demo: 01-10; full: 00-35] (Notes: To use the cheats, type 'em in while the game is in progress; Even in Bloodbath skill, all cheats are enabled) 3F. What are the HACX cheat codes? wuss - Toggle God mode, 100% health; can't be injured, except in teleport frags blast - All Keys, Firearms, Ammo, 200% armor ammo - All Firearms, Ammo, 200% armor zap - Chainsaw seeit - Show power-up menu superman - Toggle Invulnerability whacko - Toggle Berserk Strength ghost - Toggle Invisibility boots - Toggle Vulcan Boots where - Toggle Computer Automap bright - Toggle Light Amplifiers walk - Toggle no clipping (walk through walls) warpme## - Warp to level ## [01-05 sh.w., 01-21 full] (deactivates '-nomonsters' command line option) wheream - Display co-ordinates/angle in hexadecimal notation show - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) tunes## - Switch music to that from level ## [01-05 sh.w. 01-21 full] Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Insanity skill, only `warpme' & `show' are enabled; All cheats disabled in multi-player games. 3G. What goes on at DOOM II Level 30 and how do I finish it? The backwards-sounding voice says, when played in reverse: "To win the game, you must kill me, John Romero." This is the only backward sound-clip. A reversed .WAV file is at: ftp://{INS_site/path_HERE}/misc/dm2sm30.zip Originals are at: http://www.bpmusic.com/frame_little.html (Fact #4) The head on the pole behind the Demon is DOOM programmer John Romero's. The only way to enter that area is to use the `no clipping' cheat. To end the level without cheating, read the recipe & watch the demos: ftp://{INS_site/path_HERE}/docs/faqs/d2l30rcp.txt ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/lv30-*.zip 3H. What are those two secret levels (31 and 32) in DOOM II? They are levels from Wolfenstein-3D, predecessor of DOOM. They are accessed from level 15 through the secret exit in the south-west. See 3I for a description. They are not present in the German version. There are 4 Commander Keen's `hanging around' in level 32. Shoot them to reveal the switch to end the level. Commander Keen and Wolf3D are earlier game series created by id and distributed through Apogee. 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? ftp://{INS_site/path_HERE}/docs/faqs/d1secret.zip [DOOM I Secrets] ftp://{INS_site/path_HERE}/docs/faqs/e4secret.zip [Ultimate DOOM Ep4] http://www.gamers.org/games/udoom/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/d1keys11.faq [DOOM I Keys FAQ] ftp://{INS_site/path_HERE}/docs/faqs/d2secret.zip [DOOM II Secrets] http://www.gamers.org/games/doom2/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/dm2_keys.zip [DOOM II Keys FAQ] http://www.gamers.org/dhs/chtssplr/keyfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hrsecret.zip [Heretic Secrets] http://www.gamers.org/games/heretic/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/srsecret.zip [SerpentRiders Ep4&5] See rgcd.announce for monthly posts of all of the above. ftp://{INS_site/path_HERE}/docs/faqs/d2wt.zip [DOOM II Walkthrough] http://www.teamtnt.com/ctr_secr.htm [Final DOOM Secrets] | http://www.connectcorp.net/~arne/levels/hexenwt.html [Hexen Walkthrgh] | http://www.connectcorp.net/~arne/dkotdc.txt [Hexen Death Kings hub 1 Walkthrough] http://www.gadnet.com/hexen.htm [Hexen Death Kings hub 2 Walkthrough] 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? Start them with `doom -devparm', `doom2 -devparm', `heretic -ravpic', `hexen -ravpic' or `strife -devparm'; press F1 to create numbered .PCX files in the games' directory. `doom[2] -devparm' and `strife -devparm' will also display fps dots (fps = 70 / ). 3K. How does the BFG9000 really work? ftp://{INS_site/path_HERE}/docs/faqs/bfgfaq21.zip [BFG9000 FAQ] http://www.gamers.org/docs/FAQ/bfgfaq/ or see "DOOM BFG9000 FAQ" posted monthly in rgcd.announce. () Section 4 - PWADs: Playing & Editing -----------------------------------() 4A. Can I play user-created PWADs with shareware DOOM or Heretic? No. id requested that PWADs work only with registered/retail versions. Most do. Anyway, `-file' was removed from shareware DOOM as of v1.666. For an explanation of (P)WADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/awadis.html 4B. How can I play user-created PWADs? doom -file [-skill <1-5>] [-warp ] doom2 -file [-skill <1-5>] [-warp ] heretic -file [-skill <1-5>] [-warp ] hexen -file [-skill <1-5>] [-warp ] [-class <0-2>] demo version: map ## = 1-4; full version: map ## = 01-31,41 Ultra-Viol. E1M1 example: doom -file rrward02.wad -skill 4 -warp 1 1 `doom[2] -skill 0' (DOS only) starts a game without any items at all. For more details on using PWADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/pwaduse.html 4C. How can I record, play and time demos? doom[2] -record [-file, -skill, -warp as in 4B] doom[2] -playdemo [-file as in 4B] doom[2] -timedemo [-file as in 4B] fps = 35 * / For more details on using demos, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/demomake.html 4D. What can I do about demos from a different version in a PWAD? Bypass the demo by warping to the appropriate level [see 4B]. Or start a new game as soon as the title screen is shown. Or remove the demo: ftp://{INS_site/path_HERE}/utils/wad_tools/killdemo.zip 4E. Why does DOOM crash when saving the game? A very large level with many objects can exceed the savegame buffer as you try to save it, and thus crash the game. Level authors should try to keep the size of the savegame files below about 180Kb to avoid this. 4F. Where are the more spectacular PWADs I keep reading about? ftp://{INS_site/path_HERE}/themes/aliens/doom2atc.zip [AL|ENS-TC DmII] ftp://{INS_site/path_HERE}/themes/aliens/u_alntc{12}.zip [Ultimate-ATC] ftp://{INS_site/path_HERE}/themes/aliens/alntc19{ab}.zip [AL|ENS-TC1.9] ftp://{INS_site/path_HERE}/themes/aliens/alientc{12}.zip [AL|ENS-TC] ftp://{INS_site/path_HERE}/themes/aliens/aliens22.zip [AliensDOOM] ftp://{INS_site/path_HERE}/themes/starwars/starwars.zip [Star Wars] ftp://{INS_site/path_HERE}/themes/startrek/startrek.zip [Star Trek TNG] ftp://{INS_site/path_HERE}/themes/mm/mm_allup.zip [Memento Mori] ftp://{INS_site/path_HERE}/themes/mm/mm2.zip [Memento Mori II] ftp://{INS_site/path_HERE}/themes/TeamTNT/icarus.zip [Icarus: Alien V.] ftp://{INS_site/path_HERE}/levels/doom2/m-o/obtic11.zip [Obituary TiC] ftp://{INS_site/path_HERE}/levels/doom2/m-o/osiris.zip [Osiris] ftp://{INS_site/path_HERE}/themes/TeamTNT/eternal.zip [Eternal DOOM 3] ftp://{INS_site/path_HERE}/themes/university/trinity2.zip [Tr. College] ftp://{INS_site/path_HERE}/themes/university/trinityu.zip [Ultimate p.] ftp://{INS_site/path_HERE}/themes/university/htrinity.zip [Heretic v.] ftp://{INS_site/path_HERE}/levels/doom/s-u/subway21.zip [Wash DC Subwy] ftp://{INS_site/path_HERE}/levels/doom/s-u/uac_dead.zip [Doomsday UAC] 4G. Where is that separate deathmatch PWAD by id? ftp://{INS_site/path_HERE}/idstuff/doom2/idmap01.zip [DOOM II MAP01] Heretic registered includes the same level (with monsters) as E4M1. 4H. Where are the more spectacular demo movies I keep reading about? | ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/movie/30nm6520.zip | [DOOM II MAP01-32 on Nightmare in 65:20] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d1s/d1s-sw.zip | [DOOM 1 Schwarzenegger 3 episodes on Nightmare] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d2s/d2s-aak.zip | [DOOM 2 Schwarzenegger all levels on Nightmare] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/DdQ-1941.zip | [DOOM Done Quick 4 episodes on UV in 19:41] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/D2dQ2116.zip | [DOOM II Done Quick on UV in 21:16, third-person perspective camera(!)] 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? ftp://{INS_site/path_HERE}/utils/wad_tools/dm2cnv32.zip [Gen. convertr] ftp://{INS_site/path_HERE}/utils/wad_tools/conv2hex.zip [D/D2/H->Hexen] ftp://{INS_site/path_HERE}/utils/wad_tools/wad1to2b.zip [DOOM->DOOM II] 4J. What is the best editor? There is no single "best" editor. Personal preferences make all the difference. If you have the time, try them all [see 4K], otherwise try just the ones more recently updated (as they tend to have more features and fewer bugs), and see which one(s) you like best. Dedicated tools [see 4L] are useful for special things. For an overview, see: ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. 4K. Which level editors are available? The leading columns indicate support for DOOM(D), DOOM II(2), Ultimate DOOM(U), Heretic(H), Hexen(X) and Strife(S). D ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu521gcc.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu53b9.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/dck362.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deth392.zip D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep884s.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmaped40.zip D2U ftp://{INS_site/path_HERE}/utils/level_edit/ed209_11.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/edmap131.zip /edmap140.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/waded/waded183.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/ide-b725.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deu/w16deu59.zip [Windows] D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wauthor.zip [Windows] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmcad61.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wadst15b.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2U ftp://{INS_site/path_HERE}/utils/level_edit/doomed42.zip [Windows] D2 ftp://{INS_site/path_HERE}/utils/level_edit/rgdmed.zip [Windows] | D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep9797.zip [Win95] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deuos11d.zip [OS/2] D2 H ftp://ftp.cis.ufl.edu/pub/staff/thoth/doom/pfme/pfme.b2.gz [Linux] D2U X http://www.ozemail.com.au/~pmd/hellmaker.html [Mac] D2U http://www.ai.mit.edu/people/jknight/demon.html [Mac] 4L. Where are some other common editing utilities? ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/deutex36.zip ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/wintex43.zip [Win] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) ftp://{INS_site/path_HERE}/utils/graphics_edit/nwt14b1.zip / nwt103.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/idbsp11b.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/bsp23x.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/warm16.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/zen098a.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/rmb30.zip ftp://{INS_site/path_HERE}/utils/misc/endm101.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/misc/ted12.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/exe_edit/dhe31.zip [DeHackEd] ftp://{INS_site/path_HERE}/utils/exe_edit/ldhe-bin.0.8a.tar.gz [Linux] ftp://{INS_site/path_HERE}/utils/exe_edit/hhe11.zip [Heretic v.] ftp://{INS_site/path_HERE}/utils/exe_edit/hex035b.zip [Hexen .exe ed.] ftp://{INS_site/path_HERE}/utils/misc/lmput230.zip [.LMP convertor] ftp://{INS_site/path_HERE}/utils/misc/lmpc280.zip [.LMP convertor] http://msn.fullfeed.com/~rmidthun/WADWorks.html [Mac wad utilities] http://www.primenet.com/~thart/macbsp.html [Mac nodes builder] http://www.ozemail.com.au/~pmd/doominator.html [Mac .exe editor] http://www.macfury.com/demacked/ [Mac .exe editor] 4M. What editors can be used on DOOM graphics? ftp://x2ftp.oulu.fi/pub/msdos/programming/grutils/neopt31c.zip ftp://ftp.simtel.net/pub/simtelnet/win3/graphics/psp311a.zip [Windows] ftp://{INS_site/path_HERE}/utils/graphics_edit/palettes.zip 4N. How can I print maps of levels? ftp://{INS_site/path_HERE}/utils/misc/dmpsmu26.zip [D2UH, PostScript] ftp://{INS_site/path_HERE}/utils/misc/dmps20.zip [D only, PostScript] ftp://{INS_site/path_HERE}/utils/misc/doomhpgl.zip [D only, HP-GL] Also, several editors [see 4K] can print maps. Try WadAuthor, DeeP, DEU 5.3b and EgoED/RGDmEd. 4O. What are some DOOM-multiplaying utilities? For simple serial/network setups, try the DM (DeathManager) utility that comes with the latest versions of all DOOM-engine games. ftp://{INS_site/path_HERE}/utils/serial/bnudm126.zip [SERSETUP replac.] ftp://{INS_site/path_HERE}/utils/serial/ser7-5.zip [SERSETUP replacemt] ftp://{INS_site/path_HERE}/utils/serial/rmsetup.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/jserve02.zip [Modem 2-4 playrs] ftp://{INS_site/path_HERE}/utils/frontends/ss20.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/psetup11.zip [Parallel cable] ftp://{INS_site/path_HERE}/utils/network/netdoom.zip [IPX drivers] ftp://{INS_site/path_HERE}/utils/frontends/ul205.zip [UltraLaunch] ftp://{INS_site/path_HERE}/utils/frontends/doomen18.zip [Network Menu System] ftp://{INS_site/path_HERE}/utils/serial/sirdoom.zip [SIRDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apcidm56.zip [APCiDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apciht21.zip [APCiHERETIC clnt] ftp://{INS_site/path_HERE}/utils/network/ifrag221.zip [TCP/IP Internet] () Section 5 - Bits & Pieces ----------------------------------------------() 5A. Does DOOM benefit from a FPU for floating point calculations? No. All calculations in DOOM 1.1 and beyond use integers. Hence, DOOM does not suffer from the Pentium floating point bug in any way. 5B. Is there a multiplayer demo in DOOM? The second demo in DOOM shareware v1.666 is a multiplayer demo of E1M5. Press F12 to toggle between the two players' views. 5C. What happened to the left/mid/right views? It was dropped in the v1.2 upgrade when the network driver was rewritten to use addressed packets instead of broadcast packets. 5D. What does the message about SWIFT support mean? "CyberMan: Wrong mouse driver - no SWIFT support" is a normal startup message when no Logitech CyberMan(tm) controller is connected. It does not affect a regular mouse. 5E. Why doesn't that Pain Elemental spit out Lost Souls? This is sometimes observed at the beginning of a level. The cause is that no more than 20 Lost Souls are allowed on a level at any time. If a level starts out with more, Pain Elementals will be initially idle. Another phenomenon is stray Lost Souls _outside_ the playing area. When a Pain Elemental explodes the resultant Lost Souls are spawned at a distance that can have them end up across nearby perimeter walls. Btw, Lost Souls are never counted in the kills tally at a level's end. 5F. How come that monster in DOOM II is invulnerable? When a (dead) monster is squashed under a door or crushing ceiling and then resurrected by an Arch-Vile, it becomes invulnerable (and can walk through walls) and can only be killed by hitting nearby walls with rockets, or by blowing up nearby barrels. 5G. Is there a virus in DOOM II? Not in copies distributed by GTI, id's authorized DOOM II distributor. But, in F-Prot documentation from v2.14 onwards, this is mentioned: Goldbug is a complex virus, made in USA. It managed to slip into international circulation in summer 1994. Goldbug was, apparently on purpose, attached to a beta version of the game DOOM. This archive was circulated in BBSs worldwide. Another virus associated with DOOM II is Tai-Pan.666, but it does not activate, is not intentionally destructive and isn't related to DOOM II per se, pirated or not. F-Prot v2.16+ detects it and can disinfect it. 5H. What does SPISPOPD mean, anyway? Smashing Pumpkins Into Small Piles Of Putrid Debris. Originally posed as a pun on DOOM in Fall 1993, it was turned into a real game and made it into DOOM as a cheat code. See also: http://www.classicgaming.com/doom/history/cheat.shtml The actual game and its FAQ can be found at: ftp://ftp.gamers.org/pub/games/uwp-uml/misc/spispopd.zip ftp://ftp.gamesdomain.co.uk/pub/faqs/SPISPOPD.faq 5I. What is a voodoo doll? Adding additional Player 1 starts to a level results in immobile Player figures, or voodoo dolls. When you shoot them, you will hurt and kill yourself. When you first (get) hurt yourself, and then kill the doll, you'll become "undead", still able to move around without weapons, 'til a monster actually kills you. 5J. Where is that computer deathmatch patch? ftp://{INS_site/path_HERE}/utils/exe_edit/patches/gtt.zip () Section 6 - Lists ------------------------------------------------------() 6A. Are there lists of DOOMers who play over modems or via the Internet? http://www.xmission.com/~morrison/IMPL/home.html [Internet Modem or mailto:morrison@xmission.com Players List] http://www.planetquake.com/TheCoven/death/ [DeathMatch Database] http://www.universal.nl/USERS/Anneveldt/ [Dutch/European Modemfunsters] http://online.prevezanos.com/multiplayer/ [German Modem Players] http://www.worldnet.net/~belmon/deathm.html [French Modem Players] http://www.teleport.com/~caustic/ [Multiplayer Combat Simulations] http://homepages.together.net/~darken/bbslist.htm [Game Connect. BBSes] See also rgcd.announce for occasional posts of some of these lists. 6B. What iFrag trackers are out there? l19.frontofficetech.com (198.68.238.19,6666) [v2.2] [North America] l27.d20.quake.net (204.188.20.27,6666) [v2.2] [North America] richard.iim.nctu.edu.tw (140.113.31.7,6666) [v2.1] [Taiwan] ren.netconnect.com.au (203.7.198.1,6666) [v2.2] [Australia] Some of these trackers may no longer be active. 6C. Are there lists of good PWADs? http://www.gamers.org/~williams/ [All-Time Best Levels List] ftp://{INS_site/path_HERE}/levels/reviews/dmranked.txt [DeathMatch WAD Ranking] ftp://{INS_site/path_HERE}/levels/reviews/ticrev0{123}.zip [TiC's WAD Reviews] ftp://{INS_site/path_HERE}/levels/reviews/abwadl31.zip [Another 'The best' pwads list] http://www.toolworks.com/doom/ ["Recreational" DOOM reviews] http://home.worldnet.fr/~bdevaux/Doomoscope/ [Wadoscope & indexes] http://www.geocities.com/~gestalt666/top32.html [Best WAD authors] () Section 7 - FTP/WWW info -----------------------------------------------() 7A. Where are some other FTP sites for DOOM-related files? ftp://ftp.mantis.co.uk/pub/doom/ [rgcd.announce Archive] ftp://ftp.idsoftware.com/idstuff/ [id Software official distr. site] | ftp://ftp.sch.bme.hu/pub/compet-n/ [COMPET-N demo archive] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7B. Where are some DOOM-related home pages for WWW? http://doomgate.gamers.org/ [DoomGate: Portal to DoomWeb] http://doomgate.gamers.org/dhs/ [DOOM Help Service] http://www.idsoftware.com/ [id Software homepage] http://www.ravensoft.com/ [Raven Software homepage] http://rogue.stomped.com/ [Rogue Entertainment homepage] http://www.cam-orl.co.uk/~fms/dht/ [DOOM Honorific Titles] http://www.classicgaming.com/doom/ [Classic DOOM] http://www.doomworld.com/ [DoomWorld] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7C. How can I FTP and WWW by email? Send a message with `HELP' in the body (w/o the quotes) to an ftpmail server near you: ftpmail@gamers.org (USA), ftpmail@garbo.uwasa.fi (Finland), ftpmail@ftp.sunet.se (Sweden), for FTP-by-email information. See "DOOM-related Downloads via E-mail" in rgcd.announce, and the FAQ below, for additional ftpmail servers and tutorials on using them. Send a mesage with `HELP' in the body to agora@lanic.utexas.edu for WWW-by-email information. See the FAQ below for more webmail servers. The "Accessing the Internet by E-Mail FAQ" shows how to access FTP and WWW sites (and much more) by email only: news:news.answers,news.newusers.questions,alt.internet.services mailto:mail-server@rtfm.mit.edu Enter only this line in the BODY: send usenet/news.answers/internet-services/access-via-email | See http://www.netservs.com/mrcool/stats.htm for server statistics, or: | mailto:mailserv@netservs.com Enter only this line in the BODY: | send file stats.txt 7D. Which DOOM mailing lists are there? Send a message with `HELP' & `LISTS' in the body (without the quotes and on separate lines) to majordomo@gamers.org for info on the DOOM editing mailing list. Send `INFO ' for specific details. See http://www.gamers.org/forums/hypermail/doom-editing/ for the archive. 7E. How do I release new stuff to the DOOM FTP sites? Describe it in a text file; whenever applicable, it's preferred to use: ftp://{INS_site/path_HERE}/docs/editing/wadtempt.zip [PWAD Template] ftp://{INS_site/path_HERE}/lmps/forms/lmp_template.txt [LMP Template] ftp://{INS_site/path_HERE}/utils/exe_edit/patches/pat_auth.txt [DHE] Pack your new level/utility/etc. together with its description using PkZip or InfoZip. FTP to ftp.cdrom.com:/pub/idgames/incoming, read the message and set binary mode. Upload _both_ the text file and zip file. See the DHS tutorial on FTP downloading and uploading for details: http://www.gamers.org/dhs/helpdocs/ftpintro.html () Section 8 - Essential Reading ------------------------------------------() 8A. Where can I get DOOM-related FAQs? ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip [DOOM Help Service] http://doomgate.gamers.org/dhs/ ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip [Official DOOM FAQ] http://www.gamers.org/docs/FAQ/doomfaq/ http://www.cmpharm.ucsf.edu/~troyer/sgidoomfaq.html [SGI DOOM FAQ] or ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgidoomfaq.txt | ftp://quics.qnx.com/usr/free/Tech_Support_FAQ/other/qnxdoom.faq.txt [QNX DOOM FAQ] http://jcomm.uoregon.edu/~stevev/Linux-DOOM-FAQ.html [Linux DOOM FAQ] http://www.gamers.org/~rkinion/macdoom/faq.html [Mac DOOM FAQ] http://www.vidgames.com/ps/hints/doomfaq.html [Sony PSX DOOM FAQ] ftp://{INS_site/path_HERE}/docs/faqs/snesdm13.zip [SNES DOOM FAQ] http://www.icemaster.org/doom64/dm64faq.txt [N64 DOOM FAQ] 8B. Where can I get DOOM-multiplaying FAQs? ftp://{INS_site/path_HERE}/docs/multiplayer/serial.faq [Serial FAQ] ftp://{INS_site/path_HERE}/docs/multiplayer/modem.faq [Init Strings] ftp://{INS_site/path_HERE}/docs/multiplayer/doommd.txt [Modem Help] or http://www.gamers.org/dhs/helpdocs/modemstr.html http://www.oro.net/~tfabris/multiplr/smooth.txt [Smooth Modem Play] ftp://{INS_site/path_HERE}/docs/multiplayer/ipxnet20.faq [Network FAQ] http://www.gamers.org/dhs/helpdocs/doomnet.html [Network Guide] or see "DOOM on a Local Network via IPX" in rgcd.announce. http://www.comcat.com/~ansinn/lan4gamers.html [IPX LAN Gaming FAQ] http://www.gamearth.com/ifrag/ ? [iFrag FAQ] http://www.gamers.org/docs/FAQ/editdfaq.html [iFrag through PPP] http://www.gamers.org/dhs/helpdocs/inetdoom.html [Internet DOOM FAQ] or see "DOOM on the Internet via TCP/IP" in rgcd.announce. 8C. Which documents help me with editing DOOM? ftp://{INS_site/path_HERE}/docs/editing/dmspec16.zip [WAD layout & EXE data specs] http://www.gamers.org/dEngine/doom/ [errata and additions] ftp://{INS_site/path_HERE}/docs/editing/wadrefr.zip [reference lists] ftp://{INS_site/path_HERE}/docs/editing/unofspec.htc [Heretic addendum] ftp://{INS_site/path_HERE}/docs/editing/hexspc09.zip [Hexen addendum] ftp://{INS_site/path_HERE}/docs/editing/handbk21.zip [Design Handbook] ftp://{INS_site/path_HERE}/docs/editing/hndbkad1.zip [Handb. addendum] http://www.apci.net/~ron1701/ ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/design12.faq [Level design FAQ] or see "DOOM Level Design FAQ" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/dmldgl10.zip [DeathMatch Level design] ftp://{INS_site/path_HERE}/docs/editing/metrics.zip [Design metrics] ftp://{INS_site/path_HERE}/docs/editing/lntyp101.zip [Linedef types] ftp://{INS_site/path_HERE}/docs/editing/textures.zip [Managing texturs] ftp://{INS_site/path_HERE}/docs/editing/texpatch.zip [Textures table] ftp://{INS_site/path_HERE}/docs/editing/texpat2.zip [TexturesII table] ftp://{INS_site/path_HERE}/docs/editing/texture.zip [Text. Descript'n] ftp://{INS_site/path_HERE}/docs/editing/spcial12.zip [Special Effects] http://www.cybernet.dk/users/jensh/doom/special/ http://www.warande.ruu.nl/~glahaut/edit.htm [Special Effects Editing] ftp://{INS_site/path_HERE}/docs/editing/lmp213.zip [LMP format specs] http://www.planetquake.com/demospecs/lmp/ | ftp://{INS_site/path_HERE}/docs/editing/dmguide.zip | [Getting Started Guide] ftp://{INS_site/path_HERE}/docs/editing/tutorial.txt [DEU MiniTutorial] http://www.geocities.com/Hollywood/2979/ [DEU Beginner's Guide] See also the documents that come with various editors and tutorials in: ftp://{INS_site/path_HERE}/utils/level_edit/deu/ http://www.gamers.org/dhs/helpdocs/pwadinfo.html () Section 9 - How to reach id & other id info ----------------------------() 9A. How can I contact someone at id Software? bear@idsoftware.com (Barrett Alexander) To order DOOM: 1-800-IDGAMES support@idsoftware.com (Tech Supp.) DOOM II help (GTI): 1-212-686-9432 Technical Support: Phone: 1-303-339-7111 Fax: 1-303-330-7553 Mail : id Software, c/o StarPak, P.O. Box 1230, Greeley, CO 80632 toddh@idsoftware.com (Todd Hollenshead, CEO) johnc@idsoftware.com (John Carmack, Programmer) 9B. What is QUAKE? Is there more info on it? It was id's next project after DOOM. See sources below for info. ftp://{INS_site/path_HERE}/idstuff/quake/quake106.zip [9.0M shareware] http://www.idsoftware.com/quake/ news:rec.games.computer.quake.* ftp://ftp.cdrom.com/pub/idgames2/docs/faqs/q-faq20.zip [Quake FAQ] 9C. How is "id" pronounced and what does it stand for? Jay Wilbur: `It is pronounced "id" as in "DID" without the leading "D". It is not EYE DEE. id has everything to do with Freudian theory.' The description that used to be in id's 'help' finger reads: `id: the one of the three divisions of the psyche in psychoanalytic theory that is completely unconscious and is the source of psychic energy derived from instinctual needs and drives.' 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ftp://{INS_site/path_HERE}/docs/faqs/designer.txt ()=========================================================================() The RGCD FAQ was compiled by John Van Essen and Frans P. de Vries from information publicly available on the Internet, with significant initial contributions from members of the RGCD Support Team. Copyright (c) 1994-1998 by F.P. de Vries. DOOM, Heretic, Hexen and other trademarks belong to their respective owners. Additional credits to other contributors on the 'net, you know who you are :) Please send corrections and additions to Frans P. de Vries And remember, if it ain't in here, I probably don't know about it, so ask on the appropriate rgcd.* newsgroup first and then send me the answer. DOOM on! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!dca1-hub1.news.digex.net!digex!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 12 Jan 1999 02:45:05 -0500 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 26 Jan 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10096 rec.games.computer.doom.misc:6265 rec.games.computer.doom.playing:16384 rec.games.computer.doom.editing:12540 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news-peer1.sprintlink.net!news-in-east1.sprintlink.net!news.sprintlink.net!news-xfer.epix.net!news1.epix.net!epix-news From: jm Newsgroups: alt.games.doom,alt.games.doom.binaries,alt.games.doom.ii,rec.games.doom,rec.games.computer.doom.editing,alt.binaries.doom Subject: doom I and ][ texture files? Date: Mon, 18 Jan 1999 12:01:14 -0500 Organization: epix Internet Services Lines: 3 Message-ID: <36A368DA.4D032CCA@hotmail.com> Reply-To: kaper_the_just@hotmail.com NNTP-Posting-Host: qrvl-243ppp232.epix.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Xref: teaser.fr alt.games.doom:21197 alt.games.doom.ii:10756 rec.games.doom:97 rec.games.computer.doom.editing:12545 alt.binaries.doom:2017 could somebody please post (or e-mail them to me) just the textures for doom I and ][? I just want the textures, not any other part of the game From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.direct.ca!remarQ73!supernews.com!remarQ69!not-for-mail From: nospam@notworking.net (SoapForge) Newsgroups: alt.games.doom,alt.games.doom.binaries,alt.games.doom.ii,rec.games.doom,rec.games.computer.doom.editing Subject: Re: doom I and ][ texture files? Date: Mon, 18 Jan 1999 07:42:49 GMT Organization: Step Mountain Project Lines: 8 Message-ID: <36a2e590.2139409@news.netaccess.co.nz> References: <36A368DA.4D032CCA@hotmail.com> NNTP-Posting-Host: 202.27.186.12 X-Trace: 916688359 OHNSFAZXNBAC CA1BC usenet77.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr alt.games.doom:21199 alt.games.doom.ii:10757 rec.games.doom:98 rec.games.computer.doom.editing:12546 jm : >could somebody please post (or e-mail them to me) just the textures for doom I and >][? I just want the textures, not any other part of the game If you want them, you'll have to extract them yourself from the doom .wad files. You *do* own doom and doom 2, don't you? Oh, yeah, you can contact me as soapforge at yahoo dot com. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!ciril.fr!isdnet!newsgate.cistron.nl!het.net!news.belnet.be!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethanphi exbeess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: 18 Jan 1999 22:57:21 GMT Organization: enemy.org Lines: 24 Message-ID: References: <36A3BA6E.D348232C@robin.no> NNTP-Posting-Host: dialup276.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit X-Trace: news0.skynet.be 916700241 7580 195.238.24.20 (18 Jan 1999 22:57:21 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 18 Jan 1999 22:57:21 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.playing:16388 rec.games.computer.doom.editing:12552 On Mon, 18 Jan 1999 22:49:18, Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge wrote: > I can't answer all those questions, they're not on drugs they use a > mouse, therefor the very fast turning. As goes for Grmini, drugs, well, > i dunno really. > > j/k Yashar ;) you guys are playing doom2 with THE MOUSE ???? i thought playing with the mouse was for morons !! obviously i was completely wrong and should start seriously thinking about buying a good mouse and mouse mat a learn playing with the mouse. can you give me more details ? such as which mouse buttons you use for what or what you do with your left hand ?? (no dirty joke) ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.new-york.net!remarQ-easT!supernews.com!router1.news.adelphia.net!server1.news.adelphia.net.POSTED!not-for-mail From: "ruiner" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing References: <36A3BA6E.D348232C@robin.no> Subject: Re: New Plutonia demoset Lines: 31 X-Newsreader: Microsoft Outlook Express 4.72.2120.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2120.0 Message-ID: Date: Mon, 18 Jan 1999 19:47:39 -0500 NNTP-Posting-Host: 24.48.37.168 X-Trace: server1.news.adelphia.net 916706868 24.48.37.168 (Mon, 18 Jan 1999 19:47:48 EDT) NNTP-Posting-Date: Mon, 18 Jan 1999 19:47:48 EDT Xref: teaser.fr rec.games.computer.doom.playing:16389 rec.games.computer.doom.editing:12553 the only way to play ruiner ethhoack ethanphi exbeess wrote in message ... >On Mon, 18 Jan 1999 22:49:18, Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge > wrote: > >> I can't answer all those questions, they're not on drugs they use a >> mouse, therefor the very fast turning. As goes for Grmini, drugs, well, >> i dunno really. >> >> j/k Yashar ;) > >you guys are playing doom2 with THE MOUSE ???? i thought playing with >the mouse was for morons !! obviously i was completely wrong and >should start seriously thinking about buying a good mouse and mouse >mat a learn playing with the mouse. > >can you give me more details ? such as which mouse buttons you use for >what or what you do with your left hand ?? (no dirty joke) > > >ethh >key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 >C5 55 >http://torpedoes.enemy.org > > From x@x Mon Jan 1 00:00:00 GMT 1999 From: "TheSnake" References: <36A3BA6E.D348232C@robin.no> Subject: Re: New Plutonia demoset Date: Mon, 18 Jan 1999 20:43:19 -0500 Lines: 30 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Message-ID: Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing NNTP-Posting-Host: 1Cust209.tnt16.nyc3.da.uu.net [153.37.147.209] Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!207.68.152.14!upnetnews04!upnetnews02 Xref: teaser.fr rec.games.computer.doom.playing:16391 rec.games.computer.doom.editing:12554 Go to this site to read about the Doom gods. http://ural2.hszk.bme.hu/~ha211/compet-n/ ethhoack ethanphi exbeess wrote in message ... >On Mon, 18 Jan 1999 22:49:18, Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge > wrote: > >> I can't answer all those questions, they're not on drugs they use a >> mouse, therefor the very fast turning. As goes for Grmini, drugs, well, >> i dunno really. >> >> j/k Yashar ;) > >you guys are playing doom2 with THE MOUSE ???? i thought playing with >the mouse was for morons !! obviously i was completely wrong and >should start seriously thinking about buying a good mouse and mouse >mat a learn playing with the mouse. > >can you give me more details ? such as which mouse buttons you use for >what or what you do with your left hand ?? (no dirty joke) > > >ethh >key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 >C5 55 >http://torpedoes.enemy.org > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 19 Jan 1999 02:45:05 -0500 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 2 Feb 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10104 rec.games.computer.doom.misc:6266 rec.games.computer.doom.playing:16394 rec.games.computer.doom.editing:12556 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!insnet.net!norbert.cerbernet.co.uk!indy.callnetuk.com!212.67.129.218 From: "cycloid" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: Tue, 19 Jan 1999 09:48:59 -0000 Organization: INSnet Customer Posting Lines: 22 Message-ID: <36a45593.0@indy.callnetuk.com> References: <36A3BA6E.D348232C@robin.no> NNTP-Posting-Host: geezer.cerbernet.co.uk X-Trace: starburst.uk.insnet.net 916739339 25145 193.243.233.9 (19 Jan 1999 09:48:59 GMT) X-Complaints-To: usenet@starburst.uk.insnet.net NNTP-Posting-Date: 19 Jan 1999 09:48:59 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 X-Original-NNTP-Posting-Host: 212.67.129.218 Xref: teaser.fr rec.games.computer.doom.playing:16395 rec.games.computer.doom.editing:12557 i have mouse look permanently on(ZDOOM), and mouse inverted LMB = fire RMB = use and this is the wierd bit Forward E Back D StrafeL A StrafeR S *jump* this is the most basic configuration to what i use in all games, what it means is that only one finger does one thing apart from my left forefinger, which does two (it does four things in Half Life, but thats a different story, and a different ng ;) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.idt.net!news.maxwell.syr.edu!newscore.univie.ac.at!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethanphi exbeess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: 19 Jan 1999 21:50:09 GMT Organization: enemy.org Lines: 17 Message-ID: References: <782r2f$c83$1@news.cs.tu-berlin.de> NNTP-Posting-Host: dialup374.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit X-Trace: news0.skynet.be 916782609 5757 195.238.24.118 (19 Jan 1999 21:50:09 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 19 Jan 1999 21:50:09 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.playing:16399 rec.games.computer.doom.editing:12564 On Tue, 19 Jan 1999 20:48:15, Kai-Uwe Humpert wrote: > : 3. did you guys cyberplug your brain to the computer motherboard and > : the graphic card to your brain ? > > You sell me the necessary hardware? if the computer crashes, you're dead :( ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!easynet-fr!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail From: fpv@xymph.iaf.nl (Frans P. de Vries) Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing,rec.answers,news.answers Subject: DOOM: Rec.Games.Computer.Doom FAQ (98/09/01) Supersedes: Followup-To: poster Date: 20 Jan 1999 02:45:05 -0500 Organization: RGCD Support Team Lines: 1044 Sender: jve@news.gamers.org Approved: doom@mantis.co.uk, news-answers-request@mit.edu Expires: 3 Feb 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Summary: Frequently answered questions on rec.games.computer.doom.* groups. Also contains info on where to get the "Official" FAQ for id Software's popular action-oriented computer game "DOOM". Xref: teaser.fr rec.games.computer.doom.announce:594 rec.games.computer.doom.help:10106 rec.games.computer.doom.misc:6268 rec.games.computer.doom.playing:16400 rec.games.computer.doom.editing:12566 rec.answers:19143 news.answers:39364 Archive-name: games/doom/RGCD-faq Rec-games-computer-doom-announce-archive-name: RGCD-faq Posting-Frequency: weekly (every Wednesday) ______ ______ ______ _______ /\ \ _ \ / __ \ / __ \ \ __ \ //\\ | | | | | | |_| | | |_| | | \ | /Last\ | |_| | | | ____ | | | | | | Maintained By: /Update\ | / \ \\ / \ \___, | \ | | \Sep 01/ | |\ \ \ / \ / | \ | | Frans P. de Vries \1998/ | | \_\ __ \__/ _ \__/ _ `\ \/ | \\// | | |_ /_\ / \ \ / \/ |/ | | | \_X \_/ ()=========================================================================() || This is the "Official" RGCD FAQ. It provides pointers / answers to the || || most Frequently Asked & easily answered Questions that often get posted || || to rec.games.computer.doom.{help,misc,playing,editing} about DOOM and || || related 3D action games (like Heretic/Hexen/Strife) that use DOOM-based || || technology licensed from id Software, in all versions, sequels & ports. || || Changes from the previous 980602 edition are indicated by a leading '|' || || Current editn: ftp://ftp.gamers.org/pub/archives/doom/periodic/RGCD_FAQ || || HTML ed: http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html || ()=========================================================================() ==** IMPORTANT NOTE **== Below is the list of DOOM FTP archives. All URLs (Uniform Resource Locators) of files on these sites have been generalized in this document. The template is shown as "{INS_site/path_HERE}" and MUST be replaced by a real site and path from this list when FTP'ing. For example, here is a template with three different FTP site replacements that all refer to copies of the same file: ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip ftp://ftp.cdrom.com/pub/idgames/docs/faqs/dmfaq66.zip ftp://sunsite.doc.ic.ac.uk/packages/idgames/docs/faqs/dmfaq66.zip ftp://mirror.aarnet.edu.au/pub/idgames/docs/faqs/dmfaq66.zip PLEASE download files from a MIRROR site near you to ease the load on the primary site ftp.cdrom.com . Please upload files to ftp.cdrom.com ONLY, as uploads to other sites may well disappear due to the mirroring process. ftp://{INS_site/path_HERE}/ [==Generic Mirror Template==] ftp://ftp.cdrom.com/pub/idgames/ (Primary!) [ 209.155.82.18 California ] ftp://ftp.infomagic.com/pub/mirrors/Doom/ [ 165.113.211.32 Arizona ] ftp://ftp.ais.net/pub/idgames/ [ 199.0.154.8 Illinois ] ftp://mirrors.aol.com/pub/pc_games/doom/ [ 152.163.200.5 Virginia ] ftp://ftp.epix.net/pub/idgames/ [ 199.224.117.17 Pennsylvan.] ftp://ftp.gamers.org/pub/games/idgames/ [ 128.205.37.150 New York ] ftp://sunsite.doc.ic.ac.uk/packages/idgames/ [ 193.63.255.4 England ] ftp://ftp.jussieu.fr/pub/idgames/ [ 195.83.118.1 France ] ftp://ftp.fu-berlin.de/pc/msdos/games/doom/ [ 160.45.2.5 Germany ] ftp://ftp.task.gda.pl/pub/games/idgames/ [ 153.19.253.204 Poland ] ftp://ftp.sunet.se/pub/pc/games/idgames/ [ 130.238.253.4 Sweden ] ftp://ftp.sci.fi/pub/idgames/ [ 195.74.0.19 Finland ] ftp://ftp.telepac.pt/pub/idgames/ [ 194.65.212.243 Portugal ] ftp://ftp.webcom.it/mirrors/idgames/ [ 195.103.0.207 Italy ] | ftp://ftp.ntua.gr/pub/vendors/idgames/ [147.102.222.210 Greece ] ftp://ftp.is.co.za/games/id/ [ 196.4.160.12 S. Africa ] ftp://ftp.powerup.com.au/pub/idgames/ [ 203.32.11.101 Australia ] ftp://ftp.livewire.com.au/pub/idgames1/ [ 203.16.26.21 Australia ] ftp://mirror.aarnet.edu.au/pub/idgames/ [ 203.22.86.229 Australia ] ()=========================================================================() Section 0 - Introduction 0A. What is DOOM? 0B. What are the rec.games.computer.doom.* newsgroups? 0C. What if my site doesn't carry these newsgroups? 0D. Are binaries allowed in the r.g.c.d.* newsgroups? 0E. What is the DOOM Help Service? Section 1 - Hot Topics 1A. Where is the source code of DOOM? 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? 1C. Is there an OpenGL/3Dfx version of DOOM? 1D. Where can I find historic versions of DOOM? Section 2 - Versions & Patches 2A. What is the latest version of the DOOM engine? 2B. Where can I get DOOM for the PC? 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? 2D. Where can I get patches for DOOM II? 2E. Why can't I patch my version of DOOM II? 2F. Where can I get the shareware version of (Mac)DOOM II? 2G. What is Ultimate DOOM? 2H. How come some PWADs don't work in Ultimate DOOM? 2I. What is Final DOOM? 2J. Is there going to be a DOOM III? 2K. Where can I get Heretic and its FAQ? 2L. What is "Ultimate" Heretic? 2M. Where can I get Hexen and its FAQ? 2N. What is the Hexen add-on? 2O. Where can I get Strife and its FAQ? 2P. What is HACX? 2Q. Why can't I load my saved games after upgrading? Section 3 - Cheats & Secrets 3A. What are the DOOM / DOOM II cheat codes? 3B. What are the Heretic cheat codes? 3C. Are there any deathmatch cheat codes? 3D. What are the Hexen (demo) cheat codes? 3E. What are the Strife (demo) cheat codes? 3F. What are the HACX cheat codes? 3G. What goes on at DOOM II Level 30 and how do I finish it? 3H. What are those two secret levels (31 and 32) in DOOM II? 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? 3K. How does the BFG9000 really work? Section 4 - PWADs: Playing & Editing 4A. Can I play user-created PWADs with shareware DOOM or Heretic? 4B. How can I play user-created PWADs? 4C. How can I record, play and time demos? 4D. What can I do about demos from a different version in a PWAD? 4E. Why does DOOM crash when saving the game? 4F. Where are the more spectacular PWADs I keep reading about? 4G. Where is that separate deathmatch PWAD by id? | 4H. Where are the more spectacular demo movies I keep reading about? 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? 4J. What is the best editor? 4K. Which level editors are available? 4L. Where are some other common editing utilities? 4M. What editors can be used on DOOM graphics? 4N. How can I print maps of levels? 4O. What are some DOOM-multiplaying utilities? Section 5 - Bits & Pieces 5A. Does DOOM benefit from a FPU for floating point calculations? 5B. Is there a multiplayer demo in DOOM? 5C. What happened to the left/mid/right views? 5D. What does the message about SWIFT support mean? 5E. Why doesn't that Pain Elemental spit out Lost Souls? 5F. How come that monster in DOOM II is invulnerable? 5G. Is there a virus in DOOM II? 5H. What does SPISPOPD mean, anyway? 5I. What is a voodoo doll? 5J. Where is that computer deathmatch patch? Section 6 - Lists 6A. Are there lists of DOOMers who play over modems or via the Internet? 6B. What iFrag trackers are out there? 6C. Are there lists of good PWADs? Section 7 - FTP/WWW info 7A. Where are some other FTP sites for DOOM-related files? 7B. Where are some DOOM-related home pages for WWW? 7C. How can I FTP and WWW by email? 7D. Which DOOM mailing lists are there? 7E. How do I release new stuff to the DOOM FTP sites? Section 8 - Essential Reading 8A. Where can I get DOOM-related FAQs? 8B. Where can I get DOOM-multiplaying FAQs? 8C. Which documents help me with editing DOOM? Section 9 - How to reach id & other id info 9A. How can I contact someone at id Software? 9B. What is QUAKE? Is there more info on it? 9C. How is "id" pronounced and what does it stand for? 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ()=========================================================================() ==** WARNING: SPOILERS AHEAD **== () Section 0 - Introduction -----------------------------------------------() 0A. What is DOOM? DOOM is a 3D first person perspective action computer game created and published by id Software. Important features are: highly immersive gameplay, texture mapped environment, modem/network play. It can also be extensively modified, which has resulted in a huge number of add-on utilities and new levels. See also: http://www.gamers.org/dhs/whatisdm/whatisdm.html 0B. What are the rec.games.computer.doom.* newsgroups? These 5 newsgroups are dedicated to the discussion of DOOM in any and all versions, sequels (DOOM II), ports and addons, as well as 3D action games (like Heretic) published by other companies that use DOOM-like concepts and techniques licensed from id Software. Please read the posts entitled "() POSTING GUIDELINES" in r.g.c.d.announce for details. 0C. What if my site doesn't carry these newsgroups? Ask your news administrator to please add them. While you're waiting, read the "Accessing the Internet by E-Mail FAQ" in {alt,news}.answers for info on how to read/post news articles via email/gophermail. 0D. Are binaries allowed in the r.g.c.d.* newsgroups? No. Please don't post binaries to discussion newsgroups. Again, read the "() POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom" post in r.g.c.d.announce for details. 0E. What is the DOOM Help Service? The DHS makes its home in rec.games.computer.doom.help and aims to help (new) players by providing help files and answers to their questions. ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip http://doomgate.gamers.org/dhs/ mailto:mapleson@gamers.org (Ian Mapleson) () Section 1 - Hot Topics -------------------------------------------------() 1A. Where is the source code of DOOM? ftp://{INS_site/path_HERE}/idstuff/source/doomsrc.zip Note: this is for Linux & X Windows, and has no sound/music support. 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? http://www.teamtnt.com/boompubl/ixboom.htm [BOOM homepage] | ftp://{INS_site/path_HERE}/source/lxdoom01.zip [Linux-BOOM] | ftp://{INS_site/path_HERE}/source/prboom103_b.zip [Win32-BOOM] http://www.frag.com/dosdoom/ [DosDOOM homepage] http://www.frag.com/dosdoom/dosdoom061-linux-x86.zip [Linux-DosDOOM] http://www.captured.com/ctfdoom/ [CTFDOOM homepage] http://www.frag.com/doomlegacy/ [DOOM Legacy homepage] http://zdoom.notgod.com/ [ZDOOM homepage] http://user.tninet.se/~nfa771o/doomplus/ [DOOM+ homepage] http://www.frag.com/doom/ [WinDoom/glDoom homepage] http://www.s2.org/ntdoom/ [NTDOOM homepage] ftp://set.gmd.de/pub/misc/XFree86OS2/ports/xos2doom.zip [XFree86/OS2] http://home.t-online.de/home/pbhd_/alphadoom.html [AlphaDOOM homepage] http://amiga.tc3net.com/doom/ [AmigaOS ports] http://www.wcdesign.com/products/doom.html [BeOS port] http://www.doomworld.com/ports/ [overview of all ports] ftp://{INS_site/path_HERE}/source/ [various ports of the source] For discussing ports and changes of the source, please use the r.g.c.d.editing newsgroup and the doom-editing mailing list [see 7D]. For news of ports and developments, follow a DOOM news site [see 7B]. 1C. Is there an OpenGL/3Dfx version of DOOM? One project to develop this is known to be in progress. See: http://www.frag.com/doom/ 1D. Where can I find historic versions of DOOM? ftp://{INS_site/path_HERE}/historic/ contains all shareware versions released by id, as well as all known alpha and beta versions. See http://www.classicgaming.com/doom/versions/ for more information. () Section 2 - Versions & Patches -----------------------------------------() 2A. What is the latest version of the DOOM engine? DOOM & Ultimate DOOM v1.9 and DOOM II v1.9 are the final versions; the latter is compatible with MacDOOM II v1.0 for PC<->Mac multi-playing. Compared to the previous v1.666's, sound and map bugs have been fixed. The map bugs in DOOM II v1.666 make multiplaying impossible on levels 28 and 29. Upgrading is recommended for various compatibility aspects. ftp://{INS_site/path_HERE}/docs/faqs/wadchngs.txt [lists of changes] 2B. Where can I get DOOM for the PC? ftp://{INS_site/path_HERE}/idstuff/doom/doom19s.zip [2.45M shareware] Shareware Patches: ftp://{INS_site/path_HERE}/idstuff/doom/dms18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm19spat.zip [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm1666sp.zip [ 1.2 ->1.666] Registered Patches: ftp://{INS_site/path_HERE}/idstuff/doom/18_19drp.exe [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/16_19drp.exe [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/12_19drp.exe [ 1.2 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/11_19drp.exe [ 1.1 -> 1.9 ] For details on FTPing & patching, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/ftpdoom.html http://www.gamers.org/dhs/helpdocs/patchinf.html 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? ftp://{INS_site/path_HERE}/idstuff/doom/nextstep/NeXTdoom1_2.tar.gz http://www.omnigroup.com/Software/DoomII/ ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgixdoom1.8.tar.gz ftp://quics.qnx.com/usr/free/qnx4/os/games/qnxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxsdoom.tar.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/sndserver.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/doom1v18.wad.gz or ftp://sunsite.unc.edu/pub/Linux/games/doom/linux-doom-1.8.tar.gz + ftp://{INS_site/path_HERE}/utils/unix/musserver.tgz ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundgadoom-1.8.tgz + ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundoommouse.tar.Z alternatively: ftp://ftp.activesw.com/pub/doom/DoomArena-2.0.tar.gz ftp://{INS_site/path_HERE}/idstuff/doom/mac/MacDoomDemo.hqx MacDOOM II has been released and is for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/doom/win95/doom95.zip DOOM for OS/2 was in development by IBM but is apparently cancelled. DOOM for BeOS is in development by Chris Herborth and a beta is now available. See http://www.qnx.com/~chrish/Be/software/doom/ No official port is planned for Dec, HP, IBM, or other workstations. See section 1B for unofficial ports of the DOOM source code. 2D. Where can I get patches for DOOM II? ftp://{INS_site/path_HERE}/idstuff/doom2/d2_18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/d2_19pat.zip [ 1.7a -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/doom2p.zip [1.666/1.7 -> 1.7a] ftp://{INS_site/path_HERE}/idstuff/doom2/16_19d2g.zip [German 1.666 -> 1.9] ftp://{INS_site/path_HERE}/idstuff/doom2/DOOM2~.BIN [MacDOOM II 1.0 -> 1.0.2] For hints on patching DOOM II, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/dmiiptch.html 2E. Why can't I patch my version of DOOM II? If you have v1.666 dated 94/08/25, there is no patch. That version was declared "pirated" by id; if you bought it legitimately, you should be able to return it for an upgrade, or obtain a patch from GTI [see 9A]. 2F. Where can I get the shareware version of (Mac)DOOM II? It is NOT shareware. It's for sale in retail stores, only. 2G. What is Ultimate DOOM? The original DOOM registered, extended with a new episode entitled "Thy Flesh Consumed", for sale in retail stores only. It has no new weapons or difficulty levels. See http://www.idsoftware.com/killer/doomult.html A patch to upgrade from registered DOOM v1.9 is available: ftp://{INS_site/path_HERE}/idstuff/doom/19_udpat.exe [registered 1.9 -> Ultimate 1.9u] ftp://sunsite.unc.edu/pub/Linux/games/doom/udoom-1.1.tar.gz [LinuxDOOM patch] 2H. How come some PWADs don't work in Ultimate DOOM? PWADs like Trinity and A41_Coop that define new textures don't work in UDOOM because of a changed texture list (TEXTUREx). To play these, use `deutex -join doom.wad .wad' to join the PWAD with the main wad, and `deutex -restore' to undo this. [See 4L for DeuTex] Alternatively, extract TEXTURE1, TEXTURE2 and PNAMES into a temporary PWAD and 'join' this with the main PWAD (avoids modifying the IWAD). 2I. What is Final DOOM? Two variants of DOOM II by third-party authors, for sale in retail stores now. Each has 32 levels and new graphics, but no new weapons or monsters. See http://www.idsoftware.com/killer/findoom.html and http://www.gtgames.com/games/finaldoom/minisite/ 2J. Is there going to be a DOOM III? No. Id worked on QUAKE since 1996 [see 9B]. A unique version of DOOM has been released for the Nintendo Ultra 64, but this is not DOOM III. Additionally, there is now "The Ultimate DOOM" [see 2G]. id released a set of 21 DOOM II maps developed exclusively by PWAD authors, labeled "The Master Levels" [see http://www.idsoftware.com/killer/doommac.html and its FAQ, http://hjem.get2net.dk/henriklarsen/master.htm] Lastly, there is now "Final DOOM" [see 2I]. 2K. Where can I get Heretic and its FAQ? ftp://{INS_site/path_HERE}/idstuff/heretic/htic_v12.zip [2.87M sharew.] Shareware Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12shp.exe [1.0 -> 1.2] Registered Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12rhp.exe [1.0 -> 1.2] FAQs: ftp://{INS_site/path_HERE}/docs/faqs/hticfaq1.zip http://www.gamers.org/dhs/helpdocs/hticfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hfaq15a.zip There is no Mac (or other OS) version of Heretic. 2L. What is "Ultimate" Heretic? Heretic: Shadow of the Serpent Riders is the original registered game, extended with two new episodes, for sale in retail stores only. It has no new weapons or difficulty levels. See: http://www.idsoftware.com/killer/heretic.html A patch to upgrade from registered Heretic v1.2 is available: ftp://{INS_site/path_HERE}/idstuff/heretic/htic13rp.exe [registered 1.2 -> "Ultimate" 1.3] 2M. Where can I get Hexen and its FAQ? Hexen is the sequel to Heretic (Raven), for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/hexen/hexndemo.zip [5.6M demo] ftp://{INS_site/path_HERE}/idstuff/hexen/mac/MacHexenDemo.hqx Full version patch: ftp://{INS_site/path_HERE}/idstuff/hexen/hexn11rp.exe [1.0 -> 1.1] FAQ: | http://www.connectcorp.net/~arne/ See http://www.gtgames.com/games/hexen/minisite/ for story details. Hexen'95 has been released and is for sale in retail stores only. MacHexen has been released and is for sale in retail stores only. 2N. What is the Hexen add-on? Hexen: Death Kings of the Dark Citadel is a data-disk with 3 new hubs (20 levels), 6 deathmatch levels and a few new enemies, for sale in retail stores only. See http://www.idsoftware.com/killer/hexen.html There is a patch available to fix an audio problem: ftp://{INS_site/path_HERE}/idstuff/hexen/dkpatch.zip 2O. Where can I get Strife and its FAQ? Strife is a DOOM-like RPG game in a futuristic setting by Rogue, for sale in retail stores only. ftp://{INS_site/path_HERE}/roguestuff/strife11.zip [4.8M demo] Full version patches: ftp://{INS_site/path_HERE}/roguestuff/v13_v131.exe [1.3 -> 1.31] ftp://{INS_site/path_HERE}/roguestuff/12cd_v13.exe [1.2 CD -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_v13.exe [1.2 -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_dos.exe [1.0 -> 1.2] FAQ: ftp://ftp.stomped.com/pub/rogue/strife_faq.txt 2P. What is HACX? HACX is an official add-on for DOOM II v1.9 by Banjo, for sale in retail stores. See also http://www.banjosoft.com/sellhacx.htm ftp://{INS_site/path_HERE}/themes/hacx/hacxsw10.zip [5.2M shareware] 2Q. Why can't I load my saved games after upgrading? They are version dependent. The upgrade may have changed levels such that a saved game becomes inconsistent and unable to load. To bypass the check, use a binary editor near the beginning of the file to change eg. for v1.7->v1.9, the string "version 107" into "version 109". YMMV. () Section 3 - Cheats & Secrets -------------------------------------------() 3A. What are the DOOM / DOOM II cheat codes? iddqd - Toggle God mode, 100% health; can't be injured, except in teleport frags, DOOM II level 30 monster spawns, and the dark room in E1M8 which ends the level (& episode) idkfa - All Keys, Firearms, Ammo, 200% armor idfa - All Firearms, Ammo, 200% armor [v1.666+] idchoppers - Chainsaw idbehold$ - Toggle power-up: on -> off -> on ($ = S, V, I, R, A or L) S=Berserk Strength, V=Invulnerability, I=Invisibility, R=Radiation Suit, A=Computer Automap, L=Light Amplifiers idspispopd - Toggle no clipping (walk through walls) [DOOM] idclip - Toggle no clipping (walk through walls) [DOOM II] idclev## - Warp to episode # mission # [DOOM] or level ## [DOOM II] (deactivates '-nomonsters' command-line option) idmypos - Display co-ordinates/angle in hexadecimal notation iddt - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) idmus## - Switch music to that from level ## [01-35 only] [DOOM II] (Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Nightmare skill, only `idclev' & `iddt' are enabled; All cheats disabled in multi-player games) For more details, see "DOOM Cheat Codes" in rgcd.announce or: http://www.gamers.org/dhs/chtssplr/doomchts.html or alternatively: http://members.aol.com/ledmeister/doomcode.htm , which also includes cheat codes for DOOM'95 and all console versions. 3B. What are the Heretic cheat codes? quicken - Toggle God mode; can't be injured, except in teleport frags cockadoodledoo - Chicken mode; turns player into chicken w/ 30% health massacre - Kill all monsters on level ponce - 100% health rambo - All Weapons, full Ammo (incl. Bag of Holding), 200% armor skel - All Keys shazam - Power mode; doubles power of weapons (== Tome of Power) gimme$# - Get artifact; $ = [a-j], # = [1-9] = artifact count; a=Ring of Invincibility, b=Shadowsphere, c=Quartz Flask, d=Mystic Urn, e=Tome of Power, f=Torch, g=Time Bomb of the Ancients, h=Morph Ovum, i=Wings of Wrath, j=Chaos Device; shareware version: d,j = bad input; registered version: z0 = 5 of each artifact; maximum number of artifacts = 16 kitty - Toggle no clipping (walk through walls) engage## - Warp to episode # mission # (does not deactivate '-nomonsters' command-line option) ticker - Display fps dots (fps = 70 / ) noise - Display sound debug info ravmap - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) iddqd - "trying to cheat, eh? now you die!" idkfa - "cheater - you don't deserve weapons" (Notes: To use the cheats, type 'em in while the game is in progress; There is no cheat for the Map Scroll; In Black Plague skill, only `ravmap' is enabled; All cheats disabled in multi-player games) 3C. Are there any deathmatch cheat codes? One special cheat code to display your opponent(s) in deathmatch was discovered. To activate, in Map Mode keep Alt down and type `iddt' four times. This works in DOOM / DOOM II but not in Heretic with `ravmap'. It was removed with the v1.9 patches to DOOM & DOOM II. 3D. What are the Hexen (demo) cheat codes? demo version|full version bgokey satan - God mode; can't be injured, except in teleport frags, when falling from extreme heights, and by the large spikes shooting out of the ground ebiessman deliverance - Pig mode; turns player into pig w/ 30% health cstika butcher - Carnage; kill all monsters on level sgurno clubmed - 100% health crhinehart nra - All Weapons, full Mana, full Armor mraymondjudy locksmith - All Keys braffel indiana - Full Inventory; max. 25 of each artifact tmoore sherlock - All Puzzle items rjohnson casper - Toggle no clipping (walk through walls) bpelletier## visit## - Warp to level ## [demo: 01-04; full: 01-31,41] (does not deactivate '-nomonsters' command line option) init init - Reload level from disk plipo[0-2] shadowcaster[0-2] - Change player class: 0 = Fighter, 1 = Cleric, 2 = Mage mwagabaza## puke## - Run script ## [01-99] jsumwalt where - Display map ## & x/y/z co-ordinates in decimal notation rrettenmund ticker - Display fps dots (fps = 70 / ) kschilder noise - Display sound debug info pmacarther mrjones - Display version info reveal mapsco - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) quicken martek - 1st time: "trying to cheat? that's one..."; 2nd time: "that's two..."; 3rd time: "that's three! time to die." rambo conan - "cheater - you don't deserve weapons" wewin - disabled (wins the game; only in first demo version) ~## - Play track ## of a CD (Notes: To use the cheats, type 'em in while the game is in progress; All cheats are disabled in Titan/Pope/Archimage skill and in multi-player games) 3E. What are the Strife (demo) cheat codes? demo v.|full version ibgod omnipotent - Toggle God mode; can't be injured, except in teleport frags stuff - God mode; "guns", "open"; 100% health; repeatable: +10% health, max. 200%; +1 Teleporter Beacon, max. 3 killem stonecold - Kill all enemies on level guns boomstix - All Weapons, full Ammo, 200% armor open jimmy - All Keys (repeatable); 3 modes: none -> regular keys -> special keys (-> none) money donnytrump - All cash and artifacts (repeatable); max. 100 artifacts stic gripper - Toggle stealth boots (demo side effect: "tic") listit$ pumpup$ - Toggle/get power-up ($ = B, I, M, H, P, S, T); B=Berserk strength (->end of hub?), I=Invisibility (toggle), M=Mask (toggle), H=Health (repeatable; max. 50/50/20), P=Backpack, S=up Stats (repeatable; max. 100/100), T=Targeter spirit elvis - Toggle no clipping (walk through walls) goto## rift## - Warp to level ## [demo: 32-34; full: 01-34] moveme# scoot# - Teleport to map spot ilive - Toggle auto use health (== F5) aibrain - Toggle AI lego - Get a piece of Sigil (repeatable; max. 5 pieces) tic dots - Display fps dots (fps = 70 / ) idmypos gps - Display co-ordinates/angle in hexadecimal notation iddt topo - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all enemies (-> normal) idmus## spin## - Switch music to track ## [demo: 01-10; full: 00-35] (Notes: To use the cheats, type 'em in while the game is in progress; Even in Bloodbath skill, all cheats are enabled) 3F. What are the HACX cheat codes? wuss - Toggle God mode, 100% health; can't be injured, except in teleport frags blast - All Keys, Firearms, Ammo, 200% armor ammo - All Firearms, Ammo, 200% armor zap - Chainsaw seeit - Show power-up menu superman - Toggle Invulnerability whacko - Toggle Berserk Strength ghost - Toggle Invisibility boots - Toggle Vulcan Boots where - Toggle Computer Automap bright - Toggle Light Amplifiers walk - Toggle no clipping (walk through walls) warpme## - Warp to level ## [01-05 sh.w., 01-21 full] (deactivates '-nomonsters' command line option) wheream - Display co-ordinates/angle in hexadecimal notation show - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) tunes## - Switch music to that from level ## [01-05 sh.w. 01-21 full] Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Insanity skill, only `warpme' & `show' are enabled; All cheats disabled in multi-player games. 3G. What goes on at DOOM II Level 30 and how do I finish it? The backwards-sounding voice says, when played in reverse: "To win the game, you must kill me, John Romero." This is the only backward sound-clip. A reversed .WAV file is at: ftp://{INS_site/path_HERE}/misc/dm2sm30.zip Originals are at: http://www.bpmusic.com/frame_little.html (Fact #4) The head on the pole behind the Demon is DOOM programmer John Romero's. The only way to enter that area is to use the `no clipping' cheat. To end the level without cheating, read the recipe & watch the demos: ftp://{INS_site/path_HERE}/docs/faqs/d2l30rcp.txt ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/lv30-*.zip 3H. What are those two secret levels (31 and 32) in DOOM II? They are levels from Wolfenstein-3D, predecessor of DOOM. They are accessed from level 15 through the secret exit in the south-west. See 3I for a description. They are not present in the German version. There are 4 Commander Keen's `hanging around' in level 32. Shoot them to reveal the switch to end the level. Commander Keen and Wolf3D are earlier game series created by id and distributed through Apogee. 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? ftp://{INS_site/path_HERE}/docs/faqs/d1secret.zip [DOOM I Secrets] ftp://{INS_site/path_HERE}/docs/faqs/e4secret.zip [Ultimate DOOM Ep4] http://www.gamers.org/games/udoom/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/d1keys11.faq [DOOM I Keys FAQ] ftp://{INS_site/path_HERE}/docs/faqs/d2secret.zip [DOOM II Secrets] http://www.gamers.org/games/doom2/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/dm2_keys.zip [DOOM II Keys FAQ] http://www.gamers.org/dhs/chtssplr/keyfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hrsecret.zip [Heretic Secrets] http://www.gamers.org/games/heretic/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/srsecret.zip [SerpentRiders Ep4&5] See rgcd.announce for monthly posts of all of the above. ftp://{INS_site/path_HERE}/docs/faqs/d2wt.zip [DOOM II Walkthrough] http://www.teamtnt.com/ctr_secr.htm [Final DOOM Secrets] | http://www.connectcorp.net/~arne/levels/hexenwt.html [Hexen Walkthrgh] | http://www.connectcorp.net/~arne/dkotdc.txt [Hexen Death Kings hub 1 Walkthrough] http://www.gadnet.com/hexen.htm [Hexen Death Kings hub 2 Walkthrough] 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? Start them with `doom -devparm', `doom2 -devparm', `heretic -ravpic', `hexen -ravpic' or `strife -devparm'; press F1 to create numbered .PCX files in the games' directory. `doom[2] -devparm' and `strife -devparm' will also display fps dots (fps = 70 / ). 3K. How does the BFG9000 really work? ftp://{INS_site/path_HERE}/docs/faqs/bfgfaq21.zip [BFG9000 FAQ] http://www.gamers.org/docs/FAQ/bfgfaq/ or see "DOOM BFG9000 FAQ" posted monthly in rgcd.announce. () Section 4 - PWADs: Playing & Editing -----------------------------------() 4A. Can I play user-created PWADs with shareware DOOM or Heretic? No. id requested that PWADs work only with registered/retail versions. Most do. Anyway, `-file' was removed from shareware DOOM as of v1.666. For an explanation of (P)WADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/awadis.html 4B. How can I play user-created PWADs? doom -file [-skill <1-5>] [-warp ] doom2 -file [-skill <1-5>] [-warp ] heretic -file [-skill <1-5>] [-warp ] hexen -file [-skill <1-5>] [-warp ] [-class <0-2>] demo version: map ## = 1-4; full version: map ## = 01-31,41 Ultra-Viol. E1M1 example: doom -file rrward02.wad -skill 4 -warp 1 1 `doom[2] -skill 0' (DOS only) starts a game without any items at all. For more details on using PWADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/pwaduse.html 4C. How can I record, play and time demos? doom[2] -record [-file, -skill, -warp as in 4B] doom[2] -playdemo [-file as in 4B] doom[2] -timedemo [-file as in 4B] fps = 35 * / For more details on using demos, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/demomake.html 4D. What can I do about demos from a different version in a PWAD? Bypass the demo by warping to the appropriate level [see 4B]. Or start a new game as soon as the title screen is shown. Or remove the demo: ftp://{INS_site/path_HERE}/utils/wad_tools/killdemo.zip 4E. Why does DOOM crash when saving the game? A very large level with many objects can exceed the savegame buffer as you try to save it, and thus crash the game. Level authors should try to keep the size of the savegame files below about 180Kb to avoid this. 4F. Where are the more spectacular PWADs I keep reading about? ftp://{INS_site/path_HERE}/themes/aliens/doom2atc.zip [AL|ENS-TC DmII] ftp://{INS_site/path_HERE}/themes/aliens/u_alntc{12}.zip [Ultimate-ATC] ftp://{INS_site/path_HERE}/themes/aliens/alntc19{ab}.zip [AL|ENS-TC1.9] ftp://{INS_site/path_HERE}/themes/aliens/alientc{12}.zip [AL|ENS-TC] ftp://{INS_site/path_HERE}/themes/aliens/aliens22.zip [AliensDOOM] ftp://{INS_site/path_HERE}/themes/starwars/starwars.zip [Star Wars] ftp://{INS_site/path_HERE}/themes/startrek/startrek.zip [Star Trek TNG] ftp://{INS_site/path_HERE}/themes/mm/mm_allup.zip [Memento Mori] ftp://{INS_site/path_HERE}/themes/mm/mm2.zip [Memento Mori II] ftp://{INS_site/path_HERE}/themes/TeamTNT/icarus.zip [Icarus: Alien V.] ftp://{INS_site/path_HERE}/levels/doom2/m-o/obtic11.zip [Obituary TiC] ftp://{INS_site/path_HERE}/levels/doom2/m-o/osiris.zip [Osiris] ftp://{INS_site/path_HERE}/themes/TeamTNT/eternal.zip [Eternal DOOM 3] ftp://{INS_site/path_HERE}/themes/university/trinity2.zip [Tr. College] ftp://{INS_site/path_HERE}/themes/university/trinityu.zip [Ultimate p.] ftp://{INS_site/path_HERE}/themes/university/htrinity.zip [Heretic v.] ftp://{INS_site/path_HERE}/levels/doom/s-u/subway21.zip [Wash DC Subwy] ftp://{INS_site/path_HERE}/levels/doom/s-u/uac_dead.zip [Doomsday UAC] 4G. Where is that separate deathmatch PWAD by id? ftp://{INS_site/path_HERE}/idstuff/doom2/idmap01.zip [DOOM II MAP01] Heretic registered includes the same level (with monsters) as E4M1. 4H. Where are the more spectacular demo movies I keep reading about? | ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/movie/30nm6520.zip | [DOOM II MAP01-32 on Nightmare in 65:20] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d1s/d1s-sw.zip | [DOOM 1 Schwarzenegger 3 episodes on Nightmare] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d2s/d2s-aak.zip | [DOOM 2 Schwarzenegger all levels on Nightmare] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/DdQ-1941.zip | [DOOM Done Quick 4 episodes on UV in 19:41] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/D2dQ2116.zip | [DOOM II Done Quick on UV in 21:16, third-person perspective camera(!)] 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? ftp://{INS_site/path_HERE}/utils/wad_tools/dm2cnv32.zip [Gen. convertr] ftp://{INS_site/path_HERE}/utils/wad_tools/conv2hex.zip [D/D2/H->Hexen] ftp://{INS_site/path_HERE}/utils/wad_tools/wad1to2b.zip [DOOM->DOOM II] 4J. What is the best editor? There is no single "best" editor. Personal preferences make all the difference. If you have the time, try them all [see 4K], otherwise try just the ones more recently updated (as they tend to have more features and fewer bugs), and see which one(s) you like best. Dedicated tools [see 4L] are useful for special things. For an overview, see: ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. 4K. Which level editors are available? The leading columns indicate support for DOOM(D), DOOM II(2), Ultimate DOOM(U), Heretic(H), Hexen(X) and Strife(S). D ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu521gcc.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu53b9.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/dck362.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deth392.zip D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep884s.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmaped40.zip D2U ftp://{INS_site/path_HERE}/utils/level_edit/ed209_11.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/edmap131.zip /edmap140.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/waded/waded183.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/ide-b725.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deu/w16deu59.zip [Windows] D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wauthor.zip [Windows] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmcad61.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wadst15b.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2U ftp://{INS_site/path_HERE}/utils/level_edit/doomed42.zip [Windows] D2 ftp://{INS_site/path_HERE}/utils/level_edit/rgdmed.zip [Windows] | D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep9797.zip [Win95] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deuos11d.zip [OS/2] D2 H ftp://ftp.cis.ufl.edu/pub/staff/thoth/doom/pfme/pfme.b2.gz [Linux] D2U X http://www.ozemail.com.au/~pmd/hellmaker.html [Mac] D2U http://www.ai.mit.edu/people/jknight/demon.html [Mac] 4L. Where are some other common editing utilities? ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/deutex36.zip ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/wintex43.zip [Win] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) ftp://{INS_site/path_HERE}/utils/graphics_edit/nwt14b1.zip / nwt103.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/idbsp11b.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/bsp23x.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/warm16.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/zen098a.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/rmb30.zip ftp://{INS_site/path_HERE}/utils/misc/endm101.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/misc/ted12.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/exe_edit/dhe31.zip [DeHackEd] ftp://{INS_site/path_HERE}/utils/exe_edit/ldhe-bin.0.8a.tar.gz [Linux] ftp://{INS_site/path_HERE}/utils/exe_edit/hhe11.zip [Heretic v.] ftp://{INS_site/path_HERE}/utils/exe_edit/hex035b.zip [Hexen .exe ed.] ftp://{INS_site/path_HERE}/utils/misc/lmput230.zip [.LMP convertor] ftp://{INS_site/path_HERE}/utils/misc/lmpc280.zip [.LMP convertor] http://msn.fullfeed.com/~rmidthun/WADWorks.html [Mac wad utilities] http://www.primenet.com/~thart/macbsp.html [Mac nodes builder] http://www.ozemail.com.au/~pmd/doominator.html [Mac .exe editor] http://www.macfury.com/demacked/ [Mac .exe editor] 4M. What editors can be used on DOOM graphics? ftp://x2ftp.oulu.fi/pub/msdos/programming/grutils/neopt31c.zip ftp://ftp.simtel.net/pub/simtelnet/win3/graphics/psp311a.zip [Windows] ftp://{INS_site/path_HERE}/utils/graphics_edit/palettes.zip 4N. How can I print maps of levels? ftp://{INS_site/path_HERE}/utils/misc/dmpsmu26.zip [D2UH, PostScript] ftp://{INS_site/path_HERE}/utils/misc/dmps20.zip [D only, PostScript] ftp://{INS_site/path_HERE}/utils/misc/doomhpgl.zip [D only, HP-GL] Also, several editors [see 4K] can print maps. Try WadAuthor, DeeP, DEU 5.3b and EgoED/RGDmEd. 4O. What are some DOOM-multiplaying utilities? For simple serial/network setups, try the DM (DeathManager) utility that comes with the latest versions of all DOOM-engine games. ftp://{INS_site/path_HERE}/utils/serial/bnudm126.zip [SERSETUP replac.] ftp://{INS_site/path_HERE}/utils/serial/ser7-5.zip [SERSETUP replacemt] ftp://{INS_site/path_HERE}/utils/serial/rmsetup.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/jserve02.zip [Modem 2-4 playrs] ftp://{INS_site/path_HERE}/utils/frontends/ss20.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/psetup11.zip [Parallel cable] ftp://{INS_site/path_HERE}/utils/network/netdoom.zip [IPX drivers] ftp://{INS_site/path_HERE}/utils/frontends/ul205.zip [UltraLaunch] ftp://{INS_site/path_HERE}/utils/frontends/doomen18.zip [Network Menu System] ftp://{INS_site/path_HERE}/utils/serial/sirdoom.zip [SIRDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apcidm56.zip [APCiDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apciht21.zip [APCiHERETIC clnt] ftp://{INS_site/path_HERE}/utils/network/ifrag221.zip [TCP/IP Internet] () Section 5 - Bits & Pieces ----------------------------------------------() 5A. Does DOOM benefit from a FPU for floating point calculations? No. All calculations in DOOM 1.1 and beyond use integers. Hence, DOOM does not suffer from the Pentium floating point bug in any way. 5B. Is there a multiplayer demo in DOOM? The second demo in DOOM shareware v1.666 is a multiplayer demo of E1M5. Press F12 to toggle between the two players' views. 5C. What happened to the left/mid/right views? It was dropped in the v1.2 upgrade when the network driver was rewritten to use addressed packets instead of broadcast packets. 5D. What does the message about SWIFT support mean? "CyberMan: Wrong mouse driver - no SWIFT support" is a normal startup message when no Logitech CyberMan(tm) controller is connected. It does not affect a regular mouse. 5E. Why doesn't that Pain Elemental spit out Lost Souls? This is sometimes observed at the beginning of a level. The cause is that no more than 20 Lost Souls are allowed on a level at any time. If a level starts out with more, Pain Elementals will be initially idle. Another phenomenon is stray Lost Souls _outside_ the playing area. When a Pain Elemental explodes the resultant Lost Souls are spawned at a distance that can have them end up across nearby perimeter walls. Btw, Lost Souls are never counted in the kills tally at a level's end. 5F. How come that monster in DOOM II is invulnerable? When a (dead) monster is squashed under a door or crushing ceiling and then resurrected by an Arch-Vile, it becomes invulnerable (and can walk through walls) and can only be killed by hitting nearby walls with rockets, or by blowing up nearby barrels. 5G. Is there a virus in DOOM II? Not in copies distributed by GTI, id's authorized DOOM II distributor. But, in F-Prot documentation from v2.14 onwards, this is mentioned: Goldbug is a complex virus, made in USA. It managed to slip into international circulation in summer 1994. Goldbug was, apparently on purpose, attached to a beta version of the game DOOM. This archive was circulated in BBSs worldwide. Another virus associated with DOOM II is Tai-Pan.666, but it does not activate, is not intentionally destructive and isn't related to DOOM II per se, pirated or not. F-Prot v2.16+ detects it and can disinfect it. 5H. What does SPISPOPD mean, anyway? Smashing Pumpkins Into Small Piles Of Putrid Debris. Originally posed as a pun on DOOM in Fall 1993, it was turned into a real game and made it into DOOM as a cheat code. See also: http://www.classicgaming.com/doom/history/cheat.shtml The actual game and its FAQ can be found at: ftp://ftp.gamers.org/pub/games/uwp-uml/misc/spispopd.zip ftp://ftp.gamesdomain.co.uk/pub/faqs/SPISPOPD.faq 5I. What is a voodoo doll? Adding additional Player 1 starts to a level results in immobile Player figures, or voodoo dolls. When you shoot them, you will hurt and kill yourself. When you first (get) hurt yourself, and then kill the doll, you'll become "undead", still able to move around without weapons, 'til a monster actually kills you. 5J. Where is that computer deathmatch patch? ftp://{INS_site/path_HERE}/utils/exe_edit/patches/gtt.zip () Section 6 - Lists ------------------------------------------------------() 6A. Are there lists of DOOMers who play over modems or via the Internet? http://www.xmission.com/~morrison/IMPL/home.html [Internet Modem or mailto:morrison@xmission.com Players List] http://www.planetquake.com/TheCoven/death/ [DeathMatch Database] http://www.universal.nl/USERS/Anneveldt/ [Dutch/European Modemfunsters] http://online.prevezanos.com/multiplayer/ [German Modem Players] http://www.worldnet.net/~belmon/deathm.html [French Modem Players] http://www.teleport.com/~caustic/ [Multiplayer Combat Simulations] http://homepages.together.net/~darken/bbslist.htm [Game Connect. BBSes] See also rgcd.announce for occasional posts of some of these lists. 6B. What iFrag trackers are out there? l19.frontofficetech.com (198.68.238.19,6666) [v2.2] [North America] l27.d20.quake.net (204.188.20.27,6666) [v2.2] [North America] richard.iim.nctu.edu.tw (140.113.31.7,6666) [v2.1] [Taiwan] ren.netconnect.com.au (203.7.198.1,6666) [v2.2] [Australia] Some of these trackers may no longer be active. 6C. Are there lists of good PWADs? http://www.gamers.org/~williams/ [All-Time Best Levels List] ftp://{INS_site/path_HERE}/levels/reviews/dmranked.txt [DeathMatch WAD Ranking] ftp://{INS_site/path_HERE}/levels/reviews/ticrev0{123}.zip [TiC's WAD Reviews] ftp://{INS_site/path_HERE}/levels/reviews/abwadl31.zip [Another 'The best' pwads list] http://www.toolworks.com/doom/ ["Recreational" DOOM reviews] http://home.worldnet.fr/~bdevaux/Doomoscope/ [Wadoscope & indexes] http://www.geocities.com/~gestalt666/top32.html [Best WAD authors] () Section 7 - FTP/WWW info -----------------------------------------------() 7A. Where are some other FTP sites for DOOM-related files? ftp://ftp.mantis.co.uk/pub/doom/ [rgcd.announce Archive] ftp://ftp.idsoftware.com/idstuff/ [id Software official distr. site] | ftp://ftp.sch.bme.hu/pub/compet-n/ [COMPET-N demo archive] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7B. Where are some DOOM-related home pages for WWW? http://doomgate.gamers.org/ [DoomGate: Portal to DoomWeb] http://doomgate.gamers.org/dhs/ [DOOM Help Service] http://www.idsoftware.com/ [id Software homepage] http://www.ravensoft.com/ [Raven Software homepage] http://rogue.stomped.com/ [Rogue Entertainment homepage] http://www.cam-orl.co.uk/~fms/dht/ [DOOM Honorific Titles] http://www.classicgaming.com/doom/ [Classic DOOM] http://www.doomworld.com/ [DoomWorld] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7C. How can I FTP and WWW by email? Send a message with `HELP' in the body (w/o the quotes) to an ftpmail server near you: ftpmail@gamers.org (USA), ftpmail@garbo.uwasa.fi (Finland), ftpmail@ftp.sunet.se (Sweden), for FTP-by-email information. See "DOOM-related Downloads via E-mail" in rgcd.announce, and the FAQ below, for additional ftpmail servers and tutorials on using them. Send a mesage with `HELP' in the body to agora@lanic.utexas.edu for WWW-by-email information. See the FAQ below for more webmail servers. The "Accessing the Internet by E-Mail FAQ" shows how to access FTP and WWW sites (and much more) by email only: news:news.answers,news.newusers.questions,alt.internet.services mailto:mail-server@rtfm.mit.edu Enter only this line in the BODY: send usenet/news.answers/internet-services/access-via-email | See http://www.netservs.com/mrcool/stats.htm for server statistics, or: | mailto:mailserv@netservs.com Enter only this line in the BODY: | send file stats.txt 7D. Which DOOM mailing lists are there? Send a message with `HELP' & `LISTS' in the body (without the quotes and on separate lines) to majordomo@gamers.org for info on the DOOM editing mailing list. Send `INFO ' for specific details. See http://www.gamers.org/forums/hypermail/doom-editing/ for the archive. 7E. How do I release new stuff to the DOOM FTP sites? Describe it in a text file; whenever applicable, it's preferred to use: ftp://{INS_site/path_HERE}/docs/editing/wadtempt.zip [PWAD Template] ftp://{INS_site/path_HERE}/lmps/forms/lmp_template.txt [LMP Template] ftp://{INS_site/path_HERE}/utils/exe_edit/patches/pat_auth.txt [DHE] Pack your new level/utility/etc. together with its description using PkZip or InfoZip. FTP to ftp.cdrom.com:/pub/idgames/incoming, read the message and set binary mode. Upload _both_ the text file and zip file. See the DHS tutorial on FTP downloading and uploading for details: http://www.gamers.org/dhs/helpdocs/ftpintro.html () Section 8 - Essential Reading ------------------------------------------() 8A. Where can I get DOOM-related FAQs? ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip [DOOM Help Service] http://doomgate.gamers.org/dhs/ ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip [Official DOOM FAQ] http://www.gamers.org/docs/FAQ/doomfaq/ http://www.cmpharm.ucsf.edu/~troyer/sgidoomfaq.html [SGI DOOM FAQ] or ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgidoomfaq.txt | ftp://quics.qnx.com/usr/free/Tech_Support_FAQ/other/qnxdoom.faq.txt [QNX DOOM FAQ] http://jcomm.uoregon.edu/~stevev/Linux-DOOM-FAQ.html [Linux DOOM FAQ] http://www.gamers.org/~rkinion/macdoom/faq.html [Mac DOOM FAQ] http://www.vidgames.com/ps/hints/doomfaq.html [Sony PSX DOOM FAQ] ftp://{INS_site/path_HERE}/docs/faqs/snesdm13.zip [SNES DOOM FAQ] http://www.icemaster.org/doom64/dm64faq.txt [N64 DOOM FAQ] 8B. Where can I get DOOM-multiplaying FAQs? ftp://{INS_site/path_HERE}/docs/multiplayer/serial.faq [Serial FAQ] ftp://{INS_site/path_HERE}/docs/multiplayer/modem.faq [Init Strings] ftp://{INS_site/path_HERE}/docs/multiplayer/doommd.txt [Modem Help] or http://www.gamers.org/dhs/helpdocs/modemstr.html http://www.oro.net/~tfabris/multiplr/smooth.txt [Smooth Modem Play] ftp://{INS_site/path_HERE}/docs/multiplayer/ipxnet20.faq [Network FAQ] http://www.gamers.org/dhs/helpdocs/doomnet.html [Network Guide] or see "DOOM on a Local Network via IPX" in rgcd.announce. http://www.comcat.com/~ansinn/lan4gamers.html [IPX LAN Gaming FAQ] http://www.gamearth.com/ifrag/ ? [iFrag FAQ] http://www.gamers.org/docs/FAQ/editdfaq.html [iFrag through PPP] http://www.gamers.org/dhs/helpdocs/inetdoom.html [Internet DOOM FAQ] or see "DOOM on the Internet via TCP/IP" in rgcd.announce. 8C. Which documents help me with editing DOOM? ftp://{INS_site/path_HERE}/docs/editing/dmspec16.zip [WAD layout & EXE data specs] http://www.gamers.org/dEngine/doom/ [errata and additions] ftp://{INS_site/path_HERE}/docs/editing/wadrefr.zip [reference lists] ftp://{INS_site/path_HERE}/docs/editing/unofspec.htc [Heretic addendum] ftp://{INS_site/path_HERE}/docs/editing/hexspc09.zip [Hexen addendum] ftp://{INS_site/path_HERE}/docs/editing/handbk21.zip [Design Handbook] ftp://{INS_site/path_HERE}/docs/editing/hndbkad1.zip [Handb. addendum] http://www.apci.net/~ron1701/ ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/design12.faq [Level design FAQ] or see "DOOM Level Design FAQ" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/dmldgl10.zip [DeathMatch Level design] ftp://{INS_site/path_HERE}/docs/editing/metrics.zip [Design metrics] ftp://{INS_site/path_HERE}/docs/editing/lntyp101.zip [Linedef types] ftp://{INS_site/path_HERE}/docs/editing/textures.zip [Managing texturs] ftp://{INS_site/path_HERE}/docs/editing/texpatch.zip [Textures table] ftp://{INS_site/path_HERE}/docs/editing/texpat2.zip [TexturesII table] ftp://{INS_site/path_HERE}/docs/editing/texture.zip [Text. Descript'n] ftp://{INS_site/path_HERE}/docs/editing/spcial12.zip [Special Effects] http://www.cybernet.dk/users/jensh/doom/special/ http://www.warande.ruu.nl/~glahaut/edit.htm [Special Effects Editing] ftp://{INS_site/path_HERE}/docs/editing/lmp213.zip [LMP format specs] http://www.planetquake.com/demospecs/lmp/ | ftp://{INS_site/path_HERE}/docs/editing/dmguide.zip | [Getting Started Guide] ftp://{INS_site/path_HERE}/docs/editing/tutorial.txt [DEU MiniTutorial] http://www.geocities.com/Hollywood/2979/ [DEU Beginner's Guide] See also the documents that come with various editors and tutorials in: ftp://{INS_site/path_HERE}/utils/level_edit/deu/ http://www.gamers.org/dhs/helpdocs/pwadinfo.html () Section 9 - How to reach id & other id info ----------------------------() 9A. How can I contact someone at id Software? bear@idsoftware.com (Barrett Alexander) To order DOOM: 1-800-IDGAMES support@idsoftware.com (Tech Supp.) DOOM II help (GTI): 1-212-686-9432 Technical Support: Phone: 1-303-339-7111 Fax: 1-303-330-7553 Mail : id Software, c/o StarPak, P.O. Box 1230, Greeley, CO 80632 toddh@idsoftware.com (Todd Hollenshead, CEO) johnc@idsoftware.com (John Carmack, Programmer) 9B. What is QUAKE? Is there more info on it? It was id's next project after DOOM. See sources below for info. ftp://{INS_site/path_HERE}/idstuff/quake/quake106.zip [9.0M shareware] http://www.idsoftware.com/quake/ news:rec.games.computer.quake.* ftp://ftp.cdrom.com/pub/idgames2/docs/faqs/q-faq20.zip [Quake FAQ] 9C. How is "id" pronounced and what does it stand for? Jay Wilbur: `It is pronounced "id" as in "DID" without the leading "D". It is not EYE DEE. id has everything to do with Freudian theory.' The description that used to be in id's 'help' finger reads: `id: the one of the three divisions of the psyche in psychoanalytic theory that is completely unconscious and is the source of psychic energy derived from instinctual needs and drives.' 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ftp://{INS_site/path_HERE}/docs/faqs/designer.txt ()=========================================================================() The RGCD FAQ was compiled by John Van Essen and Frans P. de Vries from information publicly available on the Internet, with significant initial contributions from members of the RGCD Support Team. Copyright (c) 1994-1998 by F.P. de Vries. DOOM, Heretic, Hexen and other trademarks belong to their respective owners. Additional credits to other contributors on the 'net, you know who you are :) Please send corrections and additions to Frans P. de Vries And remember, if it ain't in here, I probably don't know about it, so ask on the appropriate rgcd.* newsgroup first and then send me the answer. DOOM on! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!diablo.theplanet.net!remarQ-uK!remarQ-easT!supernews.com!newsfeed.axxsys.net!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: gerhard@jason.nl Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: Wed, 20 Jan 1999 11:31:55 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 40 Message-ID: <784erc$voa$1@nnrp1.dejanews.com> References: <36A3BA6E.D348232C@robin.no> NNTP-Posting-Host: 195.109.252.129 X-Article-Creation-Date: Wed Jan 20 11:31:55 1999 GMT X-Http-User-Agent: Godzilla/4.0 (X10; M; MVS) X-Http-Proxy: 1.0 x5.dejanews.com:80 (Squid/1.1.22) for client 195.109.252.129 Xref: teaser.fr rec.games.computer.doom.playing:16401 rec.games.computer.doom.editing:12567 In article , ethh@enemy.org (ethhoack ethanphi exbeess) wrote: > On Mon, 18 Jan 1999 22:49:18, Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge > wrote: > > > I can't answer all those questions, they're not on drugs they use a > > mouse, therefor the very fast turning. As goes for Grmini, drugs, well, > > i dunno really. > > > > j/k Yashar ;) > > you guys are playing doom2 with THE MOUSE ???? I usually play it with mounse AND keyboard ... > i thought playing with > the mouse was for morons !! Mouse only is for morons > obviously i was completely wrong and > should start seriously thinking about buying a good mouse and mouse > mat a learn playing with the mouse. > can you give me more details ? such as which mouse buttons you use for > what or what you do with your left hand ?? (no dirty joke) I use my left hand to move the mouse (no joke) and the right hand for the keyboard .. (usually mouse to turn, a mousebutton to shoot, don't use the other 2 buttons much. It would be nice if a source port would map the middle mouse button to switch weapons l;) ... ) Gerhard, <@jason.nl> == The Acoustic Motorbiker == __O =`\<, Kids! Bringing about Armageddon can be dangerous. (=)/(=) Do not attempt it in your home. -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!nntp.news.xara.net!xara.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!bradymill.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: Wed, 20 Jan 1999 12:14:14 +0000 Message-ID: References: <36A3BA6E.D348232C@robin.no> <36a45593.0@indy.callnetuk.com> NNTP-Posting-Host: bradymill.demon.co.uk X-NNTP-Posting-Host: bradymill.demon.co.uk:212.229.42.173 X-Trace: news.demon.co.uk 916837225 nnrp-05:6543 NO-IDENT bradymill.demon.co.uk:212.229.42.173 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 40 Xref: teaser.fr rec.games.computer.doom.playing:16402 rec.games.computer.doom.editing:12568 on Tue, 19 Jan 1999, cycloid wrote: >i have mouse look permanently on(ZDOOM), and mouse inverted >LMB = fire >RMB = use >Forward E >Back D >StrafeL A >StrafeR S >*jump* I go for: Forward W Back S StrafeL A StrafeR D Use shoot LMB mlook RMB in both quake and doom. You can quickly return to normal by releasing the right mouse button. Advantages a) You can turn quickly and acurately b) You can run at a steady speed c) You can strafe our of the way of rockets (or around a Cyberdemon) as well as aiming. As soon as I'd learnt to play properly, I'd beat my brother 8-0 in a Quake deathmatch. He used to beat me about 1-0 or 2-0. He does thrash me at Red Alert, though. -- Stuart Brady Manic Miner website: http://www.wholehog.demon.co.uk/stu/ email: stuart@nospam.demon.co.uk replace nospam with wholehog From x@x Mon Jan 1 00:00:00 GMT 1999 From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 26 Jan 1999 02:45:06 -0500 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 9 Feb 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!news.maxwell.syr.edu!dca1-hub1.news.digex.net!digex!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail Xref: teaser.fr rec.games.computer.doom.help:10130 rec.games.computer.doom.misc:6270 rec.games.computer.doom.playing:16425 rec.games.computer.doom.editing:12577 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed1.swip.net!swipnet!masternews.telia.net!news-stkh.gip.net!news.gsl.net!gip.net!news.kolumbus.fi!not-for-mail From: "Sir Robin" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: Thu, 21 Jan 1999 11:46:17 +0200 Lines: 31 Message-ID: <78m9gf$a6v$6@news.kolumbus.fi> References: <36A3BA6E.D348232C@robin.no> NNTP-Posting-Host: m182m1por.dial.kolumbus.fi X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.playing:16435 rec.games.computer.doom.editing:12580 >> I can't answer all those questions, they're not on drugs they use a >> mouse, therefor the very fast turning. As goes for Grmini, drugs, well, >> i dunno really. >> >> j/k Yashar ;) > >you guys are playing doom2 with THE MOUSE ???? i thought playing with >the mouse was for morons !! Sadly, so many keyboarders think that way... >obviously i was completely wrong and >should start seriously thinking about buying a good mouse and mouse >mat a learn playing with the mouse. > >can you give me more details ? such as which mouse buttons you use for >what or what you do with your left hand ?? (no dirty joke) I use left button for fire, right button for moving forwards. On keyboard (left hand) A=strafe left, S=move backwards, D=strafe right, Space=Open/Use If you use normal DooM 2, then you should edit default.cfg and seth that mousespeed value to very high... You can't set it high enough from the game itself... // Sir Robin a.k.a Jani Saksa - Member of TeamTNT // Sir Robin's DooM Castle: // http://doomnation.com/robin/ From x@x Mon Jan 1 00:00:00 GMT 1999 From: fpv@xymph.iaf.nl (Frans P. de Vries) Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing,rec.answers,news.answers Subject: DOOM: Rec.Games.Computer.Doom FAQ (98/09/01) Supersedes: Followup-To: poster Date: 27 Jan 1999 02:45:04 -0500 Organization: RGCD Support Team Lines: 1044 Sender: jve@news.gamers.org Approved: doom@mantis.co.uk, news-answers-request@mit.edu Expires: 10 Feb 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Summary: Frequently answered questions on rec.games.computer.doom.* groups. Also contains info on where to get the "Official" FAQ for id Software's popular action-oriented computer game "DOOM". Path: teaser.fr!ac-versailles.fr!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail Xref: teaser.fr rec.games.computer.doom.announce:597 rec.games.computer.doom.help:10132 rec.games.computer.doom.misc:6272 rec.games.computer.doom.playing:16437 rec.games.computer.doom.editing:12581 rec.answers:19385 news.answers:39975 Archive-name: games/doom/RGCD-faq Rec-games-computer-doom-announce-archive-name: RGCD-faq Posting-Frequency: weekly (every Wednesday) ______ ______ ______ _______ /\ \ _ \ / __ \ / __ \ \ __ \ //\\ | | | | | | |_| | | |_| | | \ | /Last\ | |_| | | | ____ | | | | | | Maintained By: /Update\ | / \ \\ / \ \___, | \ | | \Sep 01/ | |\ \ \ / \ / | \ | | Frans P. de Vries \1998/ | | \_\ __ \__/ _ \__/ _ `\ \/ | \\// | | |_ /_\ / \ \ / \/ |/ | | | \_X \_/ ()=========================================================================() || This is the "Official" RGCD FAQ. It provides pointers / answers to the || || most Frequently Asked & easily answered Questions that often get posted || || to rec.games.computer.doom.{help,misc,playing,editing} about DOOM and || || related 3D action games (like Heretic/Hexen/Strife) that use DOOM-based || || technology licensed from id Software, in all versions, sequels & ports. || || Changes from the previous 980602 edition are indicated by a leading '|' || || Current editn: ftp://ftp.gamers.org/pub/archives/doom/periodic/RGCD_FAQ || || HTML ed: http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html || ()=========================================================================() ==** IMPORTANT NOTE **== Below is the list of DOOM FTP archives. All URLs (Uniform Resource Locators) of files on these sites have been generalized in this document. The template is shown as "{INS_site/path_HERE}" and MUST be replaced by a real site and path from this list when FTP'ing. For example, here is a template with three different FTP site replacements that all refer to copies of the same file: ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip ftp://ftp.cdrom.com/pub/idgames/docs/faqs/dmfaq66.zip ftp://sunsite.doc.ic.ac.uk/packages/idgames/docs/faqs/dmfaq66.zip ftp://mirror.aarnet.edu.au/pub/idgames/docs/faqs/dmfaq66.zip PLEASE download files from a MIRROR site near you to ease the load on the primary site ftp.cdrom.com . Please upload files to ftp.cdrom.com ONLY, as uploads to other sites may well disappear due to the mirroring process. ftp://{INS_site/path_HERE}/ [==Generic Mirror Template==] ftp://ftp.cdrom.com/pub/idgames/ (Primary!) [ 209.155.82.18 California ] ftp://ftp.infomagic.com/pub/mirrors/Doom/ [ 165.113.211.32 Arizona ] ftp://ftp.ais.net/pub/idgames/ [ 199.0.154.8 Illinois ] ftp://mirrors.aol.com/pub/pc_games/doom/ [ 152.163.200.5 Virginia ] ftp://ftp.epix.net/pub/idgames/ [ 199.224.117.17 Pennsylvan.] ftp://ftp.gamers.org/pub/games/idgames/ [ 128.205.37.150 New York ] ftp://sunsite.doc.ic.ac.uk/packages/idgames/ [ 193.63.255.4 England ] ftp://ftp.jussieu.fr/pub/idgames/ [ 195.83.118.1 France ] ftp://ftp.fu-berlin.de/pc/msdos/games/doom/ [ 160.45.2.5 Germany ] ftp://ftp.task.gda.pl/pub/games/idgames/ [ 153.19.253.204 Poland ] ftp://ftp.sunet.se/pub/pc/games/idgames/ [ 130.238.253.4 Sweden ] ftp://ftp.sci.fi/pub/idgames/ [ 195.74.0.19 Finland ] ftp://ftp.telepac.pt/pub/idgames/ [ 194.65.212.243 Portugal ] ftp://ftp.webcom.it/mirrors/idgames/ [ 195.103.0.207 Italy ] | ftp://ftp.ntua.gr/pub/vendors/idgames/ [147.102.222.210 Greece ] ftp://ftp.is.co.za/games/id/ [ 196.4.160.12 S. Africa ] ftp://ftp.powerup.com.au/pub/idgames/ [ 203.32.11.101 Australia ] ftp://ftp.livewire.com.au/pub/idgames1/ [ 203.16.26.21 Australia ] ftp://mirror.aarnet.edu.au/pub/idgames/ [ 203.22.86.229 Australia ] ()=========================================================================() Section 0 - Introduction 0A. What is DOOM? 0B. What are the rec.games.computer.doom.* newsgroups? 0C. What if my site doesn't carry these newsgroups? 0D. Are binaries allowed in the r.g.c.d.* newsgroups? 0E. What is the DOOM Help Service? Section 1 - Hot Topics 1A. Where is the source code of DOOM? 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? 1C. Is there an OpenGL/3Dfx version of DOOM? 1D. Where can I find historic versions of DOOM? Section 2 - Versions & Patches 2A. What is the latest version of the DOOM engine? 2B. Where can I get DOOM for the PC? 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? 2D. Where can I get patches for DOOM II? 2E. Why can't I patch my version of DOOM II? 2F. Where can I get the shareware version of (Mac)DOOM II? 2G. What is Ultimate DOOM? 2H. How come some PWADs don't work in Ultimate DOOM? 2I. What is Final DOOM? 2J. Is there going to be a DOOM III? 2K. Where can I get Heretic and its FAQ? 2L. What is "Ultimate" Heretic? 2M. Where can I get Hexen and its FAQ? 2N. What is the Hexen add-on? 2O. Where can I get Strife and its FAQ? 2P. What is HACX? 2Q. Why can't I load my saved games after upgrading? Section 3 - Cheats & Secrets 3A. What are the DOOM / DOOM II cheat codes? 3B. What are the Heretic cheat codes? 3C. Are there any deathmatch cheat codes? 3D. What are the Hexen (demo) cheat codes? 3E. What are the Strife (demo) cheat codes? 3F. What are the HACX cheat codes? 3G. What goes on at DOOM II Level 30 and how do I finish it? 3H. What are those two secret levels (31 and 32) in DOOM II? 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? 3K. How does the BFG9000 really work? Section 4 - PWADs: Playing & Editing 4A. Can I play user-created PWADs with shareware DOOM or Heretic? 4B. How can I play user-created PWADs? 4C. How can I record, play and time demos? 4D. What can I do about demos from a different version in a PWAD? 4E. Why does DOOM crash when saving the game? 4F. Where are the more spectacular PWADs I keep reading about? 4G. Where is that separate deathmatch PWAD by id? | 4H. Where are the more spectacular demo movies I keep reading about? 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? 4J. What is the best editor? 4K. Which level editors are available? 4L. Where are some other common editing utilities? 4M. What editors can be used on DOOM graphics? 4N. How can I print maps of levels? 4O. What are some DOOM-multiplaying utilities? Section 5 - Bits & Pieces 5A. Does DOOM benefit from a FPU for floating point calculations? 5B. Is there a multiplayer demo in DOOM? 5C. What happened to the left/mid/right views? 5D. What does the message about SWIFT support mean? 5E. Why doesn't that Pain Elemental spit out Lost Souls? 5F. How come that monster in DOOM II is invulnerable? 5G. Is there a virus in DOOM II? 5H. What does SPISPOPD mean, anyway? 5I. What is a voodoo doll? 5J. Where is that computer deathmatch patch? Section 6 - Lists 6A. Are there lists of DOOMers who play over modems or via the Internet? 6B. What iFrag trackers are out there? 6C. Are there lists of good PWADs? Section 7 - FTP/WWW info 7A. Where are some other FTP sites for DOOM-related files? 7B. Where are some DOOM-related home pages for WWW? 7C. How can I FTP and WWW by email? 7D. Which DOOM mailing lists are there? 7E. How do I release new stuff to the DOOM FTP sites? Section 8 - Essential Reading 8A. Where can I get DOOM-related FAQs? 8B. Where can I get DOOM-multiplaying FAQs? 8C. Which documents help me with editing DOOM? Section 9 - How to reach id & other id info 9A. How can I contact someone at id Software? 9B. What is QUAKE? Is there more info on it? 9C. How is "id" pronounced and what does it stand for? 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ()=========================================================================() ==** WARNING: SPOILERS AHEAD **== () Section 0 - Introduction -----------------------------------------------() 0A. What is DOOM? DOOM is a 3D first person perspective action computer game created and published by id Software. Important features are: highly immersive gameplay, texture mapped environment, modem/network play. It can also be extensively modified, which has resulted in a huge number of add-on utilities and new levels. See also: http://www.gamers.org/dhs/whatisdm/whatisdm.html 0B. What are the rec.games.computer.doom.* newsgroups? These 5 newsgroups are dedicated to the discussion of DOOM in any and all versions, sequels (DOOM II), ports and addons, as well as 3D action games (like Heretic) published by other companies that use DOOM-like concepts and techniques licensed from id Software. Please read the posts entitled "() POSTING GUIDELINES" in r.g.c.d.announce for details. 0C. What if my site doesn't carry these newsgroups? Ask your news administrator to please add them. While you're waiting, read the "Accessing the Internet by E-Mail FAQ" in {alt,news}.answers for info on how to read/post news articles via email/gophermail. 0D. Are binaries allowed in the r.g.c.d.* newsgroups? No. Please don't post binaries to discussion newsgroups. Again, read the "() POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom" post in r.g.c.d.announce for details. 0E. What is the DOOM Help Service? The DHS makes its home in rec.games.computer.doom.help and aims to help (new) players by providing help files and answers to their questions. ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip http://doomgate.gamers.org/dhs/ mailto:mapleson@gamers.org (Ian Mapleson) () Section 1 - Hot Topics -------------------------------------------------() 1A. Where is the source code of DOOM? ftp://{INS_site/path_HERE}/idstuff/source/doomsrc.zip Note: this is for Linux & X Windows, and has no sound/music support. 1B. Where are DOOM source ports for DOS, Linux, Win95, WinNT, OS/2, DecAlpha, AmigaOS, BeOS? http://www.teamtnt.com/boompubl/ixboom.htm [BOOM homepage] | ftp://{INS_site/path_HERE}/source/lxdoom01.zip [Linux-BOOM] | ftp://{INS_site/path_HERE}/source/prboom103_b.zip [Win32-BOOM] http://www.frag.com/dosdoom/ [DosDOOM homepage] http://www.frag.com/dosdoom/dosdoom061-linux-x86.zip [Linux-DosDOOM] http://www.captured.com/ctfdoom/ [CTFDOOM homepage] http://www.frag.com/doomlegacy/ [DOOM Legacy homepage] http://zdoom.notgod.com/ [ZDOOM homepage] http://user.tninet.se/~nfa771o/doomplus/ [DOOM+ homepage] http://www.frag.com/doom/ [WinDoom/glDoom homepage] http://www.s2.org/ntdoom/ [NTDOOM homepage] ftp://set.gmd.de/pub/misc/XFree86OS2/ports/xos2doom.zip [XFree86/OS2] http://home.t-online.de/home/pbhd_/alphadoom.html [AlphaDOOM homepage] http://amiga.tc3net.com/doom/ [AmigaOS ports] http://www.wcdesign.com/products/doom.html [BeOS port] http://www.doomworld.com/ports/ [overview of all ports] ftp://{INS_site/path_HERE}/source/ [various ports of the source] For discussing ports and changes of the source, please use the r.g.c.d.editing newsgroup and the doom-editing mailing list [see 7D]. For news of ports and developments, follow a DOOM news site [see 7B]. 1C. Is there an OpenGL/3Dfx version of DOOM? One project to develop this is known to be in progress. See: http://www.frag.com/doom/ 1D. Where can I find historic versions of DOOM? ftp://{INS_site/path_HERE}/historic/ contains all shareware versions released by id, as well as all known alpha and beta versions. See http://www.classicgaming.com/doom/versions/ for more information. () Section 2 - Versions & Patches -----------------------------------------() 2A. What is the latest version of the DOOM engine? DOOM & Ultimate DOOM v1.9 and DOOM II v1.9 are the final versions; the latter is compatible with MacDOOM II v1.0 for PC<->Mac multi-playing. Compared to the previous v1.666's, sound and map bugs have been fixed. The map bugs in DOOM II v1.666 make multiplaying impossible on levels 28 and 29. Upgrading is recommended for various compatibility aspects. ftp://{INS_site/path_HERE}/docs/faqs/wadchngs.txt [lists of changes] 2B. Where can I get DOOM for the PC? ftp://{INS_site/path_HERE}/idstuff/doom/doom19s.zip [2.45M shareware] Shareware Patches: ftp://{INS_site/path_HERE}/idstuff/doom/dms18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm19spat.zip [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/dm1666sp.zip [ 1.2 ->1.666] Registered Patches: ftp://{INS_site/path_HERE}/idstuff/doom/18_19drp.exe [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/16_19drp.exe [1.666-> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/12_19drp.exe [ 1.2 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom/11_19drp.exe [ 1.1 -> 1.9 ] For details on FTPing & patching, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/ftpdoom.html http://www.gamers.org/dhs/helpdocs/patchinf.html 2C. Where are official DOOM ports for NeXT, SGI, QNX, Linux, Solaris, Mac, Win95, OS/2, BeOS? ftp://{INS_site/path_HERE}/idstuff/doom/nextstep/NeXTdoom1_2.tar.gz http://www.omnigroup.com/Software/DoomII/ ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgixdoom1.8.tar.gz ftp://quics.qnx.com/usr/free/qnx4/os/games/qnxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxxdoom.tar.gz ftp://sunsite.unc.edu/pub/Linux/games/doom/linuxsdoom.tar.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/sndserver.gz + ftp://sunsite.unc.edu/pub/Linux/games/doom/doom1v18.wad.gz or ftp://sunsite.unc.edu/pub/Linux/games/doom/linux-doom-1.8.tar.gz + ftp://{INS_site/path_HERE}/utils/unix/musserver.tgz ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundgadoom-1.8.tgz + ftp://{INS_site/path_HERE}/idstuff/doom/sun/sundoommouse.tar.Z alternatively: ftp://ftp.activesw.com/pub/doom/DoomArena-2.0.tar.gz ftp://{INS_site/path_HERE}/idstuff/doom/mac/MacDoomDemo.hqx MacDOOM II has been released and is for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/doom/win95/doom95.zip DOOM for OS/2 was in development by IBM but is apparently cancelled. DOOM for BeOS is in development by Chris Herborth and a beta is now available. See http://www.qnx.com/~chrish/Be/software/doom/ No official port is planned for Dec, HP, IBM, or other workstations. See section 1B for unofficial ports of the DOOM source code. 2D. Where can I get patches for DOOM II? ftp://{INS_site/path_HERE}/idstuff/doom2/d2_18_19.zip [ 1.8 -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/d2_19pat.zip [ 1.7a -> 1.9 ] ftp://{INS_site/path_HERE}/idstuff/doom2/doom2p.zip [1.666/1.7 -> 1.7a] ftp://{INS_site/path_HERE}/idstuff/doom2/16_19d2g.zip [German 1.666 -> 1.9] ftp://{INS_site/path_HERE}/idstuff/doom2/DOOM2~.BIN [MacDOOM II 1.0 -> 1.0.2] For hints on patching DOOM II, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/dmiiptch.html 2E. Why can't I patch my version of DOOM II? If you have v1.666 dated 94/08/25, there is no patch. That version was declared "pirated" by id; if you bought it legitimately, you should be able to return it for an upgrade, or obtain a patch from GTI [see 9A]. 2F. Where can I get the shareware version of (Mac)DOOM II? It is NOT shareware. It's for sale in retail stores, only. 2G. What is Ultimate DOOM? The original DOOM registered, extended with a new episode entitled "Thy Flesh Consumed", for sale in retail stores only. It has no new weapons or difficulty levels. See http://www.idsoftware.com/killer/doomult.html A patch to upgrade from registered DOOM v1.9 is available: ftp://{INS_site/path_HERE}/idstuff/doom/19_udpat.exe [registered 1.9 -> Ultimate 1.9u] ftp://sunsite.unc.edu/pub/Linux/games/doom/udoom-1.1.tar.gz [LinuxDOOM patch] 2H. How come some PWADs don't work in Ultimate DOOM? PWADs like Trinity and A41_Coop that define new textures don't work in UDOOM because of a changed texture list (TEXTUREx). To play these, use `deutex -join doom.wad .wad' to join the PWAD with the main wad, and `deutex -restore' to undo this. [See 4L for DeuTex] Alternatively, extract TEXTURE1, TEXTURE2 and PNAMES into a temporary PWAD and 'join' this with the main PWAD (avoids modifying the IWAD). 2I. What is Final DOOM? Two variants of DOOM II by third-party authors, for sale in retail stores now. Each has 32 levels and new graphics, but no new weapons or monsters. See http://www.idsoftware.com/killer/findoom.html and http://www.gtgames.com/games/finaldoom/minisite/ 2J. Is there going to be a DOOM III? No. Id worked on QUAKE since 1996 [see 9B]. A unique version of DOOM has been released for the Nintendo Ultra 64, but this is not DOOM III. Additionally, there is now "The Ultimate DOOM" [see 2G]. id released a set of 21 DOOM II maps developed exclusively by PWAD authors, labeled "The Master Levels" [see http://www.idsoftware.com/killer/doommac.html and its FAQ, http://hjem.get2net.dk/henriklarsen/master.htm] Lastly, there is now "Final DOOM" [see 2I]. 2K. Where can I get Heretic and its FAQ? ftp://{INS_site/path_HERE}/idstuff/heretic/htic_v12.zip [2.87M sharew.] Shareware Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12shp.exe [1.0 -> 1.2] Registered Patch: ftp://{INS_site/path_HERE}/idstuff/heretic/10_12rhp.exe [1.0 -> 1.2] FAQs: ftp://{INS_site/path_HERE}/docs/faqs/hticfaq1.zip http://www.gamers.org/dhs/helpdocs/hticfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hfaq15a.zip There is no Mac (or other OS) version of Heretic. 2L. What is "Ultimate" Heretic? Heretic: Shadow of the Serpent Riders is the original registered game, extended with two new episodes, for sale in retail stores only. It has no new weapons or difficulty levels. See: http://www.idsoftware.com/killer/heretic.html A patch to upgrade from registered Heretic v1.2 is available: ftp://{INS_site/path_HERE}/idstuff/heretic/htic13rp.exe [registered 1.2 -> "Ultimate" 1.3] 2M. Where can I get Hexen and its FAQ? Hexen is the sequel to Heretic (Raven), for sale in retail stores only. ftp://{INS_site/path_HERE}/idstuff/hexen/hexndemo.zip [5.6M demo] ftp://{INS_site/path_HERE}/idstuff/hexen/mac/MacHexenDemo.hqx Full version patch: ftp://{INS_site/path_HERE}/idstuff/hexen/hexn11rp.exe [1.0 -> 1.1] FAQ: | http://www.connectcorp.net/~arne/ See http://www.gtgames.com/games/hexen/minisite/ for story details. Hexen'95 has been released and is for sale in retail stores only. MacHexen has been released and is for sale in retail stores only. 2N. What is the Hexen add-on? Hexen: Death Kings of the Dark Citadel is a data-disk with 3 new hubs (20 levels), 6 deathmatch levels and a few new enemies, for sale in retail stores only. See http://www.idsoftware.com/killer/hexen.html There is a patch available to fix an audio problem: ftp://{INS_site/path_HERE}/idstuff/hexen/dkpatch.zip 2O. Where can I get Strife and its FAQ? Strife is a DOOM-like RPG game in a futuristic setting by Rogue, for sale in retail stores only. ftp://{INS_site/path_HERE}/roguestuff/strife11.zip [4.8M demo] Full version patches: ftp://{INS_site/path_HERE}/roguestuff/v13_v131.exe [1.3 -> 1.31] ftp://{INS_site/path_HERE}/roguestuff/12cd_v13.exe [1.2 CD -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_v13.exe [1.2 -> 1.3] ftp://{INS_site/path_HERE}/roguestuff/v12_dos.exe [1.0 -> 1.2] FAQ: ftp://ftp.stomped.com/pub/rogue/strife_faq.txt 2P. What is HACX? HACX is an official add-on for DOOM II v1.9 by Banjo, for sale in retail stores. See also http://www.banjosoft.com/sellhacx.htm ftp://{INS_site/path_HERE}/themes/hacx/hacxsw10.zip [5.2M shareware] 2Q. Why can't I load my saved games after upgrading? They are version dependent. The upgrade may have changed levels such that a saved game becomes inconsistent and unable to load. To bypass the check, use a binary editor near the beginning of the file to change eg. for v1.7->v1.9, the string "version 107" into "version 109". YMMV. () Section 3 - Cheats & Secrets -------------------------------------------() 3A. What are the DOOM / DOOM II cheat codes? iddqd - Toggle God mode, 100% health; can't be injured, except in teleport frags, DOOM II level 30 monster spawns, and the dark room in E1M8 which ends the level (& episode) idkfa - All Keys, Firearms, Ammo, 200% armor idfa - All Firearms, Ammo, 200% armor [v1.666+] idchoppers - Chainsaw idbehold$ - Toggle power-up: on -> off -> on ($ = S, V, I, R, A or L) S=Berserk Strength, V=Invulnerability, I=Invisibility, R=Radiation Suit, A=Computer Automap, L=Light Amplifiers idspispopd - Toggle no clipping (walk through walls) [DOOM] idclip - Toggle no clipping (walk through walls) [DOOM II] idclev## - Warp to episode # mission # [DOOM] or level ## [DOOM II] (deactivates '-nomonsters' command-line option) idmypos - Display co-ordinates/angle in hexadecimal notation iddt - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) idmus## - Switch music to that from level ## [01-35 only] [DOOM II] (Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Nightmare skill, only `idclev' & `iddt' are enabled; All cheats disabled in multi-player games) For more details, see "DOOM Cheat Codes" in rgcd.announce or: http://www.gamers.org/dhs/chtssplr/doomchts.html or alternatively: http://members.aol.com/ledmeister/doomcode.htm , which also includes cheat codes for DOOM'95 and all console versions. 3B. What are the Heretic cheat codes? quicken - Toggle God mode; can't be injured, except in teleport frags cockadoodledoo - Chicken mode; turns player into chicken w/ 30% health massacre - Kill all monsters on level ponce - 100% health rambo - All Weapons, full Ammo (incl. Bag of Holding), 200% armor skel - All Keys shazam - Power mode; doubles power of weapons (== Tome of Power) gimme$# - Get artifact; $ = [a-j], # = [1-9] = artifact count; a=Ring of Invincibility, b=Shadowsphere, c=Quartz Flask, d=Mystic Urn, e=Tome of Power, f=Torch, g=Time Bomb of the Ancients, h=Morph Ovum, i=Wings of Wrath, j=Chaos Device; shareware version: d,j = bad input; registered version: z0 = 5 of each artifact; maximum number of artifacts = 16 kitty - Toggle no clipping (walk through walls) engage## - Warp to episode # mission # (does not deactivate '-nomonsters' command-line option) ticker - Display fps dots (fps = 70 / ) noise - Display sound debug info ravmap - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) iddqd - "trying to cheat, eh? now you die!" idkfa - "cheater - you don't deserve weapons" (Notes: To use the cheats, type 'em in while the game is in progress; There is no cheat for the Map Scroll; In Black Plague skill, only `ravmap' is enabled; All cheats disabled in multi-player games) 3C. Are there any deathmatch cheat codes? One special cheat code to display your opponent(s) in deathmatch was discovered. To activate, in Map Mode keep Alt down and type `iddt' four times. This works in DOOM / DOOM II but not in Heretic with `ravmap'. It was removed with the v1.9 patches to DOOM & DOOM II. 3D. What are the Hexen (demo) cheat codes? demo version|full version bgokey satan - God mode; can't be injured, except in teleport frags, when falling from extreme heights, and by the large spikes shooting out of the ground ebiessman deliverance - Pig mode; turns player into pig w/ 30% health cstika butcher - Carnage; kill all monsters on level sgurno clubmed - 100% health crhinehart nra - All Weapons, full Mana, full Armor mraymondjudy locksmith - All Keys braffel indiana - Full Inventory; max. 25 of each artifact tmoore sherlock - All Puzzle items rjohnson casper - Toggle no clipping (walk through walls) bpelletier## visit## - Warp to level ## [demo: 01-04; full: 01-31,41] (does not deactivate '-nomonsters' command line option) init init - Reload level from disk plipo[0-2] shadowcaster[0-2] - Change player class: 0 = Fighter, 1 = Cleric, 2 = Mage mwagabaza## puke## - Run script ## [01-99] jsumwalt where - Display map ## & x/y/z co-ordinates in decimal notation rrettenmund ticker - Display fps dots (fps = 70 / ) kschilder noise - Display sound debug info pmacarther mrjones - Display version info reveal mapsco - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) quicken martek - 1st time: "trying to cheat? that's one..."; 2nd time: "that's two..."; 3rd time: "that's three! time to die." rambo conan - "cheater - you don't deserve weapons" wewin - disabled (wins the game; only in first demo version) ~## - Play track ## of a CD (Notes: To use the cheats, type 'em in while the game is in progress; All cheats are disabled in Titan/Pope/Archimage skill and in multi-player games) 3E. What are the Strife (demo) cheat codes? demo v.|full version ibgod omnipotent - Toggle God mode; can't be injured, except in teleport frags stuff - God mode; "guns", "open"; 100% health; repeatable: +10% health, max. 200%; +1 Teleporter Beacon, max. 3 killem stonecold - Kill all enemies on level guns boomstix - All Weapons, full Ammo, 200% armor open jimmy - All Keys (repeatable); 3 modes: none -> regular keys -> special keys (-> none) money donnytrump - All cash and artifacts (repeatable); max. 100 artifacts stic gripper - Toggle stealth boots (demo side effect: "tic") listit$ pumpup$ - Toggle/get power-up ($ = B, I, M, H, P, S, T); B=Berserk strength (->end of hub?), I=Invisibility (toggle), M=Mask (toggle), H=Health (repeatable; max. 50/50/20), P=Backpack, S=up Stats (repeatable; max. 100/100), T=Targeter spirit elvis - Toggle no clipping (walk through walls) goto## rift## - Warp to level ## [demo: 32-34; full: 01-34] moveme# scoot# - Teleport to map spot ilive - Toggle auto use health (== F5) aibrain - Toggle AI lego - Get a piece of Sigil (repeatable; max. 5 pieces) tic dots - Display fps dots (fps = 70 / ) idmypos gps - Display co-ordinates/angle in hexadecimal notation iddt topo - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all enemies (-> normal) idmus## spin## - Switch music to track ## [demo: 01-10; full: 00-35] (Notes: To use the cheats, type 'em in while the game is in progress; Even in Bloodbath skill, all cheats are enabled) 3F. What are the HACX cheat codes? wuss - Toggle God mode, 100% health; can't be injured, except in teleport frags blast - All Keys, Firearms, Ammo, 200% armor ammo - All Firearms, Ammo, 200% armor zap - Chainsaw seeit - Show power-up menu superman - Toggle Invulnerability whacko - Toggle Berserk Strength ghost - Toggle Invisibility boots - Toggle Vulcan Boots where - Toggle Computer Automap bright - Toggle Light Amplifiers walk - Toggle no clipping (walk through walls) warpme## - Warp to level ## [01-05 sh.w., 01-21 full] (deactivates '-nomonsters' command line option) wheream - Display co-ordinates/angle in hexadecimal notation show - Toggle map detail (can use in Map Mode only; repeatable) 3 modes: normal -> all walls -> all monsters (-> normal) tunes## - Switch music to that from level ## [01-05 sh.w. 01-21 full] Notes: To use the cheats, type 'em in while the game is in progress; There's no Backpack cheat; In Insanity skill, only `warpme' & `show' are enabled; All cheats disabled in multi-player games. 3G. What goes on at DOOM II Level 30 and how do I finish it? The backwards-sounding voice says, when played in reverse: "To win the game, you must kill me, John Romero." This is the only backward sound-clip. A reversed .WAV file is at: ftp://{INS_site/path_HERE}/misc/dm2sm30.zip Originals are at: http://www.bpmusic.com/frame_little.html (Fact #4) The head on the pole behind the Demon is DOOM programmer John Romero's. The only way to enter that area is to use the `no clipping' cheat. To end the level without cheating, read the recipe & watch the demos: ftp://{INS_site/path_HERE}/docs/faqs/d2l30rcp.txt ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/lv30-*.zip 3H. What are those two secret levels (31 and 32) in DOOM II? They are levels from Wolfenstein-3D, predecessor of DOOM. They are accessed from level 15 through the secret exit in the south-west. See 3I for a description. They are not present in the German version. There are 4 Commander Keen's `hanging around' in level 32. Shoot them to reveal the switch to end the level. Commander Keen and Wolf3D are earlier game series created by id and distributed through Apogee. 3I. Are there lists of the secrets in DOOM, DOOM II, Final DOOM, Heretic, Hexen? ftp://{INS_site/path_HERE}/docs/faqs/d1secret.zip [DOOM I Secrets] ftp://{INS_site/path_HERE}/docs/faqs/e4secret.zip [Ultimate DOOM Ep4] http://www.gamers.org/games/udoom/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/d1keys11.faq [DOOM I Keys FAQ] ftp://{INS_site/path_HERE}/docs/faqs/d2secret.zip [DOOM II Secrets] http://www.gamers.org/games/doom2/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/dm2_keys.zip [DOOM II Keys FAQ] http://www.gamers.org/dhs/chtssplr/keyfaq.html ftp://{INS_site/path_HERE}/docs/faqs/hrsecret.zip [Heretic Secrets] http://www.gamers.org/games/heretic/secrets/ ftp://{INS_site/path_HERE}/docs/faqs/srsecret.zip [SerpentRiders Ep4&5] See rgcd.announce for monthly posts of all of the above. ftp://{INS_site/path_HERE}/docs/faqs/d2wt.zip [DOOM II Walkthrough] http://www.teamtnt.com/ctr_secr.htm [Final DOOM Secrets] | http://www.connectcorp.net/~arne/levels/hexenwt.html [Hexen Walkthrgh] | http://www.connectcorp.net/~arne/dkotdc.txt [Hexen Death Kings hub 1 Walkthrough] http://www.gadnet.com/hexen.htm [Hexen Death Kings hub 2 Walkthrough] 3J. How can I take screenshots in DOOM, DOOM II, Heretic, Hexen, Strife? Start them with `doom -devparm', `doom2 -devparm', `heretic -ravpic', `hexen -ravpic' or `strife -devparm'; press F1 to create numbered .PCX files in the games' directory. `doom[2] -devparm' and `strife -devparm' will also display fps dots (fps = 70 / ). 3K. How does the BFG9000 really work? ftp://{INS_site/path_HERE}/docs/faqs/bfgfaq21.zip [BFG9000 FAQ] http://www.gamers.org/docs/FAQ/bfgfaq/ or see "DOOM BFG9000 FAQ" posted monthly in rgcd.announce. () Section 4 - PWADs: Playing & Editing -----------------------------------() 4A. Can I play user-created PWADs with shareware DOOM or Heretic? No. id requested that PWADs work only with registered/retail versions. Most do. Anyway, `-file' was removed from shareware DOOM as of v1.666. For an explanation of (P)WADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/awadis.html 4B. How can I play user-created PWADs? doom -file [-skill <1-5>] [-warp ] doom2 -file [-skill <1-5>] [-warp ] heretic -file [-skill <1-5>] [-warp ] hexen -file [-skill <1-5>] [-warp ] [-class <0-2>] demo version: map ## = 1-4; full version: map ## = 01-31,41 Ultra-Viol. E1M1 example: doom -file rrward02.wad -skill 4 -warp 1 1 `doom[2] -skill 0' (DOS only) starts a game without any items at all. For more details on using PWADs, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/pwaduse.html 4C. How can I record, play and time demos? doom[2] -record [-file, -skill, -warp as in 4B] doom[2] -playdemo [-file as in 4B] doom[2] -timedemo [-file as in 4B] fps = 35 * / For more details on using demos, see the DHS archive in section 0E or: http://www.gamers.org/dhs/helpdocs/demomake.html 4D. What can I do about demos from a different version in a PWAD? Bypass the demo by warping to the appropriate level [see 4B]. Or start a new game as soon as the title screen is shown. Or remove the demo: ftp://{INS_site/path_HERE}/utils/wad_tools/killdemo.zip 4E. Why does DOOM crash when saving the game? A very large level with many objects can exceed the savegame buffer as you try to save it, and thus crash the game. Level authors should try to keep the size of the savegame files below about 180Kb to avoid this. 4F. Where are the more spectacular PWADs I keep reading about? ftp://{INS_site/path_HERE}/themes/aliens/doom2atc.zip [AL|ENS-TC DmII] ftp://{INS_site/path_HERE}/themes/aliens/u_alntc{12}.zip [Ultimate-ATC] ftp://{INS_site/path_HERE}/themes/aliens/alntc19{ab}.zip [AL|ENS-TC1.9] ftp://{INS_site/path_HERE}/themes/aliens/alientc{12}.zip [AL|ENS-TC] ftp://{INS_site/path_HERE}/themes/aliens/aliens22.zip [AliensDOOM] ftp://{INS_site/path_HERE}/themes/starwars/starwars.zip [Star Wars] ftp://{INS_site/path_HERE}/themes/startrek/startrek.zip [Star Trek TNG] ftp://{INS_site/path_HERE}/themes/mm/mm_allup.zip [Memento Mori] ftp://{INS_site/path_HERE}/themes/mm/mm2.zip [Memento Mori II] ftp://{INS_site/path_HERE}/themes/TeamTNT/icarus.zip [Icarus: Alien V.] ftp://{INS_site/path_HERE}/levels/doom2/m-o/obtic11.zip [Obituary TiC] ftp://{INS_site/path_HERE}/levels/doom2/m-o/osiris.zip [Osiris] ftp://{INS_site/path_HERE}/themes/TeamTNT/eternal.zip [Eternal DOOM 3] ftp://{INS_site/path_HERE}/themes/university/trinity2.zip [Tr. College] ftp://{INS_site/path_HERE}/themes/university/trinityu.zip [Ultimate p.] ftp://{INS_site/path_HERE}/themes/university/htrinity.zip [Heretic v.] ftp://{INS_site/path_HERE}/levels/doom/s-u/subway21.zip [Wash DC Subwy] ftp://{INS_site/path_HERE}/levels/doom/s-u/uac_dead.zip [Doomsday UAC] 4G. Where is that separate deathmatch PWAD by id? ftp://{INS_site/path_HERE}/idstuff/doom2/idmap01.zip [DOOM II MAP01] Heretic registered includes the same level (with monsters) as E4M1. 4H. Where are the more spectacular demo movies I keep reading about? | ftp://{INS_site/path_HERE}/lmps/COMPET-N/doom2/movie/30nm6520.zip | [DOOM II MAP01-32 on Nightmare in 65:20] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d1s/d1s-sw.zip | [DOOM 1 Schwarzenegger 3 episodes on Nightmare] | ftp://{INS_site/path_HERE}/lmps/dht-exams/dht5/titles/d2s/d2s-aak.zip | [DOOM 2 Schwarzenegger all levels on Nightmare] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/DdQ-1941.zip | [DOOM Done Quick 4 episodes on UV in 19:41] | ftp://ftp.cdrom.com/pub/idgames2/planetquake/qdq/D2dQ2116.zip | [DOOM II Done Quick on UV in 21:16, third-person perspective camera(!)] 4I. How can I convert DOOM, DOOM II, Heretic, Hexen levels to each other? ftp://{INS_site/path_HERE}/utils/wad_tools/dm2cnv32.zip [Gen. convertr] ftp://{INS_site/path_HERE}/utils/wad_tools/conv2hex.zip [D/D2/H->Hexen] ftp://{INS_site/path_HERE}/utils/wad_tools/wad1to2b.zip [DOOM->DOOM II] 4J. What is the best editor? There is no single "best" editor. Personal preferences make all the difference. If you have the time, try them all [see 4K], otherwise try just the ones more recently updated (as they tend to have more features and fewer bugs), and see which one(s) you like best. Dedicated tools [see 4L] are useful for special things. For an overview, see: ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. 4K. Which level editors are available? The leading columns indicate support for DOOM(D), DOOM II(2), Ultimate DOOM(U), Heretic(H), Hexen(X) and Strife(S). D ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu521gcc.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deu53b9.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/dck362.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deth392.zip D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep884s.zip D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmaped40.zip D2U ftp://{INS_site/path_HERE}/utils/level_edit/ed209_11.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/edmap131.zip /edmap140.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/waded/waded183.zip D2 H ftp://{INS_site/path_HERE}/utils/level_edit/ide-b725.zip D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/deu/w16deu59.zip [Windows] D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wauthor.zip [Windows] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/dmcad61.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2UHX ftp://{INS_site/path_HERE}/utils/level_edit/wadst15b.zip [Windows] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) D2U ftp://{INS_site/path_HERE}/utils/level_edit/doomed42.zip [Windows] D2 ftp://{INS_site/path_HERE}/utils/level_edit/rgdmed.zip [Windows] | D2UHXS ftp://{INS_site/path_HERE}/utils/level_edit/deep9797.zip [Win95] D2UH ftp://{INS_site/path_HERE}/utils/level_edit/deu/deuos11d.zip [OS/2] D2 H ftp://ftp.cis.ufl.edu/pub/staff/thoth/doom/pfme/pfme.b2.gz [Linux] D2U X http://www.ozemail.com.au/~pmd/hellmaker.html [Mac] D2U http://www.ai.mit.edu/people/jknight/demon.html [Mac] 4L. Where are some other common editing utilities? ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/deutex36.zip ftp://{INS_site/path_HERE}/utils/graphics_edit/deutex/wintex43.zip [Win] (+ ftp://{INS_site/path_HERE}/utils/misc/vbrun300.exe for .DLL) ftp://{INS_site/path_HERE}/utils/graphics_edit/nwt14b1.zip / nwt103.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/idbsp11b.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/bsp23x.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/warm16.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/zen098a.zip ftp://{INS_site/path_HERE}/utils/level_edit/node_builders/rmb30.zip ftp://{INS_site/path_HERE}/utils/misc/endm101.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/misc/ted12.zip [ENDOOM editor] ftp://{INS_site/path_HERE}/utils/exe_edit/dhe31.zip [DeHackEd] ftp://{INS_site/path_HERE}/utils/exe_edit/ldhe-bin.0.8a.tar.gz [Linux] ftp://{INS_site/path_HERE}/utils/exe_edit/hhe11.zip [Heretic v.] ftp://{INS_site/path_HERE}/utils/exe_edit/hex035b.zip [Hexen .exe ed.] ftp://{INS_site/path_HERE}/utils/misc/lmput230.zip [.LMP convertor] ftp://{INS_site/path_HERE}/utils/misc/lmpc280.zip [.LMP convertor] http://msn.fullfeed.com/~rmidthun/WADWorks.html [Mac wad utilities] http://www.primenet.com/~thart/macbsp.html [Mac nodes builder] http://www.ozemail.com.au/~pmd/doominator.html [Mac .exe editor] http://www.macfury.com/demacked/ [Mac .exe editor] 4M. What editors can be used on DOOM graphics? ftp://x2ftp.oulu.fi/pub/msdos/programming/grutils/neopt31c.zip ftp://ftp.simtel.net/pub/simtelnet/win3/graphics/psp311a.zip [Windows] ftp://{INS_site/path_HERE}/utils/graphics_edit/palettes.zip 4N. How can I print maps of levels? ftp://{INS_site/path_HERE}/utils/misc/dmpsmu26.zip [D2UH, PostScript] ftp://{INS_site/path_HERE}/utils/misc/dmps20.zip [D only, PostScript] ftp://{INS_site/path_HERE}/utils/misc/doomhpgl.zip [D only, HP-GL] Also, several editors [see 4K] can print maps. Try WadAuthor, DeeP, DEU 5.3b and EgoED/RGDmEd. 4O. What are some DOOM-multiplaying utilities? For simple serial/network setups, try the DM (DeathManager) utility that comes with the latest versions of all DOOM-engine games. ftp://{INS_site/path_HERE}/utils/serial/bnudm126.zip [SERSETUP replac.] ftp://{INS_site/path_HERE}/utils/serial/ser7-5.zip [SERSETUP replacemt] ftp://{INS_site/path_HERE}/utils/serial/rmsetup.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/jserve02.zip [Modem 2-4 playrs] ftp://{INS_site/path_HERE}/utils/frontends/ss20.zip [Modem 2-4 players] ftp://{INS_site/path_HERE}/utils/serial/psetup11.zip [Parallel cable] ftp://{INS_site/path_HERE}/utils/network/netdoom.zip [IPX drivers] ftp://{INS_site/path_HERE}/utils/frontends/ul205.zip [UltraLaunch] ftp://{INS_site/path_HERE}/utils/frontends/doomen18.zip [Network Menu System] ftp://{INS_site/path_HERE}/utils/serial/sirdoom.zip [SIRDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apcidm56.zip [APCiDOOM client] ftp://{INS_site/path_HERE}/utils/serial/apciht21.zip [APCiHERETIC clnt] ftp://{INS_site/path_HERE}/utils/network/ifrag221.zip [TCP/IP Internet] () Section 5 - Bits & Pieces ----------------------------------------------() 5A. Does DOOM benefit from a FPU for floating point calculations? No. All calculations in DOOM 1.1 and beyond use integers. Hence, DOOM does not suffer from the Pentium floating point bug in any way. 5B. Is there a multiplayer demo in DOOM? The second demo in DOOM shareware v1.666 is a multiplayer demo of E1M5. Press F12 to toggle between the two players' views. 5C. What happened to the left/mid/right views? It was dropped in the v1.2 upgrade when the network driver was rewritten to use addressed packets instead of broadcast packets. 5D. What does the message about SWIFT support mean? "CyberMan: Wrong mouse driver - no SWIFT support" is a normal startup message when no Logitech CyberMan(tm) controller is connected. It does not affect a regular mouse. 5E. Why doesn't that Pain Elemental spit out Lost Souls? This is sometimes observed at the beginning of a level. The cause is that no more than 20 Lost Souls are allowed on a level at any time. If a level starts out with more, Pain Elementals will be initially idle. Another phenomenon is stray Lost Souls _outside_ the playing area. When a Pain Elemental explodes the resultant Lost Souls are spawned at a distance that can have them end up across nearby perimeter walls. Btw, Lost Souls are never counted in the kills tally at a level's end. 5F. How come that monster in DOOM II is invulnerable? When a (dead) monster is squashed under a door or crushing ceiling and then resurrected by an Arch-Vile, it becomes invulnerable (and can walk through walls) and can only be killed by hitting nearby walls with rockets, or by blowing up nearby barrels. 5G. Is there a virus in DOOM II? Not in copies distributed by GTI, id's authorized DOOM II distributor. But, in F-Prot documentation from v2.14 onwards, this is mentioned: Goldbug is a complex virus, made in USA. It managed to slip into international circulation in summer 1994. Goldbug was, apparently on purpose, attached to a beta version of the game DOOM. This archive was circulated in BBSs worldwide. Another virus associated with DOOM II is Tai-Pan.666, but it does not activate, is not intentionally destructive and isn't related to DOOM II per se, pirated or not. F-Prot v2.16+ detects it and can disinfect it. 5H. What does SPISPOPD mean, anyway? Smashing Pumpkins Into Small Piles Of Putrid Debris. Originally posed as a pun on DOOM in Fall 1993, it was turned into a real game and made it into DOOM as a cheat code. See also: http://www.classicgaming.com/doom/history/cheat.shtml The actual game and its FAQ can be found at: ftp://ftp.gamers.org/pub/games/uwp-uml/misc/spispopd.zip ftp://ftp.gamesdomain.co.uk/pub/faqs/SPISPOPD.faq 5I. What is a voodoo doll? Adding additional Player 1 starts to a level results in immobile Player figures, or voodoo dolls. When you shoot them, you will hurt and kill yourself. When you first (get) hurt yourself, and then kill the doll, you'll become "undead", still able to move around without weapons, 'til a monster actually kills you. 5J. Where is that computer deathmatch patch? ftp://{INS_site/path_HERE}/utils/exe_edit/patches/gtt.zip () Section 6 - Lists ------------------------------------------------------() 6A. Are there lists of DOOMers who play over modems or via the Internet? http://www.xmission.com/~morrison/IMPL/home.html [Internet Modem or mailto:morrison@xmission.com Players List] http://www.planetquake.com/TheCoven/death/ [DeathMatch Database] http://www.universal.nl/USERS/Anneveldt/ [Dutch/European Modemfunsters] http://online.prevezanos.com/multiplayer/ [German Modem Players] http://www.worldnet.net/~belmon/deathm.html [French Modem Players] http://www.teleport.com/~caustic/ [Multiplayer Combat Simulations] http://homepages.together.net/~darken/bbslist.htm [Game Connect. BBSes] See also rgcd.announce for occasional posts of some of these lists. 6B. What iFrag trackers are out there? l19.frontofficetech.com (198.68.238.19,6666) [v2.2] [North America] l27.d20.quake.net (204.188.20.27,6666) [v2.2] [North America] richard.iim.nctu.edu.tw (140.113.31.7,6666) [v2.1] [Taiwan] ren.netconnect.com.au (203.7.198.1,6666) [v2.2] [Australia] Some of these trackers may no longer be active. 6C. Are there lists of good PWADs? http://www.gamers.org/~williams/ [All-Time Best Levels List] ftp://{INS_site/path_HERE}/levels/reviews/dmranked.txt [DeathMatch WAD Ranking] ftp://{INS_site/path_HERE}/levels/reviews/ticrev0{123}.zip [TiC's WAD Reviews] ftp://{INS_site/path_HERE}/levels/reviews/abwadl31.zip [Another 'The best' pwads list] http://www.toolworks.com/doom/ ["Recreational" DOOM reviews] http://home.worldnet.fr/~bdevaux/Doomoscope/ [Wadoscope & indexes] http://www.geocities.com/~gestalt666/top32.html [Best WAD authors] () Section 7 - FTP/WWW info -----------------------------------------------() 7A. Where are some other FTP sites for DOOM-related files? ftp://ftp.mantis.co.uk/pub/doom/ [rgcd.announce Archive] ftp://ftp.idsoftware.com/idstuff/ [id Software official distr. site] | ftp://ftp.sch.bme.hu/pub/compet-n/ [COMPET-N demo archive] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7B. Where are some DOOM-related home pages for WWW? http://doomgate.gamers.org/ [DoomGate: Portal to DoomWeb] http://doomgate.gamers.org/dhs/ [DOOM Help Service] http://www.idsoftware.com/ [id Software homepage] http://www.ravensoft.com/ [Raven Software homepage] http://rogue.stomped.com/ [Rogue Entertainment homepage] http://www.cam-orl.co.uk/~fms/dht/ [DOOM Honorific Titles] http://www.classicgaming.com/doom/ [Classic DOOM] http://www.doomworld.com/ [DoomWorld] See "DOOM: FTP and WWW Sites" in rgcd.announce for a full list, or: http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html 7C. How can I FTP and WWW by email? Send a message with `HELP' in the body (w/o the quotes) to an ftpmail server near you: ftpmail@gamers.org (USA), ftpmail@garbo.uwasa.fi (Finland), ftpmail@ftp.sunet.se (Sweden), for FTP-by-email information. See "DOOM-related Downloads via E-mail" in rgcd.announce, and the FAQ below, for additional ftpmail servers and tutorials on using them. Send a mesage with `HELP' in the body to agora@lanic.utexas.edu for WWW-by-email information. See the FAQ below for more webmail servers. The "Accessing the Internet by E-Mail FAQ" shows how to access FTP and WWW sites (and much more) by email only: news:news.answers,news.newusers.questions,alt.internet.services mailto:mail-server@rtfm.mit.edu Enter only this line in the BODY: send usenet/news.answers/internet-services/access-via-email | See http://www.netservs.com/mrcool/stats.htm for server statistics, or: | mailto:mailserv@netservs.com Enter only this line in the BODY: | send file stats.txt 7D. Which DOOM mailing lists are there? Send a message with `HELP' & `LISTS' in the body (without the quotes and on separate lines) to majordomo@gamers.org for info on the DOOM editing mailing list. Send `INFO ' for specific details. See http://www.gamers.org/forums/hypermail/doom-editing/ for the archive. 7E. How do I release new stuff to the DOOM FTP sites? Describe it in a text file; whenever applicable, it's preferred to use: ftp://{INS_site/path_HERE}/docs/editing/wadtempt.zip [PWAD Template] ftp://{INS_site/path_HERE}/lmps/forms/lmp_template.txt [LMP Template] ftp://{INS_site/path_HERE}/utils/exe_edit/patches/pat_auth.txt [DHE] Pack your new level/utility/etc. together with its description using PkZip or InfoZip. FTP to ftp.cdrom.com:/pub/idgames/incoming, read the message and set binary mode. Upload _both_ the text file and zip file. See the DHS tutorial on FTP downloading and uploading for details: http://www.gamers.org/dhs/helpdocs/ftpintro.html () Section 8 - Essential Reading ------------------------------------------() 8A. Where can I get DOOM-related FAQs? ftp://{INS_site/path_HERE}/docs/misc/doomhelp.zip [DOOM Help Service] http://doomgate.gamers.org/dhs/ ftp://{INS_site/path_HERE}/docs/faqs/dmfaq66.zip [Official DOOM FAQ] http://www.gamers.org/docs/FAQ/doomfaq/ http://www.cmpharm.ucsf.edu/~troyer/sgidoomfaq.html [SGI DOOM FAQ] or ftp://{INS_site/path_HERE}/idstuff/doom/sgi/sgidoomfaq.txt | ftp://quics.qnx.com/usr/free/Tech_Support_FAQ/other/qnxdoom.faq.txt [QNX DOOM FAQ] http://jcomm.uoregon.edu/~stevev/Linux-DOOM-FAQ.html [Linux DOOM FAQ] http://www.gamers.org/~rkinion/macdoom/faq.html [Mac DOOM FAQ] http://www.vidgames.com/ps/hints/doomfaq.html [Sony PSX DOOM FAQ] ftp://{INS_site/path_HERE}/docs/faqs/snesdm13.zip [SNES DOOM FAQ] http://www.icemaster.org/doom64/dm64faq.txt [N64 DOOM FAQ] 8B. Where can I get DOOM-multiplaying FAQs? ftp://{INS_site/path_HERE}/docs/multiplayer/serial.faq [Serial FAQ] ftp://{INS_site/path_HERE}/docs/multiplayer/modem.faq [Init Strings] ftp://{INS_site/path_HERE}/docs/multiplayer/doommd.txt [Modem Help] or http://www.gamers.org/dhs/helpdocs/modemstr.html http://www.oro.net/~tfabris/multiplr/smooth.txt [Smooth Modem Play] ftp://{INS_site/path_HERE}/docs/multiplayer/ipxnet20.faq [Network FAQ] http://www.gamers.org/dhs/helpdocs/doomnet.html [Network Guide] or see "DOOM on a Local Network via IPX" in rgcd.announce. http://www.comcat.com/~ansinn/lan4gamers.html [IPX LAN Gaming FAQ] http://www.gamearth.com/ifrag/ ? [iFrag FAQ] http://www.gamers.org/docs/FAQ/editdfaq.html [iFrag through PPP] http://www.gamers.org/dhs/helpdocs/inetdoom.html [Internet DOOM FAQ] or see "DOOM on the Internet via TCP/IP" in rgcd.announce. 8C. Which documents help me with editing DOOM? ftp://{INS_site/path_HERE}/docs/editing/dmspec16.zip [WAD layout & EXE data specs] http://www.gamers.org/dEngine/doom/ [errata and additions] ftp://{INS_site/path_HERE}/docs/editing/wadrefr.zip [reference lists] ftp://{INS_site/path_HERE}/docs/editing/unofspec.htc [Heretic addendum] ftp://{INS_site/path_HERE}/docs/editing/hexspc09.zip [Hexen addendum] ftp://{INS_site/path_HERE}/docs/editing/handbk21.zip [Design Handbook] ftp://{INS_site/path_HERE}/docs/editing/hndbkad1.zip [Handb. addendum] http://www.apci.net/~ron1701/ ftp://{INS_site/path_HERE}/docs/editing/dmedit16.zip [Editing Guide] http://www.gamers.org/~javanree/dmedit16.html or see "DOOM Editing Guide" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/design12.faq [Level design FAQ] or see "DOOM Level Design FAQ" posted monthly in rgcd.announce. ftp://{INS_site/path_HERE}/docs/editing/dmldgl10.zip [DeathMatch Level design] ftp://{INS_site/path_HERE}/docs/editing/metrics.zip [Design metrics] ftp://{INS_site/path_HERE}/docs/editing/lntyp101.zip [Linedef types] ftp://{INS_site/path_HERE}/docs/editing/textures.zip [Managing texturs] ftp://{INS_site/path_HERE}/docs/editing/texpatch.zip [Textures table] ftp://{INS_site/path_HERE}/docs/editing/texpat2.zip [TexturesII table] ftp://{INS_site/path_HERE}/docs/editing/texture.zip [Text. Descript'n] ftp://{INS_site/path_HERE}/docs/editing/spcial12.zip [Special Effects] http://www.cybernet.dk/users/jensh/doom/special/ http://www.warande.ruu.nl/~glahaut/edit.htm [Special Effects Editing] ftp://{INS_site/path_HERE}/docs/editing/lmp213.zip [LMP format specs] http://www.planetquake.com/demospecs/lmp/ | ftp://{INS_site/path_HERE}/docs/editing/dmguide.zip | [Getting Started Guide] ftp://{INS_site/path_HERE}/docs/editing/tutorial.txt [DEU MiniTutorial] http://www.geocities.com/Hollywood/2979/ [DEU Beginner's Guide] See also the documents that come with various editors and tutorials in: ftp://{INS_site/path_HERE}/utils/level_edit/deu/ http://www.gamers.org/dhs/helpdocs/pwadinfo.html () Section 9 - How to reach id & other id info ----------------------------() 9A. How can I contact someone at id Software? bear@idsoftware.com (Barrett Alexander) To order DOOM: 1-800-IDGAMES support@idsoftware.com (Tech Supp.) DOOM II help (GTI): 1-212-686-9432 Technical Support: Phone: 1-303-339-7111 Fax: 1-303-330-7553 Mail : id Software, c/o StarPak, P.O. Box 1230, Greeley, CO 80632 toddh@idsoftware.com (Todd Hollenshead, CEO) johnc@idsoftware.com (John Carmack, Programmer) 9B. What is QUAKE? Is there more info on it? It was id's next project after DOOM. See sources below for info. ftp://{INS_site/path_HERE}/idstuff/quake/quake106.zip [9.0M shareware] http://www.idsoftware.com/quake/ news:rec.games.computer.quake.* ftp://ftp.cdrom.com/pub/idgames2/docs/faqs/q-faq20.zip [Quake FAQ] 9C. How is "id" pronounced and what does it stand for? Jay Wilbur: `It is pronounced "id" as in "DID" without the leading "D". It is not EYE DEE. id has everything to do with Freudian theory.' The description that used to be in id's 'help' finger reads: `id: the one of the three divisions of the psyche in psychoanalytic theory that is completely unconscious and is the source of psychic energy derived from instinctual needs and drives.' 9D. Who designed the levels in (Ultimate) DOOM and DOOM II? ftp://{INS_site/path_HERE}/docs/faqs/designer.txt ()=========================================================================() The RGCD FAQ was compiled by John Van Essen and Frans P. de Vries from information publicly available on the Internet, with significant initial contributions from members of the RGCD Support Team. Copyright (c) 1994-1998 by F.P. de Vries. DOOM, Heretic, Hexen and other trademarks belong to their respective owners. Additional credits to other contributors on the 'net, you know who you are :) Please send corrections and additions to Frans P. de Vries And remember, if it ain't in here, I probably don't know about it, so ask on the appropriate rgcd.* newsgroup first and then send me the answer. DOOM on! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!wanadoo.fr!isdnet!howland.erols.net!math.ohio-state.edu!news.cis.ohio-state.edu!magnus.acs.ohio-state.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: New Plutonia demoset Date: 26 Jan 1999 08:56:39 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 25 Message-ID: <78k007$c6l$1@pale-rider.INS.CWRU.Edu> References: <36A3BA6E.D348232C@robin.no> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr rec.games.computer.doom.playing:16466 rec.games.computer.doom.editing:12588 In a previous article, ethh@enemy.org (ethhoack ethanphi exbeess) says: >you guys are playing doom2 with THE MOUSE ???? i thought playing with >the mouse was for morons !! obviously i was completely wrong and >should start seriously thinking about buying a good mouse and mouse >mat a learn playing with the mouse. Why is that for morons, just because mousers beat the crap out of keyboarders? ;) I use the mouse when playing deathmatch, but during single plat I prefer a keyboard (really, those monsters don't stand much of a chance against a mouser). Also, you don't *need* a mouse to play the game properly, like in Quake. >can you give me more details ? such as which mouse buttons you use for >what or what you do with your left hand ?? (no dirty joke) > Usually, the mouse is used for turningand shooting and moving forward. I use the keyboard for walking backwards and strafing. Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!news-ge.switch.ch!news.bme.hu!ural2!ha211 From: Hegyi Adam Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Plutonia demoset, 2nd edition Date: Tue, 2 Feb 1999 00:12:06 +0100 Organization: Technical University of Budapest Lines: 23 Message-ID: NNTP-Posting-Host: ural2.hszk.bme.hu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: goliat.eik.bme.hu 917910727 17766 152.66.130.2 (1 Feb 1999 23:12:07 GMT) X-Complaints-To: abuse@news.bme.hu NNTP-Posting-Date: 1 Feb 1999 23:12:07 GMT X-Sender: ha211@ural2 Xref: teaser.fr rec.games.computer.doom.playing:16512 rec.games.computer.doom.editing:12607 Hi, Unfortunately the PLUVDEMO.ZIP file previously uploaded to cdrom.com has flaws. Two demos which are listed in the text file are missing from the ZIP and are replaced with older demos on the same maps. We discovered this the day after the release, and I wanted to correct the mistake ASAP, but the guys have asked for some more time for further improvements. They managed to pull out another two minutes (four new demos) and now here is the bugfix release ;) You can have it from the same spot: ftp://ftp.cdrom.com/pub/idgames/themes/TeamTNT/pluvdemo.zip I want to apologize to everyone for this mistake. Adam Hegyi -- Administrator and maintaner of COMPET-N ftp://ftp.sch.bme.hu/pub/compet-n/ http://ural2.hszk.bme.hu/~ha211/compet-n/ Member of DOOM2 Done Quick http://www.planetquake.com/qdq/d2dq.html From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 2 Feb 1999 02:45:05 -0500 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 16 Feb 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10156 rec.games.computer.doom.misc:6283 rec.games.computer.doom.playing:16515 rec.games.computer.doom.editing:12609 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 From: Hegyi Adam Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: Plutonia demoset, 2nd edition Date: Tue, 2 Feb 1999 12:42:37 +0100 Organization: Technical University of Budapest Lines: 24 Message-ID: References: NNTP-Posting-Host: ural2.hszk.bme.hu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: goliat.eik.bme.hu 917955760 19406 152.66.130.2 (2 Feb 1999 11:42:40 GMT) X-Complaints-To: abuse@news.bme.hu NNTP-Posting-Date: 2 Feb 1999 11:42:40 GMT X-Sender: ha211@ural2 In-Reply-To: Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!feed2.news.luth.se!luth.se!news-ge.switch.ch!news.bme.hu!ural2!ha211 Xref: teaser.fr rec.games.computer.doom.editing:12610 rec.games.computer.doom.playing:16517 On 2 Feb 1999, ethhoack ethandphi exbeess wrote: > which maps have been added and which have been replaced ? We improved the following maps: MAP03 4:46 down to 4:00 Henning MAP19 1:55 down to 1:47 Anders MAP21 3:02 down to 2:19 Henning MAP31 4:37 down to 4:25 GeminI Plus the old MAP18 demo by me (1:47) has been replaced (1:34). All other demos remained. Adam Hegyi -- Administrator and maintaner of COMPET-N ftp://ftp.sch.bme.hu/pub/compet-n/ http://ural2.hszk.bme.hu/~ha211/compet-n/ Member of DOOM2 Done Quick http://www.planetquake.com/qdq/d2dq.html From x@x Mon Jan 1 00:00:00 GMT 1999 From: "DobeMan" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing References: Subject: Re: Plutonia demoset, 2nd edition Lines: 14 X-Newsreader: Microsoft Outlook Express 4.72.3115.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <3dFt2.1866$O5.13218@news.rdc1.on.wave.home.com> Date: Tue, 02 Feb 1999 15:54:39 GMT NNTP-Posting-Host: 24.112.61.208 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.on.wave.home.com 917970879 24.112.61.208 (Tue, 02 Feb 1999 07:54:39 PDT) NNTP-Posting-Date: Tue, 02 Feb 1999 07:54:39 PDT Organization: @Home Network Canada Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!howland.erols.net!news-peer1.sprintlink.net!-program!nntp.abs.net!newshub2.home.com!news.home.com!news.rdc1.on.wave.home.com.POSTED!not-for-mail Xref: teaser.fr rec.games.computer.doom.playing:16518 rec.games.computer.doom.editing:12611 I'M NOT WORTHY!!! I just finished Plutonia Map 4 and missed a secret or two so I booted up the demo to see what I missed. Yowsa! Good work. I think it'll be awhile until I get to that level of playing again. Quake(s) SP makes one slow. Too much hiding and timing shots, not enough reaction. TTYL DobeMan From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.nacamar.de!newsfeed.nacamar.de!newspeer.clara.net!news.clara.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: help with Windeu error message Date: Thu, 04 Feb 1999 19:33:12 GMT Organization: Inweb Networks Lines: 27 Message-ID: <36b9dd6c.2033213@news.wiss.co.uk> References: <369e4b73.6789620@news.mindspring.com> <369f4459.3370228@news.mindspring.com> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918160134 17036 212.38.66.144 (4 Feb 1999 20:28:54 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 4 Feb 1999 20:28:54 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12613 On Sun, 17 Jan 1999 20:29:31 -0800, "Denakhan" wrote: >Hiya. > > WinDEU. Hmmm. Maybe I'll DL it and try it a few minutes. I have yet to >find an editor that is better than WadAuthor though ("I liked it so much, I >bought the company!. ...er, let me make that... I liked it so much, I >registered my copy!" :) Wow, you must have liked it. I must say that DCK as a DOS editor rules. -- Russell G. Howe -- rhowe@mindless.com > Here: http://www.pacificnet.net/~wconsult/wainfo.html >Information on all the cool things it can do and you can DL it there too (if >not, get it at ftp.cdrom/com/pub/ ) > >^_^ > >Denakhan the Arch-Mage. > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.wirehub.nl!diablo.theplanet.net!newsfeed.icl.net!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Thu, 04 Feb 1999 19:33:15 GMT Organization: Inweb Networks Lines: 38 Message-ID: <36b9e04d.2770911@news.wiss.co.uk> References: <19990130171855.01185.00001494@ng-fs1.aol.com> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918160139 17036 212.38.66.144 (4 Feb 1999 20:28:59 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 4 Feb 1999 20:28:59 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12614 On Sat, 30 Jan 1999 23:21:01 +0000, Stuart Brady wrote: >on Sat, 30 Jan 1999, Tangent60 wrote: >> I would like to compose music for a new wad, but I don't want to snatch some >>file off the internet to do this, and I don't want to use a plug-in >>(piano-style) keyboard. Does a MIDI editor exist that allows you to compose >>MIDI files? > >Firstly, Doom uses MUS files (unless you're making a BOOM WAD). You'll >need to download a converter for this. They're not hard to find. > >Sequencers are evil, but I don't know of any MIDI trackers, other than >FastTracker 2, although nothing can convert or play its MIDI data. You'd >probably have to go with Cubase of something else just as bad... or you >could do an altavista search for "tracker" and "midi" and see what comes >up. I really don't see how anyone could: > >a) record from a keyboard or synthesiser: a lot of songs have bad timing > >b) use that crappy edit screen that most sequencers have (with time >going from left to right and the keyboard on the left... it should be >the other way round. That way, you get more keys, and don't have to >scroll up and down all of the time. > >Oh well. All we can do is hope that OGRE gets xms, or something better. >Then you could have songs using samples *and* MIDI sounds. >-- >Stuart Brady >Manic Miner website: http://www.wholehog.demon.co.uk/stu/ >email: stuart@nospam.demon.co.uk >replace nospam with wholehog Dont' trackers create MOD files, using samples whereas sequencers create MIDI files using MIDI controllers/channels/synths/wavetable? -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!newsfeed.icl.net!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: help extracting midi files Date: Thu, 04 Feb 1999 19:33:14 GMT Organization: Inweb Networks Lines: 32 Message-ID: <36b9dee4.2409449@news.wiss.co.uk> References: <78av7i$a2v@bgtnsc03.worldnet.att.net> <36AC179F.20858BED@planetfortress.com> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918160136 17036 212.38.66.144 (4 Feb 1999 20:28:56 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 4 Feb 1999 20:28:56 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12615 On Mon, 25 Jan 1999 07:04:52 GMT, SailorScout wrote: >http://www.vgmusic.com > >PC Games >Doom and Doom II > >Just download the ZIPs of all the music from there and save yourself the >trouble. ;) > >wad clod wrote: >> >> i'm trying to extract music files from the doom and doom2 wads with the DMX >> wad tool to no avail >> >> i can create a list of the wad contents but i can't seem to identify the >> midi files.......HELP ME, PLEASE > >-- > SailorScout [sailorscout@planetfortress.com] UIN: 7161734 > * Planetfortress Administrator and Newsie > > http://www.planetfortress.com/sailorscout | SailorScout's GC > http://www.planetfortress.com/history | TF History You could use DeuTex/WinTex and just extract the entire IWAD. Also, the Doom (II) IWADS do NOT contain any MIDI music. It's in a proprietary MUS format (MIDI2MUS will convert between the two). -- Russell Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 From: mop59234@mail.telepac.pt (Carlos Cruz) Newsgroups: rec.games.computer.doom.editing Subject: Re: doombot? Date: Thu, 04 Feb 1999 20:03:12 GMT Lines: 8 Message-ID: <36b9fc9d.1067502@news.telepac.pt> References: <01be4a9b$127b2840$7151e0ce@john---sandra> <36B05F56.6142@goodnet.com> <01be4abe$a8e9f860$cb51e0ce@john---sandra> <01be4ac0$a6394560$cb51e0ce@john---sandra> NNTP-Posting-Host: 194.65.179.107 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!news.maxwell.syr.edu!news-peer.gip.net!news-dc.gip.net!news.gsl.net!gip.net!duke.telepac.pt!news.telepac.pt!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12616 On 28 Jan 1999 13:17:00 GMT, "S. John Ross" wrote: > >Addendum: I've searched high and low on DoomWorld and can't find anything >about these programs. Am I just thick? It's right here, in the the Doom Hacking section: http://www.doomworld.com/doombot/ Carlos. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!newspeer.monmouth.com!netnews.com!news.megsinet.net!not-for-mail From: Steven McGranahan Newsgroups: rec.games.computer.doom.editing Subject: Polution. A new addon for DOOM2 Date: Fri, 05 Feb 1999 19:57:56 -0600 Organization: MegsInet, Inc. - Low Cost, High Performance Internet Services Lines: 19 Message-ID: <36BBA1A4.27514BE3@owc.net> NNTP-Posting-Host: 216.214.35.92 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12617 Hey, I have just realesed my newest addon for DOOM2, Polution (yes, spelling error is intentional). This Mod has 3 new enemies, 1 new weapon, levels, puzzles and effects! I have created a web site which is still under construction. Soon I will have screen shots up and some more specs. Until then, you can download and play polution. Goto: http://www.owc.net/~mcgrnhns/polution/ Also, if your a level designer, look at authoring for info on helping me with future mission packs based on polution. You won't regret it! Steven -- Steven McGranahan, Developer GamePaks www.gamepaks.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!howland.erols.net!peer-feed.news.demon.net.MISMATCH!woodstock.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Sat, 6 Feb 1999 15:39:58 +0000 Message-ID: References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 918315878 nnrp-08:14098 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 23 Xref: teaser.fr rec.games.computer.doom.editing:12618 Russell G. Howe writes: >Stuart Brady wrote: >>Oh well. All we can do is hope that OGRE gets xms, or something better. >>Then you could have songs using samples *and* MIDI sounds. >Dont' trackers create MOD files, using samples whereas sequencers >create MIDI files using MIDI controllers/channels/synths/wavetable? No; trackers normally create modules, yes, but what type of module depends on what you're using. The MOD format is very old, and only allows four channels at a time, so few people bother writing music in MOD format now. XM and IT formats, on the other hand, store a MIDI program number, channel, and a bender range, for each instrument with MIDI enabled, so you can use samples and/or MIDI. It's not raw MIDI info with a bit of timing info, like MID is; it's MIDI info in a module. It's a pity nobody's written any players for it... or at least a good XM to MID converter. I'm going to have to write that if no one else will ;) -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newsfeed.cwix.com!204.186.110.126!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <36BCA323.C9FACF48@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: problems making hallways with doomCAD References: <36B494C6.71FB@purdue.edu> <793iga$1a3@sjx-ixn5.ix.netcom.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sat, 06 Feb 1999 20:16:44 GMT NNTP-Posting-Host: 204.186.53.148 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 918332204 204.186.53.148 (Sat, 06 Feb 1999 15:16:44 EDT) NNTP-Posting-Date: Sat, 06 Feb 1999 15:16:44 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12619 I still don't get why people don't just use DETH :) Yeesh, HAVING to make a sector in one direction? That bad! richardr@ix.netcom.com wrote: > out there. For one thing...it's a vertex based editor that only allows you > to draw a sector out in a clockwise direction. If you don't do it this > way...the sector will not build right. This may be the problem that you are > experiencing. -- SailorScout [sailorscout@planetfortress.com] UIN: 7161734 * Planetfortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <36BCA422.FAEDD0E1@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: help extracting midi files References: <78av7i$a2v@bgtnsc03.worldnet.att.net> <36AC179F.20858BED@planetfortress.com> <36b9dee4.2409449@news.wiss.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Sat, 06 Feb 1999 20:20:59 GMT NNTP-Posting-Host: 204.186.53.148 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 918332459 204.186.53.148 (Sat, 06 Feb 1999 15:20:59 EDT) NNTP-Posting-Date: Sat, 06 Feb 1999 15:20:59 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12620 I know that! But it would be pointless to have the original MUS files as nothing can play them.. not only that but progs like MIDI2MUS can sometimes alter the tempo of the file, making the converted MIDI or MUS sound slower or faster then normal. Russell G. Howe wrote: > You could use DeuTex/WinTex and just extract the entire IWAD. > Also, the Doom (II) IWADS do NOT contain any MIDI music. It's in a > proprietary MUS format (MIDI2MUS will convert between the two). > > -- Russell Howe > -- rhowe@mindless.com -- SailorScout [sailorscout@planetfortress.com] UIN: 7161734 * Planetfortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-hh.maz.net!newsfeed.nacamar.de!peer.news.nildram.co.uk!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: help extracting midi files Date: Sat, 06 Feb 1999 23:33:56 GMT Organization: Inweb Networks Lines: 30 Message-ID: <36bcd117.394526@news.wiss.co.uk> References: <78av7i$a2v@bgtnsc03.worldnet.att.net> <36AC179F.20858BED@planetfortress.com> <36b9dee4.2409449@news.wiss.co.uk> <36BCA422.FAEDD0E1@planetfortress.com> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918347402 22415 212.38.66.144 (7 Feb 1999 00:30:02 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 7 Feb 1999 00:30:02 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12621 On Sat, 06 Feb 1999 20:20:59 GMT, SailorScout wrote: >I know that! But it would be pointless to have the original MUS files as >nothing can play them.. not only that but progs like MIDI2MUS can >sometimes alter the tempo of the file, making the converted MIDI or MUS >sound slower or faster then normal. Well, the bast you can do AFAIK is to do what I said below and then use a prog such as MIDI2MUS to convert the MUS files to MIDI. I don't know of a better solution. -- Russell G. Howe -- rhowe@mindless.com >Russell G. Howe wrote: >> You could use DeuTex/WinTex and just extract the entire IWAD. >> Also, the Doom (II) IWADS do NOT contain any MIDI music. It's in a >> proprietary MUS format (MIDI2MUS will convert between the two). >> >> -- Russell Howe >> -- rhowe@mindless.com > >-- > SailorScout [sailorscout@planetfortress.com] UIN: 7161734 > * Planetfortress Administrator and Newsie > > http://www.planetfortress.com/sailorscout | SailorScout's GC > http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!newsfeed.icl.net!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Sat, 06 Feb 1999 23:37:21 GMT Organization: Inweb Networks Lines: 35 Message-ID: <36bcd192.517338@news.wiss.co.uk> References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918347608 22415 212.38.66.144 (7 Feb 1999 00:33:28 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 7 Feb 1999 00:33:28 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12622 On Sat, 6 Feb 1999 15:39:58 +0000, Stuart Brady wrote: >Russell G. Howe writes: >>Stuart Brady wrote: > >>>Oh well. All we can do is hope that OGRE gets xms, or something better. >>>Then you could have songs using samples *and* MIDI sounds. > >>Dont' trackers create MOD files, using samples whereas sequencers >>create MIDI files using MIDI controllers/channels/synths/wavetable? > >No; trackers normally create modules, yes, but what type of module >depends on what you're using. The MOD format is very old, and only >allows four channels at a time, so few people bother writing music in >MOD format now. > >XM and IT formats, on the other hand, store a MIDI program number, >channel, and a bender range, for each instrument with MIDI enabled, so >you can use samples and/or MIDI. It's not raw MIDI info with a bit of >timing info, like MID is; it's MIDI info in a module. > >It's a pity nobody's written any players for it... or at least a good XM >to MID converter. I'm going to have to write that if no one else will ;) >-- >Stuart Brady You want a MOD/XM player? Winamp, Sonique (http://www.mp3.com and follow the 'windows players' link) or good ol' MOD4WIN (get that search engine out, I had to fdisk) for us win3.11'ers. Also, there's a DOS player, but I can't remember the name. A nutscrape plug in is at www.castlex.com. -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: SLIGE 425 has secret levels, boss arenas, moxie Date: Sun, 07 Feb 1999 00:39:58 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 47 Message-ID: <79inct$qiv$1@nnrp1.dejanews.com> NNTP-Posting-Host: 152.207.252.61 X-Article-Creation-Date: Sun Feb 07 00:39:58 1999 GMT X-Http-User-Agent: Mozilla/2.01 (Win95; I) X-Http-Proxy: 1.0 x13.dejanews.com:80 (Squid/1.1.22) for client 152.207.252.61 Xref: teaser.fr rec.games.computer.doom.playing:16557 rec.games.computer.doom.editing:12623 It gives me great pleasure to announce that Build 425 of SLIGE, the automatic level generator for DooM and DooM II, is *finally* out! As promised, it has secret levels and some level-end bosses. I had considerable trouble with both features, constructing and abandoning at least one elaborate scheme. The versions in 425 are pretty simple, but they're something to build on at least. Try 'em out, and let me know what you think! Changes in general, from the docs: The main new things in build 425 since 400 are: - Secret levels. A rather simple implmentation, but it's a start. - Level-end boss-battles! Also a rather boring implementation, but it's nice to finally have the occasional Archvile or Cybie in a SLIGE level. - Mission 8 special endings (do try an E1M8, for instance). - Occasional nukage around teleport gates, just for a nice surprise! - A whole bunch of other new architectural features and stuff that you can find for yourself. - Finally fixed the bug that rarely made a level-end switch have the wrong y-alignment and look silly. - Made all DOOM II exit switches even more glaringly obvious. - Added the STEP textures, so steps often look steppier. - Fixed a bug that could rarely cause engine crashes from barred doors in extra-huge levels. - Somewhat better modelling of backpacks. - A new -nulls switch, to accommodate a limitation in previous versions of DeeP97 and perhaps other utilities (see the doc). - Folded up a multi-line #define that was causing some people (but not others) to have trouble compiling under Linux. The stuff is available, as usual, from http://www.doomworld.com/slige/. If you have only FTP access, these *might* work: ftp://users.aol.com/dmchess/slige.zip ftp://users.aol.com/dmchess/sligesrc.zip Enjoy! Bug reports and lavish praise welcome, here or as direct email (note that sometimes I don't check my email for a week or two at a time). The SLIGE pages on DoomWorld also have some new screen-shots. Drop by! DC http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!207.172.3.37!feed1.news.rcn.net!rcn!wn4feed!worldnet.att.net!135.173.83.225!attworldnet!newsadm From: "Z34" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: very nice, indeed........... Date: 7 Feb 1999 03:15:03 GMT Organization: AT&T WorldNet Services Lines: 9 Message-ID: <79j0fn$fqu@bgtnsc03.worldnet.att.net> References: <79inct$qiv$1@nnrp1.dejanews.com> NNTP-Posting-Host: 12.79.219.226 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Xref: teaser.fr rec.games.computer.doom.playing:16558 rec.games.computer.doom.editing:12624 ........huge improvement over prior versions. very cool ! i don't use slige to build upon, merely to make and play some shoot-em-up levels. i can see that it won't be long before slige is generating "master level" quality wads. was that my imagination, or did i hear some new music ? thanks for your efforts. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-feeds.jump.net!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Date: 7 Feb 1999 03:53:17 GMT Organization: Diogenes Studios Lines: 11 Sender: sjohn@as3-dialup-46.io.com Message-ID: <01be524d$91c4b620$8e51e0ce@john---sandra> References: <79inct$qiv$1@nnrp1.dejanews.com> NNTP-Posting-Host: as3-dialup-46.io.com X-Trace: hiram.io.com 918359597 10218 206.224.81.142 (7 Feb 1999 03:53:17 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 7 Feb 1999 03:53:17 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.playing:16559 rec.games.computer.doom.editing:12625 God, that's so cool. You continue to rock. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!howland.erols.net!newsfeed.fast.net!uunet!ffx.uu.net!in5.uu.net!news7-gui.server.ntli.net!news-feed.ntli.net!not-for-mail From: t.robinson@nospam.net.ntl.com (Tom Robinson) Newsgroups: rec.games.computer.doom.editing Subject: Re: problems making hallways with doomCAD Date: Sun, 07 Feb 1999 16:10:22 GMT Organization: http://mystican.nws.net Lines: 24 Message-ID: <36c0b99d.18110851@news.cableol.co.uk> References: <36B494C6.71FB@purdue.edu> <793iga$1a3@sjx-ixn5.ix.netcom.com> <36BCA323.C9FACF48@planetfortress.com> Reply-To: t.robinson@nospam.net.ntl.com NNTP-Posting-Host: 194.168.181.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:12626 On Sat, 06 Feb 1999 20:16:44 GMT, SailorScout wrote: >I still don't get why people don't just use DETH :) Because it sucks? Actually I use it to fix the bugs that edmap barfs up, but that's all its good for. =P >Yeesh, HAVING to make a sector in one direction? That bad! Probably because otherwise when you draw the linedefs they face 'outwards'. Same with deu, you had to make sure you had the verticies selected in the right (clockwise) order before you added linedefs. >richardr@ix.netcom.com wrote: >> out there. For one thing...it's a vertex based editor that only allows you >> to draw a sector out in a clockwise direction. If you don't do it this >> way...the sector will not build right. This may be the problem that you are >> experiencing. -- Tom Robinson t.robinson@nospam.net.ntl.com - you know what to do. http://mystican.nws.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!nntp.abs.net!feed1.news.rcn.net!rcn!woodstock.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Sun, 7 Feb 1999 16:59:46 +0000 Message-ID: References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 918408561 nnrp-01:23268 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 17 Xref: teaser.fr rec.games.computer.doom.editing:12627 Russell G. Howe writes: >On Sat, 6 Feb 1999 15:39:58 +0000, Stuart Brady > wrote: >>It's a pity nobody's written any players for it... or at least a good XM >>to MID converter. I'm going to have to write that if no one else will ;) >You want a MOD/XM player? Winamp, Sonique (http://www.mp3.com >and follow the 'windows players' link) or good ol' MOD4WIN (get that >search engine out, I had to fdisk) for us win3.11'ers. Also, there's >a DOS player, but I can't remember the name. A nutscrape plug in is at >www.castlex.com. Aren't you being a little bit thick??? As far as I know, none of them can play *MIDI*. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!baron.netcom.net.uk!netcom.net.uk!news.enterprise.net!not-for-mail From: "Russell Tracey" Newsgroups: rec.games.computer.doom.editing Subject: compiling linuxdoom-1.10.src.tgz source Lines: 14 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 7 Feb 1999 20:30:16 -0000 NNTP-Posting-Host: 194.72.195.150 X-Complaints-To: news@enterprise.net X-Trace: news.enterprise.net 918419345 194.72.195.150 (Sun, 07 Feb 1999 20:29:05 BST) NNTP-Posting-Date: Sun, 07 Feb 1999 20:29:05 BST Organization: Enterprise PLC Xref: teaser.fr rec.games.computer.doom.editing:12628 Hi, I've downloaded linuxdoom-1.10.src.tgz and extracted it, the trouble is when I type make in linux in the directory which has the source in it says something about an error on line 18, something about 'commands being excuted' before something (sorry this is so vague I don't know the message off hand) can anybody help. I'm running Redhat 5.2 -- Russell T. orem@enterprise.net -- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Sun, 07 Feb 1999 21:25:31 GMT Organization: Inweb Networks Lines: 30 Message-ID: <36be0435.23802188@news.wiss.co.uk> References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918426102 24887 212.38.66.144 (7 Feb 1999 22:21:42 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 7 Feb 1999 22:21:42 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12629 On Sun, 7 Feb 1999 16:59:46 +0000, Stuart Brady wrote: >Russell G. Howe writes: >>On Sat, 6 Feb 1999 15:39:58 +0000, Stuart Brady >> wrote: > >>>It's a pity nobody's written any players for it... or at least a good XM >>>to MID converter. I'm going to have to write that if no one else will ;) > >>You want a MOD/XM player? Winamp, Sonique (http://www.mp3.com >>and follow the 'windows players' link) or good ol' MOD4WIN (get that >>search engine out, I had to fdisk) for us win3.11'ers. Also, there's >>a DOS player, but I can't remember the name. A nutscrape plug in is at >>www.castlex.com. > >Aren't you being a little bit thick??? As far as I know, none of them >can play *MIDI*. >-- >Stuart Brady You can play MIDI through your sound card's on-board synth (be it FM or wavetable) or, you can play it through an external MIDI device (say a keyboard). Provided that your sound card has an on-board synth then anything that uses the Windows MCI will play MIDI. This includes (I'm sure, WinAmp and somique and...I think, Mod4Win). Also, good ol' Windows Media Player'll do it. -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!diablo.theplanet.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: compiling linuxdoom-1.10.src.tgz source Date: Sun, 07 Feb 1999 21:27:51 GMT Organization: Inweb Networks Lines: 20 Message-ID: <36be0516.24027051@news.wiss.co.uk> References: Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918426241 24887 212.38.66.144 (7 Feb 1999 22:24:01 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 7 Feb 1999 22:24:01 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12630 On Sun, 7 Feb 1999 20:30:16 -0000, "Russell Tracey" wrote: >Hi, > I've downloaded linuxdoom-1.10.src.tgz and extracted it, the trouble is >when I type make in linux in the directory which has the source in it says >something about an error on line 18, something about 'commands being >excuted' before something (sorry this is so vague I don't know the message >off hand) can anybody help. I'm running Redhat 5.2 > >-- >Russell T. >orem@enterprise.net >-- Nope..too skimpy (that said, I may not be able to help anyway). I thought Doom was on the RH CD (It is with 5.0). Ready compiled and in SVGAlib and X11 versions. Dunno about the versions, tho' -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!nntp.abs.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <36BE24D6.62481796@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: problems making hallways with doomCAD References: <36B494C6.71FB@purdue.edu> <793iga$1a3@sjx-ixn5.ix.netcom.com> <36BCA323.C9FACF48@planetfortress.com> <36c0b99d.18110851@news.cableol.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Sun, 07 Feb 1999 23:42:26 GMT NNTP-Posting-Host: 204.186.75.20 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 918430946 204.186.75.20 (Sun, 07 Feb 1999 18:42:26 EDT) NNTP-Posting-Date: Sun, 07 Feb 1999 18:42:26 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12631 Eh? Just "Flip Sidedef" in the menu and make it face the "right" (inward) direction.. I used to use DEU and was able to do that. Tom Robinson wrote: > Probably because otherwise when you draw the linedefs they face > 'outwards'. Same with deu, you had to make sure you had the verticies > selected in the right (clockwise) order before you added linedefs. -- SailorScout [sailorscout@planetfortress.com] UIN: 7161734 * Planetfortress Administrator and Newsie http://www.planetfortress.com/sailorscout | SailorScout's GC http://www.planetfortress.com/history | TF History From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!su-news-hub1.bbnplanet.com!su-news-feed4.bbnplanet.com!news.gtei.net!newsfeed1.uswest.net!uunet!ffx.uu.net!in5.uu.net!news7-gui.server.ntli.net!news-feed.ntli.net!not-for-mail From: t.robinson@nospam.net.ntl.com (Tom Robinson) Newsgroups: rec.games.computer.doom.editing Subject: Re: problems making hallways with doomCAD Date: Sun, 07 Feb 1999 23:48:10 GMT Organization: http://mystican.nws.net Lines: 17 Message-ID: <36be2623.24611182@news.cableol.co.uk> References: <36B494C6.71FB@purdue.edu> <793iga$1a3@sjx-ixn5.ix.netcom.com> <36BCA323.C9FACF48@planetfortress.com> <36c0b99d.18110851@news.cableol.co.uk> <36BE24D6.62481796@planetfortress.com> Reply-To: t.robinson@nospam.net.ntl.com NNTP-Posting-Host: 194.168.181.43 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:12632 On Sun, 07 Feb 1999 23:42:26 GMT, SailorScout wrote: >Tom Robinson wrote: >> Probably because otherwise when you draw the linedefs they face >> 'outwards'. Same with deu, you had to make sure you had the verticies >> selected in the right (clockwise) order before you added linedefs. > >Eh? Just "Flip Sidedef" in the menu and make it face the "right" >(inward) direction.. I used to use DEU and was able to do that. Yes, thats why I said that. -- Tom Robinson t.robinson@nospam.net.ntl.com - you know what to do. http://mystican.nws.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!sunqbc.risq.qc.ca!news3.bellglobal.com!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing References: <36B494C6.71FB@purdue.edu> <793iga$1a3@sjx-ixn5.ix.netcom.com> <36BCA323.C9FACF48@planetfortress.com> Subject: Re: problems making hallways with doomCAD Lines: 19 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 7 Feb 1999 18:59:25 -0800 NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 918442510 199.247.224.240 (Sun, 07 Feb 1999 21:55:10 EDT) NNTP-Posting-Date: Sun, 07 Feb 1999 21:55:10 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12633 SailorScout wrote in message <36BCA323.C9FACF48@planetfortress.com>... >I still don't get why people don't just use DETH :) > >Yeesh, HAVING to make a sector in one direction? That bad! I can't get DETH to even work on my system. Besides, I use WadAuthor (registered and everything). Making a sector (square or otherwise) is TWO clicks (click to make, and click to place). :) WadAuthor is the way to go. http://www.pacificnet.net/~wconsult/wainfo.html ^_^ Denkahan the Arch-Mage, From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newshub.northeast.verio.net!btnet-peer!btnet!rill.news.pipex.net!pipex!server1.netnews.ja.net!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: compiling linuxdoom-1.10.src.tgz source Date: Mon, 8 Feb 1999 08:12:19 +0000 Organization: University of Cambridge, England Lines: 26 Message-ID: References: NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: Xref: teaser.fr rec.games.computer.doom.editing:12634 On Sun, 7 Feb 1999, Russell Tracey wrote: > I've downloaded linuxdoom-1.10.src.tgz and extracted it, the trouble is > when I type make in linux in the directory which has the source in it says > something about an error on line 18, I'm afraid I can't help with your specific problem; the original Doom source code should compile on Linux ok, but it was written a long time ago in Linux terms (could be an incompatibility with modern libraries). It also has only an XFree86 version. However since the source release there have been lots of versions of Doom released based on the source code. One such is LxDoom (http://lxdoom.linuxgames.com) which comes with source sode, compiles and runs with the latest libraries, and has both SVGALib and XFree86 versions. And also compiles on FreeBSD, Linux/PPC etc too. If you have any problems compiling that just drop me an email. There are several other versions of Doom that run on Linux or Unix systems, a complete list is available at http://www.doomworld.com/ports. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: 8 Feb 1999 12:26:34 GMT Organization: United Cuberstalkers Association Lines: 24 Message-ID: References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> <36be0435.23802188@news.wiss.co.uk> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-b6.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12635 On Sun, 07 Feb 1999 21:25:31 GMT, Russell G. Howe wrote: >You can play MIDI through your sound card's on-board synth (be it FM >or wavetable) or, you can play it through an external MIDI device (say >a keyboard). Provided that your sound card has an on-board synth then >anything that uses the Windows MCI will play MIDI. This includes (I'm >sure, WinAmp and somique and...I think, Mod4Win). Also, good ol' >Windows Media Player'll do it. Actually, you are completely wrong. The Windows MCI is not magic - it is only a sound API. Additionally, there are seperate parts for CD, mixer, MIDI, and DSP. WinAmp and Mod4Win only use the DSP part. They might use the mixer part too, but that is best handled by a mixer program. Additionally, the only thing the MIDI code does is get input from/send output to the MIDI device. This data has to be translated to/from the MIDI file format at some point. This process is definitely beyond the scope of WinAmp, Mod4Win, or indeed any other program that is not a MIDI player. The only correct part you got was Windows Media Player. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: compiling linuxdoom-1.10.src.tgz source Date: 8 Feb 1999 12:29:57 GMT Organization: United Cuberstalkers Association Lines: 16 Message-ID: References: <36be0516.24027051@news.wiss.co.uk> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-b6.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12636 On Sun, 07 Feb 1999 21:27:51 GMT, Russell G. Howe wrote: >Nope..too skimpy (that said, I may not be able to help anyway). I >thought Doom was on the RH CD (It is with 5.0). Ready compiled and in >SVGAlib and X11 versions. Dunno about the versions, tho' It was left off of RH 5.1 and subsequent distributions for some reason. The tarball of course is still available from ftp.cdrom.com. It's possible that the person trying to compile it wants to do something like MBF, ZDoom, or Boom. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!diablo.theplanet.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Mon, 08 Feb 1999 16:08:49 GMT Organization: Inweb Networks Lines: 58 Message-ID: <36bf0a37.705456@news.wiss.co.uk> References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> <36be0435.23802188@news.wiss.co.uk> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918493515 29139 212.38.66.144 (8 Feb 1999 17:05:15 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 8 Feb 1999 17:05:15 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12638 On 8 Feb 1999 12:26:34 GMT, wildman@microserve.net (Wildman, the Cuberstalker) wrote: >On Sun, 07 Feb 1999 21:25:31 GMT, Russell G. Howe >wrote: >>You can play MIDI through your sound card's on-board synth (be it FM >>or wavetable) or, you can play it through an external MIDI device (say >>a keyboard). Provided that your sound card has an on-board synth then >>anything that uses the Windows MCI will play MIDI. This includes (I'm >>sure, WinAmp and somique and...I think, Mod4Win). Also, good ol' >>Windows Media Player'll do it. > >Actually, you are completely wrong. The Windows MCI is not magic - it is >only a sound API. Additionally, there are seperate parts for CD, mixer, >MIDI, and DSP. WinAmp and Mod4Win only use the DSP part. They might use the >mixer part too, but that is best handled by a mixer program. >Additionally, the only thing the MIDI code does is get input from/send >output to the MIDI device. This data has to be translated to/from the MIDI >file format at some point. This process is definitely beyond the scope of >WinAmp, Mod4Win, or indeed any other program that is not a MIDI player. >The only correct part you got was Windows Media Player. > >-- >Wildman, the Cuberstalker >Thank you, Microsoft, and please get out of the way. >Fight spam - http://www.cauce.org/ >DO NOT SPAM THIS ADDRESS MCI is not a sound API. It is a media API. It can be used to encapsulate any form of media that has a duration, tracks, can be opened and closed, etc. This includes CD audio, Digital video, sequencing information (MIDI) and wave/audio data (be it PCM or whatever). The reason WinAmp, Mod4Win and media player can play MIDI data is the whole purpose of MCI. it aims for a common interface to all media types, be it digital audio, MIDI, CD audio or whatever. All the application does is tell MCI (Media Control Interface?) what device it wants to work with and then open it, stop it, play it, close it whatever. The Delphi TMediaPlayer component is an excellent example of how MCI works. I use WFWG 3.11 and in WIN.INI, the following appears (Win95 has virtually the same thing in it's registry): [mci extensions] wav=waveaudio mid=sequencer rmi=sequencer avi=AVIVideo This says that any MCI-utilising application should use the waveaudio MCI device for .wav files, the sequencer MCI device for .rmi and .mid flies, etc. I'm sorry that this argument is incomplete, but I have to go to work. -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!news-peer1.sprintlink.net!-program!news-peer.gip.net!news-lond.gip.net!news.gsl.net!gip.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Mon, 08 Feb 1999 16:10:36 GMT Organization: Inweb Networks Lines: 35 Message-ID: <36bf0c35.1215929@news.wiss.co.uk> References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> <36be0435.23802188@news.wiss.co.uk> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 918493622 29139 212.38.66.144 (8 Feb 1999 17:07:02 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 8 Feb 1999 17:07:02 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12639 On 8 Feb 1999 12:26:34 GMT, wildman@microserve.net (Wildman, the Cuberstalker) wrote: >On Sun, 07 Feb 1999 21:25:31 GMT, Russell G. Howe >wrote: >>You can play MIDI through your sound card's on-board synth (be it FM >>or wavetable) or, you can play it through an external MIDI device (say >>a keyboard). Provided that your sound card has an on-board synth then >>anything that uses the Windows MCI will play MIDI. This includes (I'm >>sure, WinAmp and somique and...I think, Mod4Win). Also, good ol' >>Windows Media Player'll do it. > >Actually, you are completely wrong. The Windows MCI is not magic - it is >only a sound API. Additionally, there are seperate parts for CD, mixer, >MIDI, and DSP. WinAmp and Mod4Win only use the DSP part. They might use the >mixer part too, but that is best handled by a mixer program. >Additionally, the only thing the MIDI code does is get input from/send >output to the MIDI device. This data has to be translated to/from the MIDI >file format at some point. This process is definitely beyond the scope of >WinAmp, Mod4Win, or indeed any other program that is not a MIDI player. >The only correct part you got was Windows Media Player. > >-- >Wildman, the Cuberstalker >Thank you, Microsoft, and please get out of the way. >Fight spam - http://www.cauce.org/ >DO NOT SPAM THIS ADDRESS I agree. The MCI client does no CODEC operations, this is all done by MCI drivers that were installed with your sound card or whatever. Imagine how few players would be availiable if they had to interpret the MIDI data themselves! -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!baron.netcom.net.uk!netcom.net.uk!news.enterprise.net!not-for-mail From: "Russell Tracey" Newsgroups: rec.games.computer.doom.editing References: Subject: Re: compiling linuxdoom-1.10.src.tgz source Lines: 24 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 8 Feb 1999 18:37:22 -0000 NNTP-Posting-Host: 194.72.197.228 X-Complaints-To: news@enterprise.net X-Trace: news.enterprise.net 918498968 194.72.197.228 (Mon, 08 Feb 1999 18:36:08 BST) NNTP-Posting-Date: Mon, 08 Feb 1999 18:36:08 BST Organization: Enterprise PLC Xref: teaser.fr rec.games.computer.doom.editing:12640 thanks for all of your reply's I will follow up on them -- Russell T. orem@enterprise.net -- Russell Tracey wrote in message ... >Hi, > I've downloaded linuxdoom-1.10.src.tgz and extracted it, the trouble is >when I type make in linux in the directory which has the source in it says >something about an error on line 18, something about 'commands being >excuted' before something (sorry this is so vague I don't know the message >off hand) can anybody help. I'm running Redhat 5.2 > >-- >Russell T. >orem@enterprise.net >-- > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!209.208.190.2!news.globix.net!uunet!ffx.uu.net!in2.uu.net!iafrica.com!nnrp01.iafrica.com!not-for-mail From: "Clifford Green" Newsgroups: rec.games.computer.doom.editing Subject: Help!!! Date: 8 Feb 1999 19:03:34 GMT Organization: UUNET Internet Africa Lines: 11 Message-ID: <01be5034$8361d1a0$5bbb07c4@cliff> NNTP-Posting-Host: 196-7-187-91.iafrica.com X-Trace: nnrp01.iafrica.com 918500614 52855 196.7.187.91 (8 Feb 1999 19:03:34 GMT) X-Complaints-To: abuse@iafrica.com NNTP-Posting-Date: 8 Feb 1999 19:03:34 GMT X-Newsreader: Microsoft Internet News 4.70.1157 Xref: teaser.fr rec.games.computer.doom.editing:12641 Hi. I want to make my own Doom game. I am busy with it. But I want it to run under my own exe file, but it doesn't want to work. Can anybody help me with this. I tried De hacked, but it only changes the settings of the original Doom. HELP PLEASE!!!!! Thanks. Nick. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: 8 Feb 1999 19:51:11 GMT Organization: United Cuberstalkers Association Lines: 17 Message-ID: References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> <36be0435.23802188@news.wiss.co.uk> <36bf0c35.1215929@news.wiss.co.uk> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-b6.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12642 On Mon, 08 Feb 1999 16:10:36 GMT, Russell G. Howe wrote: >I agree. The MCI client does no CODEC operations, this is all done by >MCI drivers that were installed with your sound card or whatever. >Imagine how few players would be availiable if they had to interpret >the MIDI data themselves! Considering how confusing MIDI format is, and the startling lack of specs, there would be very few indeed. Most likely what you'd have is two dozen variations of the same basic format. Much like with MODs. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Date: 8 Feb 1999 21:12:40 GMT Organization: None I'm aware of ! Lines: 29 Message-ID: <79nk08$qd$1@feed.teaser.fr> References: <79inct$qiv$1@nnrp1.dejanews.com> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 918508360 845 194.51.99.138 (8 Feb 1999 21:12:40 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 8 Feb 1999 21:12:40 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.playing:16576 rec.games.computer.doom.editing:12643 In article <79inct$qiv$1@nnrp1.dejanews.com>, chess@watson.ibm.com says... > - Folded up a multi-line #define that was causing some people > (but not others) to have trouble compiling under Linux. Was that something like this ? #define foo(bar) baz\ fred\ barney If so, people who have problems are those who have forgotten to convert the source file to Unix format (newline = LF instead of CRLF). Tell them to use fromdos foo2.c ; mv foo2.c foo.c or perl -i -p -e 's/\cm//g' foo.c or tr or sed or awk or whatever can convert CRLF to LF. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: compiling linuxdoom-1.10.src.tgz source Date: 8 Feb 1999 21:19:21 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <79nkcp$qd$2@feed.teaser.fr> References: NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 918508761 845 194.51.99.138 (8 Feb 1999 21:19:21 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 8 Feb 1999 21:19:21 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12644 In article , orem@enterprise.net says... > I've downloaded linuxdoom-1.10.src.tgz and extracted it, the trouble is >when I type make in linux in the directory which has the source in it says >something about an error on line 18, something about 'commands being >excuted' before something (sorry this is so vague I don't know the message >off hand) can anybody help. I'm running Redhat 5.2 Colin is right, the original linuxxdoom is useless. Xdoom and Lxdoom are much better. For starters, they run on non-8-bit displays. That said, if you still want to compile linuxxdoom, tell us the exact message you got. You can copy parts of the screen with the first mouse button and paste them with the second mouse button. You can also use "make >make.out 2>&1" or "script". -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!newspeer1.nac.net!netnews.com!news.megsinet.net!not-for-mail From: Steven McGranahan Newsgroups: rec.games.computer.doom.editing Subject: Re: Okay, this one has been bugging me. Date: Mon, 08 Feb 1999 09:06:10 -0600 Organization: MegsInet, Inc. - Low Cost, High Performance Internet Services Lines: 16 Message-ID: <36BEFD62.14927F66@owc.net> References: <19981114191314.24365.00001618@ng76.aol.com> <72mn98$m0e$1@feed.teaser.fr> NNTP-Posting-Host: 216.214.35.86 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12645 > In article <19981114191314.24365.00001618@ng76.aol.com>, tangent60@aol.com > says... > > > WAD is spelled in capital letters, suggesting it is an acronym. What, then, > >does it stand for? Also, I think LMP means "lump". What's its origin? Thanks > >for answers to either of these. WAD is the data file and it's all caps from the 8.3 dos days. LMP is the 3 letter name of a "lump" or data entry inside a WAD file. -- Steven McGranahan, Developer GamePaks www.gamepaks.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!24.92.64.31!newse1.midsouth.rr.com!newse1.tampabay.rr.com!newse2.tampabay.rr.com.POSTED!not-for-mail From: hex Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing References: <79inct$qiv$1@nnrp1.dejanews.com> <79nk08$qd$1@feed.teaser.fr> Lines: 17 X-Newsreader: TIN [UNIX 1.3 unoff BETA 970321; i586 Linux 2.0.36] Message-ID: Date: Tue, 09 Feb 1999 00:26:01 GMT NNTP-Posting-Host: 24.92.164.3 X-Complaints-To: newsabuse@tampabay.rr.com X-Trace: newse2.tampabay.rr.com 918519961 24.92.164.3 (Mon, 08 Feb 1999 19:26:01 EDT) NNTP-Posting-Date: Mon, 08 Feb 1999 19:26:01 EDT Organization: RoadRunner - TampaBay Xref: teaser.fr rec.games.computer.doom.playing:16579 rec.games.computer.doom.editing:12646 In rec.games.computer.doom.editing Andre Majorel wrote: > If so, people who have problems are those who have forgotten to > convert the source file to Unix format (newline = LF instead of > CRLF). I remembered to do that, but still can't compile build 425. This is what happens: $ gcc -O2 -m486 -o slige slige.c slige.c:700: redefinition of `linedef' slige.c:404: `linedef' previously declared here $ ls slige.c slige.txt It doesn't create the binary. :( From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news3.bellglobal.com!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing References: <19981114191314.24365.00001618@ng76.aol.com> <72mn98$m0e$1@feed.teaser.fr> <36BEFD62.14927F66@owc.net> Subject: Re: Okay, this one has been bugging me. Lines: 35 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <4sNv2.10320$r%4.19571@news21.bellglobal.com> Date: Mon, 8 Feb 1999 18:59:19 -0800 NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 918528896 199.247.224.240 (Mon, 08 Feb 1999 21:54:56 EDT) NNTP-Posting-Date: Mon, 08 Feb 1999 21:54:56 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12647 Hiya. I can make a guess (or, rather, make some up...;-): WAD: World Addition for Doom LMP: Lump Management Pack ^_^ Denakhan the Arch-Mage. Steven McGranahan wrote in message <36BEFD62.14927F66@owc.net>... >> In article <19981114191314.24365.00001618@ng76.aol.com>, tangent60@aol.com >> says... >> >> > WAD is spelled in capital letters, suggesting it is an acronym. What, then, >> >does it stand for? Also, I think LMP means "lump". What's its origin? Thanks >> >for answers to either of these. > >WAD is the data file and it's all caps from the 8.3 dos days. LMP is the 3 letter >name of a "lump" or data entry inside a WAD file. > >-- >Steven McGranahan, Developer >GamePaks >www.gamepaks.com > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nntp.flash.net!news.flash.net!not-for-mail From: "James Bedson" Newsgroups: rec.games.computer.doom.editing Subject: Player color Lines: 4 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Message-ID: Date: Tue, 09 Feb 1999 03:27:50 GMT NNTP-Posting-Host: 208.194.217.165 X-Complaints-To: abuse@flash.net X-Trace: news.flash.net 918530870 208.194.217.165 (Mon, 08 Feb 1999 21:27:50 CDT) NNTP-Posting-Date: Mon, 08 Feb 1999 21:27:50 CDT Organization: FlashNet Communications, http://www.flash.net Xref: teaser.fr rec.games.computer.doom.editing:12648 I would like to change the player color in doom II. Or know how it is picked in a deathmatch game. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!laksmi.jussieu.fr!oleane!easynet-fr!hub.org!hub.org!news.svpal.org!newsfeed.berkeley.edu!newsfeed.tli.de!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: very nice, indeed........... Date: Mon, 08 Feb 1999 14:59:35 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 30 Message-ID: <79mu4h$1nu$1@nnrp1.dejanews.com> References: <79inct$qiv$1@nnrp1.dejanews.com> <79j0fn$fqu@bgtnsc03.worldnet.att.net> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Mon Feb 08 14:59:35 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x9.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.playing:16583 rec.games.computer.doom.editing:12649 In article <79j0fn$fqu@bgtnsc03.worldnet.att.net>, "Z34" wrote: > > .......huge improvement over prior versions. very cool ! Thanks! > i don't use slige to build upon, merely to make and play > some shoot-em-up levels. Me, too, mostly, except for "Pamplona", which was so neat I couldn't resist finishing it up and posting it. > i can see that it won't be long before slige is generating > "master level" quality wads. Aw, shucks! *8) > was that my imagination, or did i hear some new music ? Maybe you're hearing forward in time; there's a "-music" switch, and I'm sure I'll *eventually* make it do something significant, but it doesn't yet... DC http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!global-one.it!fu-berlin.de!feed2.news.luth.se!luth.se!sunqbc.risq.qc.ca!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!news.gamers.org!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 9 Feb 1999 02:45:04 -0500 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 23 Feb 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10178 rec.games.computer.doom.misc:6295 rec.games.computer.doom.playing:16584 rec.games.computer.doom.editing:12650 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!newsfeed.enteract.com!feed1.news.rcn.net!rcn!news.maxwell.syr.edu!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Date: Tue, 09 Feb 1999 13:43:52 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 20 Message-ID: <79pe2m$481$1@nnrp1.dejanews.com> References: <79inct$qiv$1@nnrp1.dejanews.com> <79nk08$qd$1@feed.teaser.fr> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Tue Feb 09 13:43:52 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x1.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.playing:16585 rec.games.computer.doom.editing:12651 In article <79nk08$qd$1@feed.teaser.fr>, amajorel@teezer.fr (Andre Majorel) wrote: > Was that something like this ? > > #define foo(bar) baz\ > fred\ > barney Yep, that was it! Rather than tutoring people on line-end issues, I took the easy way out and just made it a single-line #define. It wasn't all that long anyway. (On the other hand, it looks like something *else* that I did has made the source no longer compile under gcc, sigh; so there'll probably be another release in the next day or so once I figure it out and fix it.) DC -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.enteract.com!newsswitch.lcs.mit.edu!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Date: Tue, 09 Feb 1999 14:10:44 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 26 Message-ID: <79pfks$5of$1@nnrp1.dejanews.com> References: <79inct$qiv$1@nnrp1.dejanews.com> <79nk08$qd$1@feed.teaser.fr> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Tue Feb 09 14:10:44 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x1.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.playing:16586 rec.games.computer.doom.editing:12652 In article , hex wrote: > still can't compile build 425. This is > what happens: > > $ gcc -O2 -m486 -o slige slige.c > slige.c:700: redefinition of `linedef' > slige.c:404: `linedef' previously declared here > $ ls > slige.c slige.txt > > It doesn't create the binary. :( Hm, durn it! I see what's happened, and even how to fix it. Expect a new release in a day or so. For now, go to line 700 of SLIGE.C, and change "} linedef, *plinedef;" to just "};". It should then compile and run fine. (Apparently gcc doesn't like me defining "linedef" in exactly the same way twice.) Sorry about that! DC http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.editing Subject: Monsters can telefrag! (But only on MAP30) Date: Tue, 09 Feb 1999 14:22:54 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 18 Message-ID: <79pgbk$6at$1@nnrp1.dejanews.com> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Tue Feb 09 14:22:54 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x1.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.editing:12653 I don't know if this is Common Knowledge, but when looking through the DOOM source this morning for a different reason entirely, I noticed a line of code that causes monsters to be able to telefrag (i.e. kill whatever's sitting at the point they're trying to teleport to), on MAP30 only. This is done, I think, to avoid getting a huge mass of stuck-together monsters writhing about on the monster-shooter's targets (if you use a monster-shooter on any other map, this pretty much invariably happens; I'd always vaguely wondered why it wasn't a problem on MAP30). A devious level designer might be able to make use of this little fact to put an unpleasant surprise on a MAP30 of his own, eh? *8) DC -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: beta testers needed Date: Tue, 9 Feb 1999 12:24:14 -0500 Organization: Unknown Organization Lines: 8 Message-ID: <79pr0e$tf$1@camel29.mindspring.com> NNTP-Posting-Host: d1.56.1a.8d X-Server-Date: 9 Feb 1999 17:24:30 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12654 I am just now finishing up my Boom level, Assault on Moonbase Cresta. I want this to be a really kickass level and need playtesters to help me with things like monster and health placement. If you are an experienced playtester drop me a line and let me know. Sam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: What makes a good/bad DM level (elementary stuff) Date: Tue, 09 Feb 1999 19:51:11 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 62 Message-ID: <79q3ja$p42$1@nnrp1.dejanews.com> NNTP-Posting-Host: 198.81.209.19 X-Article-Creation-Date: Tue Feb 09 19:51:11 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x15.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.19 Xref: teaser.fr rec.games.computer.doom.playing:16591 rec.games.computer.doom.editing:12655 I've been bugging various people to give me their opinions about what makes a good (or a lousy) DM level for some time, but I don't think I've asked the newsgroups as a whole. (Yes, this is in hopes of someday satisfying all the people who ask me when there'll be a SLIGE DM!) Now I have no DM experience whatever, so I need to know the most elementary kinds of things about a good DM level/WAD: Should there be monsters? Always? Sometimes? Never? Doesn't matter because DMers always use -nomonsters anyway? Some people love fighting monsters at the same time as their fellow DMers? (If the latter, hints about good monster placement and quantity and type would be appreciated.) Should there be health? How much? Where? Is too much better than too little? Does it not matter, in that some good DM levels have no health and all, and some have tons? Same questions for armor. Any? Where? Matters? And other bonuses; how useful are blurs and invulns and stuff in DM? Should there be an exit switch? Is it good if it requires two players co-operating to operate it? Or does it not matter either? How many DM starts should there be? Minimum? Maximum? Do they need to be: far apart? In cover? In the open? Near weapons? Weapons: do they need to be hard to get? easy to get? evenly distributed? near the DM starts? A mix of types? Should certain types be avoided? far from the DM starts? Nukage and doors: I've had people tell me to avoid both in DM (nukage because it's just annoying, and doors because they're noisy and bots don't like 'em). Is that generally-agreed-upon good advice? How about lifts? Teleporters? Overall layout: are long straight corridors bad? Circularity vital? Big open areas a favorite? Examples: what's your all-time-favorite DM map for DOOM? DOOM II? What's so good about them? Are there any good DM-mapping tutorials out there that I should read? etc, etc, etc. I'm sure there are probably no Right Answers to most of these, and I should really just DM once a day for the next five years to form my own opinions, but I'm impatient! *8) Your thoughts on any and/or all of these questions would be very welcome. One thing that a couple of people have suggested is that I just have SLIGE put a number of DM starts in the levels that it generates, and otherwise leave things just the way they are. I might do that; is there any chance that the levels it generates (which are really designed with SP in mind) would be fun as DM levels? Guesses welcome! DC http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Macbeth" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing References: <79q3ja$p42$1@nnrp1.dejanews.com> Subject: Re: What makes a good/bad DM level (elementary stuff) Date: Tue, 9 Feb 1999 21:13:59 -0000 Lines: 69 X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 NNTP-Posting-Host: 195.182.164.96 Message-ID: <36c0a503.0@news.proweb.co.uk> X-Trace: 9 Feb 1999 21:13:39 GMT, 195.182.164.96 Path: teaser.fr!rain.fr!jussieu.fr!ciril.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!newsfeed.corridex.com!remarQ73!supernews.com!remarQ60!remarQ.com!uunet!ffx.uu.net!in4.uu.net!news.planetc.com!news.proweb.co.uk!195.182.164.96 Xref: teaser.fr rec.games.computer.doom.playing:16592 rec.games.computer.doom.editing:12656 Invis is useful in Deathmatch maps. Invunrability isn't that good couz the point of DM is to kill each other, and you can't do that if one player is Invunrable. (is that spelt right?) David M. Chess wrote in message <79q3ja$p42$1@nnrp1.dejanews.com>... >I've been bugging various people to give me their opinions about what >makes a good (or a lousy) DM level for some time, but I don't think >I've asked the newsgroups as a whole. (Yes, this is in hopes of someday >satisfying all the people who ask me when there'll be a SLIGE DM!) > >Now I have no DM experience whatever, so I need to know the most >elementary kinds of things about a good DM level/WAD: > >Should there be monsters? Always? Sometimes? Never? Doesn't >matter because DMers always use -nomonsters anyway? Some people >love fighting monsters at the same time as their fellow DMers? >(If the latter, hints about good monster placement and quantity >and type would be appreciated.) > >Should there be health? How much? Where? Is too much better than >too little? Does it not matter, in that some good DM levels have >no health and all, and some have tons? > >Same questions for armor. Any? Where? Matters? And other >bonuses; how useful are blurs and invulns and stuff in DM? > >Should there be an exit switch? Is it good if it requires two >players co-operating to operate it? Or does it not matter either? > >How many DM starts should there be? Minimum? Maximum? Do they >need to be: far apart? In cover? In the open? Near weapons? > >Weapons: do they need to be hard to get? easy to get? evenly >distributed? near the DM starts? A mix of types? Should certain >types be avoided? far from the DM starts? > >Nukage and doors: I've had people tell me to avoid both in DM (nukage >because it's just annoying, and doors because they're noisy and >bots don't like 'em). Is that generally-agreed-upon good advice? >How about lifts? Teleporters? > >Overall layout: are long straight corridors bad? Circularity vital? >Big open areas a favorite? > >Examples: what's your all-time-favorite DM map for DOOM? DOOM II? >What's so good about them? Are there any good DM-mapping tutorials >out there that I should read? > >etc, etc, etc. > >I'm sure there are probably no Right Answers to most of these, and I >should really just DM once a day for the next five years to form my >own opinions, but I'm impatient! *8) Your thoughts on any and/or all >of these questions would be very welcome. One thing that a couple of >people have suggested is that I just have SLIGE put a number of DM starts >in the levels that it generates, and otherwise leave things just the >way they are. I might do that; is there any chance that the levels it >generates (which are really designed with SP in mind) would be fun as >DM levels? Guesses welcome! > >DC >http://www.doomworld.com/slige/ > > > >-----------== Posted via Deja News, The Discussion Network ==---------- >http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!nntp.flash.net!nntp.giganews.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: 9 Feb 1999 23:18:28 GMT Organization: Diogenes Studios Lines: 81 Sender: sjohn@as2-dialup-193.io.com Message-ID: <01be5482$a7f22ae0$c152e0ce@john---sandra> References: <79q3ja$p42$1@nnrp1.dejanews.com> NNTP-Posting-Host: as2-dialup-193.io.com X-Trace: hiram.io.com 918602308 5413 206.224.82.193 (9 Feb 1999 23:18:28 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 9 Feb 1999 23:18:28 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.playing:16593 rec.games.computer.doom.editing:12657 | Now I have no DM experience whatever, so I need to know the most | elementary kinds of things about a good DM level/WAD: Almost every area should have at least two ways in and out. There should always be the fear of somebody sneaking behind you. | Should there be monsters? Always? Sometimes? Never? Doesn't | matter because DMers always use -nomonsters anyway? I go with the latter theory ;) | Should there be health? How much? Where? Is too much better than | too little? Does it not matter, in that some good DM levels have | no health and all, and some have tons? It doesn't matter. It changes the feel of the arena, but there's no "right" or "wrong," there. | Same questions for armor. Any? Where? Matters? And other | bonuses; how useful are blurs and invulns and stuff in DM? All of that is great fun, but the really good stuff should be difficult to reach, and/or trigger an audible effect that gives away that it's been snagged ;) Simply putting a bit of acid around the goodies (grunt, huff, grunt, huff) will do, as well as putting them on lifts, etc. | Should there be an exit switch? Is it good if it requires two | players co-operating to operate it? Or does it not matter either? Depends. Sometimes I like DMing "serial" style (not serial modem, serial as in jumping from level to level of a big DM megawad collection!) | How many DM starts should there be? Minimum? Maximum? Do they | need to be: far apart? In cover? In the open? Near weapons? They need to be equivalent. That's all. Other than that, the sky's the limit. If one is near a weapon, all should be. If one is in the open, all should be. Alternately, one can be near a weapon but very exposed, while another can be far from a weapon but in a good safe spot . . . They should "balance out." | Weapons: do they need to be hard to get? easy to get? evenly | distributed? near the DM starts? A mix of types? Should certain | types be avoided? far from the DM starts? Any and all of the above. | Nukage and doors: I've had people tell me to avoid both in DM (nukage | because it's just annoying, and doors because they're noisy and | bots don't like 'em). Is that generally-agreed-upon good advice? | How about lifts? Teleporters? I disagree with the advice. I love both nukeage and doors and lifts and teleports. In fact, I'm a big fan of DM levels that make clever use of noise and silence to "balance" the use of certain areas and positions. | Overall layout: are long straight corridors bad? Circularity vital? | Big open areas a favorite? Symmetrical is fun, but not essential. Nothing's essential except being able to get TO all parts FROM all parts in reasonable time. The level shouldn't be so big that two people can run around for an hour looking for each other ;) | Examples: what's your all-time-favorite DM map for DOOM? DOOM II? Haven't done a lot of DM in Doom1. In Doom2, I love almost all of them. | of these questions would be very welcome. One thing that a couple of | people have suggested is that I just have SLIGE put a number of DM starts | in the levels that it generates, and otherwise leave things just the | way they are. I'd say "DM starts and weapons" but otherwise that'd be a good start ;) || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!206.172.150.11!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: What makes a good/bad DM level (elementary stuff) Organization: Insert witty quote here. References: <79q3ja$p42$1@nnrp1.dejanews.com> X-Newsreader: News Xpress 2.01 Lines: 23 Message-ID: X-Trace: reModoffrKqb+I+4D1YvG1GH3IB9JwD7Ar3EBPGDPdy5pof9TjReXCQPKIoD1uERn6BCpjQzqApv!Trd9aexyuQ/K2ljiQ104A+A= X-Complaints-To: abuse@mtt.net X-Abuse-Info: Please be sure to forward a copy of ALL headers X-Abuse-Info: Otherwise we will be unable to process your complaint properly Date: Tue, 09 Feb 1999 23:55:40 GMT NNTP-Posting-Host: 142.177.14.49 NNTP-Posting-Date: Tue, 09 Feb 1999 19:55:40 ADT Xref: teaser.fr rec.games.computer.doom.playing:16594 rec.games.computer.doom.editing:12658 David M. Chess wrote: (Snip) >Should there be an exit switch? Is it good if it requires two >players co-operating to operate it? Or does it not matter either? While not a real frequent DMer, I'd think that to even hope for bot-compatibility, you'd need a single-person exit switch. >How many DM starts should there be? Minimum? I'd recommend at least four, for the Doom engine's four player maximum. More, if you want it to work for those 32-player ports and stuff (or just to give more variety to the players). Oh, and I've never seen an invulnerable sphere in a DM map, at least not in recent memory. Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsswitch.lcs.mit.edu!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: Monsters can telefrag! (But only on MAP30) Lines: 30 NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Date: 10 Feb 1999 00:27:10 GMT Organization: AOL http://www.aol.com References: <79pgbk$6at$1@nnrp1.dejanews.com> Message-ID: <19990209192710.10504.00000628@ng-ce1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12659 David sez: > I don't know if this is Common Knowledge, but when > looking through the DOOM source this morning for > a different reason entirely, I noticed a line of code that > causes monsters to be able to telefrag (i.e. kill whatever's > sitting at the point they're trying to teleport to), on MAP >30 only. I discovered that on my own last June or July, and didn't even really think about what I'd just noticed... A Lost Soul followed me through a teleporter and fragged me on map 30 of Final Doom: TNT Evilution. At the time I was about 20 hours overdue for some sleep, so just said to myself "What the HELL just happened?", and gave up for the night, chalking it up to a bizarre bug. A month or 2 later and Lee Killough and I found ourselves discussing that phenomenon in e-mail, and that's when he pointed out that it's a functional part of that map... the monster anti-telefrag safeguard is turned off on map 30... And that's also why you, and anything else alive, can get nuked by one of those flying brown boxes that the game's Boss spits out, if it spawns a monster on you or over you... Evil. :) --led Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html (Here) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!usc!howland.erols.net!news-peer1.sprintlink.net!-program!news.maxwell.syr.edu!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: SLIGE 425 has secret levels, boss arenas, moxie Date: Mon, 08 Feb 1999 15:05:00 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 27 Message-ID: <79muel$25j$1@nnrp1.dejanews.com> References: <79inct$qiv$1@nnrp1.dejanews.com> <01be524d$91c4b620$8e51e0ce@john---sandra> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Mon Feb 08 15:05:00 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x9.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.playing:16595 rec.games.computer.doom.editing:12660 In article <01be524d$91c4b620$8e51e0ce@john---sandra>, "S. John Ross" wrote: > > God, that's so cool. You continue to rock. You're too kind! *8) I'm looking for suggestions, as always. The boss-arenas clearly need some more variety, for instance, and I'd love to be deluged with ideas I could steal. *8) Same for the way you get to secret levels, and the ways the secret levels themselves are "different". I've got various thoughts I'll be playing with, but more suggestions are always welcome. Another thing I'm thinking of doing is having a more definite "megawad mode", via a switch, or via just asking for more than say seven levels at once, where SLIGE would explicitly put only easy monsters in the first few levels, not generally change decor-styles during a level, and so on. Then, of course, I have to work on having it compose new music and design new texture-sets and monster sprites. *8) DC http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.cwix.com!206.103.240.185!newsfeed.infinet.com!news2!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: Monsters can telefrag! (But only on MAP30) References: <79pgbk$6at$1@nnrp1.dejanews.com> <19990209192710.10504.00000628@ng-ce1.aol.com> Reply-To: mattm@infinet.com Message-ID: X-Newsreader: slrn (0.9.4.3 UNIX) Lines: 19 Date: Wed, 10 Feb 1999 03:36:50 GMT NNTP-Posting-Host: 209.57.148.23 X-Trace: news2 918617810 209.57.148.23 (Tue, 09 Feb 1999 22:36:50 EDT) NNTP-Posting-Date: Tue, 09 Feb 1999 22:36:50 EDT Xref: teaser.fr rec.games.computer.doom.editing:12661 On 10 Feb 1999 00:27:10 GMT, Ledmeister wrote: >David sez: >> when looking through the DOOM source this morning for a different >> reason entirely, I noticed a line of code that causes monsters to be >> able to telefrag (i.e. kill whatever's sitting at the point they're >> trying to teleport to), on MAP 30 only. >I discovered that on my own last June or July .... >And that's also why you, and anything else alive, can get nuked by one of >those flying brown boxes that the game's Boss spits out, if it spawns a >monster on you or over you... Which leads me to idly wonder what would happen if you, say, built a quicky level with a player start, a cubespawner, and a spawn spot, stood on top of the spawn spot, blindfolded yourself and smoked a cigarette and waited... :) -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.idt.net!netnews.com!news.megsinet.net!not-for-mail From: Steven McGranahan Newsgroups: rec.games.computer.doom.editing Subject: Polution v2.1 Date: Wed, 10 Feb 1999 00:30:01 -0600 Organization: MegsInet, Inc. - Low Cost, High Performance Internet Services Lines: 16 Message-ID: <36C12769.D4CB3C3B@owc.net> NNTP-Posting-Host: 216.214.35.65 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12662 Hey, I posted this on alt.games.doom so if you read this there I'm sorry. Polution v2.1 is not done! With it comes support for Doom Legacy and a smaller zip size (it's about 600k now)! If you want to play polution on doom legacy, now's your chance! Also, coming soon to the site, I will have some tuts and levels up to help level designers in making levels. Anyway, the site is at: http://www.owc.net/~mcgrnhns/polution/ Steven -- Steven McGranahan, Developer GamePaks www.gamepaks.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.tli.de!newsfeed.ecrc.net!jupiter.NIC.DTAG.DE!news.online.de!not-for-mail From: "Isidor Zeuner" Newsgroups: rec.games.computer.doom.editing Subject: freeware editors Date: Wed, 10 Feb 1999 11:15:37 +0100 Organization: 1 & 1 Internet Anwender Lines: 8 Message-ID: <79rmdo$liq$1@news.online.de> NNTP-Posting-Host: dialup10-185.access.nacamar.de X-Server-Date: 10 Feb 1999 10:18:32 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:12664 Hi! Could someone suggest a good freeware level editor for DOOM and DOOM2 (and BOOM, if possible)? Thanx in advance, Isi From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!chippy.visi.com!news-out.visi.com!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethandphi exbeess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: 10 Feb 1999 11:57:25 GMT Organization: Belgacom Skynet SA/NV Lines: 75 Message-ID: References: <79q3ja$p42$1@nnrp1.dejanews.com> NNTP-Posting-Host: dialup266.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 8bit X-Trace: news0.skynet.be 918647845 23680 195.238.24.10 (10 Feb 1999 11:57:25 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 10 Feb 1999 11:57:25 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.editing:12665 rec.games.computer.doom.playing:16600 On Tue, 9 Feb 1999 19:51:11, David M. Chess wrote: > I've been bugging various people to give me their opinions about what > makes a good (or a lousy) DM level for some time, but I don't think > I've asked the newsgroups as a whole. (Yes, this is in hopes of someday > satisfying all the people who ask me when there'll be a SLIGE DM!) > > Now I have no DM experience whatever, so I need to know the most > elementary kinds of things about a good DM level/WAD: > > Should there be monsters? Always? Sometimes? Never? Doesn't > matter because DMers always use -nomonsters anyway? Some people > love fighting monsters at the same time as their fellow DMers? > (If the latter, hints about good monster placement and quantity > and type would be appreciated.) it's a nonsense to fight monsters and marines at the same time. > Should there be health? How much? Where? Is too much better than > too little? Does it not matter, in that some good DM levels have > no health and all, and some have tons? there should be none, so the frags occur faster. > Same questions for armor. Any? Where? Matters? And other > bonuses; how useful are blurs and invulns and stuff in DM? there should be some. > Should there be an exit switch? Is it good if it requires two > players co-operating to operate it? Or does it not matter either? there should be one, but somewhat hidden. > How many DM starts should there be? Minimum? Maximum? Do they > need to be: far apart? In cover? In the open? Near weapons? 4 at least, far apart, far from weapons, in a covert place. > Weapons: do they need to be hard to get? easy to get? evenly > distributed? near the DM starts? A mix of types? Should certain > types be avoided? far from the DM starts? far from starts, the more powerful the best hidden. > Nukage and doors: I've had people tell me to avoid both in DM (nukage > because it's just annoying, and doors because they're noisy and > bots don't like 'em). Is that generally-agreed-upon good advice? > How about lifts? Teleporters? nukage is funny when someone else is into it. doors should be present because it's funny to spot someone else by the sound of the doors. idem for lifts and teleports. > Overall layout: are long straight corridors bad? Circularity vital? > Big open areas a favorite? every type of structure is pertinent. > Examples: what's your all-time-favorite DM map for DOOM? DOOM II? > What's so good about them? Are there any good DM-mapping tutorials > out there that I should read? > > etc, etc, etc. there should be wide areas, small corridors, stockage rooms with crates, living rooms with polygon sofa's, gardens, sniper spots, etc. ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: SLIGE 426 source, now up, fixes gcc problem Date: Wed, 10 Feb 1999 15:47:55 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 19 Message-ID: <79s9n7$lr4$1@nnrp1.dejanews.com> References: <79inct$qiv$1@nnrp1.dejanews.com> <79nk08$qd$1@feed.teaser.fr> NNTP-Posting-Host: 198.81.209.16 X-Article-Creation-Date: Wed Feb 10 15:47:55 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x12.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.16 Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail Xref: teaser.fr rec.games.computer.doom.playing:16601 rec.games.computer.doom.editing:12666 OK, thanks much to for the bug report; I've just updated the online SLIGE source to level 426, which has had the lines fixed that were causing gcc to choke. 426 is otherwise identical to 425, but it should compile fine under gcc, djgpp, etc (modulo the usual paranoid warnings, which I really have to get around to fixing someday). I've only tested djgpp, but I'm pretty confident that any gcc should be OK; please do let me know if I'm wrong! http://www.doomworld.com/slige/, and follow the link to the source. If you only have FTP, this *might* also work: ftp://users.aol.com/dmchess/sligesrc.zip DC http://users.aol.com/dmchess/ http://www.doomworld.com/slige/ -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!rill.news.pipex.net!pipex!ams.uu.net!ffx.uu.net!in4.uu.net!news7-gui.server.ntli.net!news-feed.ntli.net!not-for-mail From: t.robinson@nospam.net.ntl.com (Tom Robinson) Newsgroups: rec.games.computer.doom.editing Subject: Re: Polution v2.1 Date: Wed, 10 Feb 1999 18:04:59 GMT Organization: http://mystican.nws.net Lines: 16 Message-ID: <36c17b2c.1316488@news.cableol.co.uk> References: <36C12769.D4CB3C3B@owc.net> Reply-To: t.robinson@nospam.net.ntl.com NNTP-Posting-Host: 194.168.181.54 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:12667 On Wed, 10 Feb 1999 00:30:01 -0600, Steven McGranahan wrote: >Hey, >I posted this on alt.games.doom so if you read this there I'm sorry. >Polution v2.1 is not done! With it comes support for Doom Legacy and a >smaller zip size (it's about 600k now)! If you want to play polution on >doom legacy, now's your chance! Also, coming soon to the site, I will Ok, that's a pretty confusing post. I assume you mean that it's "now done", you should check through your text before you post in future. -- Tom Robinson t.robinson@nospam.net.ntl.com - you know what to do. http://mystican.nws.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!logbridge.uoregon.edu!news-peer.gip.net!news.gsl.net!gip.net!newsfeed.cwix.com!206.172.150.11!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: Monsters can telefrag! (But only on MAP30) Organization: Insert witty quote here. References: <79pgbk$6at$1@nnrp1.dejanews.com> <19990209192710.10504.00000628@ng-ce1.aol.com> X-Newsreader: News Xpress 2.01 Lines: 26 Message-ID: <9Ekw2.153$ne2.293624@sapphire.mtt.net> X-Trace: reaS6G5y9TYVImjXOSf33v3jw1UZWQMYrMKSsrwmkeUYUxwso2eVKG1JRR1B80Fc4OeYzADVAJZC!VE8OY/cwGvIuaCazR1p/0ak= X-Complaints-To: abuse@mtt.net X-Abuse-Info: Please be sure to forward a copy of ALL headers X-Abuse-Info: Otherwise we will be unable to process your complaint properly Date: Wed, 10 Feb 1999 18:57:18 GMT NNTP-Posting-Host: 142.177.10.79 NNTP-Posting-Date: Wed, 10 Feb 1999 14:57:18 ADT Xref: teaser.fr rec.games.computer.doom.editing:12668 Ledmeister wrote: >I discovered that on my own last June or July, and didn't even really think >about what I'd just noticed... A Lost Soul followed me through a teleporter and >fragged me on map 30 of Final Doom: TNT Evilution. >At the time I was about 20 hours overdue for some sleep, so just said to myself >"What the HELL just happened?", and gave up for the night, chalking it up to a >bizarre bug. >A month or 2 later and Lee Killough and I found ourselves discussing that >phenomenon in e-mail, and that's when he pointed out that it's a functional >part of that map... the monster anti-telefrag safeguard is turned off on map >30... Though MBF has an option to turn it on or off. Options - Setup - Doom Compatibility - Any monster can telefrag on MAP30. Turning it off allows - if I remember correctly - only the cube-spawner to telefrag. Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: freeware editors Date: 10 Feb 1999 19:47:31 GMT Organization: None I'm aware of ! Lines: 13 Message-ID: <79snoj$8lc$1@feed.teaser.fr> References: <79rmdo$liq$1@news.online.de> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 918676051 8876 194.51.99.138 (10 Feb 1999 19:47:31 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 10 Feb 1999 19:47:31 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12669 In article <79rmdo$liq$1@news.online.de>, passive77@gmx.net says... >Could someone suggest a good freeware level editor for DOOM and DOOM2 (and >BOOM, if possible)? If you run DOS or Windows, DETH is good and supports Boom. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!wanadoo.fr!isdnet!194.213.69.154.MISMATCH!purple!fanta!news.algonet.se!rill.news.pipex.net!pipex!ams.uu.net!ffx.uu.net!in5.uu.net!news7-gui.server.ntli.net!news-feed.ntli.net!not-for-mail From: t.robinson@nospam.net.ntl.com (Tom Robinson) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: Wed, 10 Feb 1999 12:14:24 GMT Organization: http://mystican.nws.net Lines: 110 Message-ID: <36c09f63.33124813@news.cableol.co.uk> References: <79q3ja$p42$1@nnrp1.dejanews.com> Reply-To: t.robinson@nospam.net.ntl.com NNTP-Posting-Host: 194.168.181.26 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.playing:16602 rec.games.computer.doom.editing:12670 This is all 'imho' so there'll be plenty of people who disagree with me. On Tue, 09 Feb 1999 19:51:11 GMT, David M. Chess wrote: >Now I have no DM experience whatever, so I need to know the most >elementary kinds of things about a good DM level/WAD: > >Should there be monsters? Always? Sometimes? Never? Doesn't >matter because DMers always use -nomonsters anyway? Some people >love fighting monsters at the same time as their fellow DMers? >(If the latter, hints about good monster placement and quantity >and type would be appreciated.) Never. No monsters at all .. what's the point? Concentrate on killing the other guy. >Should there be health? How much? Where? Is too much better than >too little? Does it not matter, in that some good DM levels have >no health and all, and some have tons? I prefer it if it only takes like one or two shotgun shots to kill a player. If you get them once then they always disappear to pick up more health (especially if its respawning) then you hardly get any frags and it just gets boring. >Same questions for armor. Any? Where? Matters? And other >bonuses; how useful are blurs and invulns and stuff in DM? Nope. Definately no invulnerability spheres because who wins inevitably comes down to who managed to pick up the sphere more times, not skill. Same thing sorta goes for blurs. >Should there be an exit switch? Is it good if it requires two >players co-operating to operate it? Or does it not matter either? Depends if there's another level after it. Usually I agree with an opponent that like the first person to 100 frags wins or something, and they get to exit (be it hit the switch or quit). Both players having to co-operate to exit is kinda pointless if you ask me. >How many DM starts should there be? Minimum? Maximum? Do they >need to be: far apart? In cover? In the open? Near weapons? Depends on how big the level is. Stick a double-barrel ontop of every dm start, make them either ALL covered or ALL out in the open so theres as little luck involved as possible. >Weapons: do they need to be hard to get? easy to get? evenly >distributed? near the DM starts? A mix of types? Should certain >types be avoided? far from the DM starts? Make the better weapons tough to get (eg the BFG), make a player have to take a risk to go and grab them. >Nukage and doors: I've had people tell me to avoid both in DM (nukage >because it's just annoying, and doors because they're noisy and >bots don't like 'em). Is that generally-agreed-upon good advice? >How about lifts? Teleporters? All of these can be deployed in interesting ways. Hurting sectors can make it a risk to grab a decent weapon (you might die and lose a frag), teleporters and lifts can be handy (use your imagination -- something perhaps slige wouldnt find too easy), just make sure it isn't annoying. This is kinda why I think it'd be very hard to get a decent dm level outta something like slige because playtesting's the most important part of making a dm level. >Overall layout: are long straight corridors bad? Circularity vital? >Big open areas a favorite? As long as it isn't boring (Yes, long long corridors *are*). IMO there's no definate layout a dm level has to have, dm would be pretty dull if there was. >Examples: what's your all-time-favorite DM map for DOOM? DOOM II? >What's so good about them? Are there any good DM-mapping tutorials >out there that I should read? I don't really have a favourite, just as long as they play nicely and are fun (yes that *is* a useless, subjective answer ;). Dunno about dm mapping docs, there's a docs or faq or something dir on cdrom.com right? >etc, etc, etc. > >I'm sure there are probably no Right Answers to most of these, and I >should really just DM once a day for the next five years to form my That would be an excellent plan. >own opinions, but I'm impatient! *8) Your thoughts on any and/or all >of these questions would be very welcome. One thing that a couple of >people have suggested is that I just have SLIGE put a number of DM starts >in the levels that it generates, and otherwise leave things just the >way they are. I might do that; is there any chance that the levels it >generates (which are really designed with SP in mind) would be fun as >DM levels? Guesses welcome! Personally I hate large dm levels, dullville. I think you might be "barking up the wrong tree" trying to get slige to make dm levels because, like I said, playtesting is the key to making a decent dm map. But good luck with it, in any case. -- Tom Robinson t.robinson@nospam.net.ntl.com - you know what to do. http://mystican.nws.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: David M. Chess Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: Thu, 11 Feb 1999 15:26:00 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 13 Message-ID: <79uspu$vf3$1@nnrp1.dejanews.com> References: <79q3ja$p42$1@nnrp1.dejanews.com> NNTP-Posting-Host: 198.81.209.17 X-Article-Creation-Date: Thu Feb 11 15:26:00 1999 GMT X-Http-User-Agent: Mozilla/4.5 [en] (Win95; U) X-Http-Proxy: 1.0 x14.dejanews.com:80 (Squid/1.1.22) for client 198.81.209.17 Xref: teaser.fr rec.games.computer.doom.playing:16610 rec.games.computer.doom.editing:12671 Gettin' some good answers here! Keep them coming. But doesn't *anyone* have a favorite DM level? I mean REALLY! Does anyone love/hate the "ledges" series? How about GothicDM? Are E1M1 and MAP01 really great DM maps? If so, what is it that makes them great? DC -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newshub.northeast.verio.net!nntp.giganews.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: 11 Feb 1999 15:59:55 GMT Organization: Diogenes Studios Lines: 17 Sender: sjohn@as3-dialup-29.io.com Message-ID: <01be55d7$bdf2fb20$7d51e0ce@john---sandra> References: <79q3ja$p42$1@nnrp1.dejanews.com> <79uspu$vf3$1@nnrp1.dejanews.com> NNTP-Posting-Host: as3-dialup-29.io.com X-Trace: hiram.io.com 918748795 4550 206.224.81.125 (11 Feb 1999 15:59:55 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 11 Feb 1999 15:59:55 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.playing:16611 rec.games.computer.doom.editing:12672 | But doesn't *anyone* have a favorite DM level? I mean REALLY! MAP24 in DOOM2. But except for my deathmatch partner, you probably won't find too many to agree with that one ;) For us, it's simply the ultimate . .. . the race to get the Super Shotgun accessible, the tricky balance to get the plasma . . . and plenty of acid and plenty of falling . . . We love it. (And as for that funky territory out past the plasma - we just don't hang out there). || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!chippy.visi.com!news-out.visi.com!skynet.be!poster!not-for-mail From: ethh@enemy.org (ethhoack ethandphi exbeess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: 11 Feb 1999 19:05:39 GMT Organization: Belgacom Skynet SA/NV Lines: 28 Message-ID: References: <79q3ja$p42$1@nnrp1.dejanews.com> <79uspu$vf3$1@nnrp1.dejanews.com> <01be55d7$bdf2fb20$7d51e0ce@john---sandra> NNTP-Posting-Host: dialup213.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 8bit X-Trace: news0.skynet.be 918759939 147 195.238.23.213 (11 Feb 1999 19:05:39 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 11 Feb 1999 19:05:39 GMT X-Newsreader: ProNews/2 Version 1.50á1 Xref: teaser.fr rec.games.computer.doom.editing:12674 rec.games.computer.doom.playing:16614 On Thu, 11 Feb 1999 15:59:55, "S. John Ross" wrote: > > | But doesn't *anyone* have a favorite DM level? I mean REALLY! > > MAP24 in DOOM2. But except for my deathmatch partner, you probably won't > find too many to agree with that one ;) For us, it's simply the ultimate . well it's a bloody great dm arena indeed. maybe not the greatest. i seldomly dm. the rare occasions i get to play with a friend we prefer to slaughter monsters co-oply :) > .. . the race to get the Super Shotgun accessible, the tricky balance to get > the plasma . . . and plenty of acid and plenty of falling . . . We love it. > (And as for that funky territory out past the plasma - we just don't hang > out there). there is also in the secret room with lights a place to hide and defend the access to the place from the other player. but it's dangerous because if he has the rocket launcher he can blow your "bunker" off :) ethh key id & fp: 7579B421 7D 29 B3 3A CB 2D 42 B1 DE F3 19 D6 18 F6 C5 55 http://torpedoes.enemy.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!remarQ73!supernews.com!remarQ.com!news.winstar.net!winstar!news.good.net!news.phoenix.good.net!news.goodnet.com!not-for-mail From: "Paul Chenoweth" Newsgroups: rec.games.computer.doom.editing Subject: Ultimate Doom Stuff Lines: 4 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Thu, 11 Feb 1999 16:16:42 -0500 NNTP-Posting-Host: 208.15.165.43 X-Trace: news.goodnet.com 918767790 208.15.165.43 (Thu, 11 Feb 1999 14:16:30 MDT) NNTP-Posting-Date: Thu, 11 Feb 1999 14:16:30 MDT Xref: teaser.fr rec.games.computer.doom.editing:12675 i've got ultimate doom, and i'm looking for a good site for single wad's, and editors Suggestions? From x@x Mon Jan 1 00:00:00 GMT 1999 From: craydrygu@aol.com (CrayDrygu) Newsgroups: rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Lines: 7 NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Date: 11 Feb 1999 21:17:21 GMT Organization: AOL http://www.aol.com References: Message-ID: <19990211161721.01882.00000152@ng148.aol.com> Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!hammer.uoregon.edu!news-feed.fnsi.net!news.maxwell.syr.edu!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12676 >> | But doesn't *anyone* have a favorite DM level? I mean REALLY! Doom 2, MAP07. See, I almost always did 4-player DMs... in that size arena, four people can do a hell of a lot of fragging =) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!pasteur.fr!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: New level, Warcade 5 released Date: Sat, 13 Feb 1999 01:36:57 -0500 Organization: Unknown Organization Lines: 9 Message-ID: <7a36c2$cm0$1@camel25.mindspring.com> NNTP-Posting-Host: cf.45.a0.c8 X-Server-Date: 13 Feb 1999 06:33:38 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12679 Just so's you know--I've put another new level up on my web page. This one is not quite so frantic a fight as the earlier ones in the series. It's a 'Satanic City' style level with a lot of Bstone textures (some new) and a slightly Inmost Dens feel to it. Go get it at: http://www.mindspring.com/~sketner/Doompage.htm Also, there are some screenshots of Moonbase Cresta as well. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!howland.erols.net!portc02.blue.aol.com!audrey03.news.aol.com!not-for-mail From: getafakeid@aol.com (GetAFakeID) Newsgroups: rec.games.computer.doom.editing Subject: Doom! Get Your FAKE IDZ!! USA CANADA MORE Lines: 21 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 13 Feb 1999 17:14:18 GMT Organization: AOL http://www.aol.com Message-ID: <19990213121418.05665.00001158@ng24.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12680 Get your "novelty" <----- ( have to have that for legal purposes) ID now!!!! These are the highest quality novelty ids on the market. Not made by some college kids earning extra money, these are professionally made ids. Your photo is not put in place of somebody else photo on an ID. These are real IDs made to your specifications concerning the information on the card. These IDs have all holograms and security features! You can purchase a fake ID for the following places: USA= All 50 States! Canada= Alberta, British Columbia, Ontario, Quebec European= Germany, Belgium, holland, Italy, Spain, Sweden Australian= New South Wales, Victoria, Western Australia The IDs are $100ea. (Money Order or Cashiers Check Only) E-Mail for ordering instructions Doom! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!nntp.news.xara.net!xara.net!server6.netnews.ja.net!server4.netnews.ja.net!server2.netnews.ja.net!hgmp.mrc.ac.uk!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: Player color Date: Sat, 13 Feb 1999 17:59:41 +0000 Organization: University of Cambridge, England Lines: 36 Message-ID: References: NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: Xref: teaser.fr rec.games.computer.doom.editing:12681 I haven't seen a reply to this one yet, apologies if I'm repeating stuff here :-). On Tue, 9 Feb 1999, James Bedson wrote: > I would like to change the player color in doom II. Or know how it is picked > in a deathmatch game. The colours are allocated by player number. Player 1 is green, 2 is indigo, I don't know the others. The player numbers depend on what kind of network game you're playing: * in a tcp/ip game (with a port that has it) the numbers are decided by the command lines (each player puts their player number on the command line) * in a modem game the player that dials is player 1, I think (50/50 chance ;-). * in an ipx game, I remember reading somewhere that it's determined by the port numbers or something. It was in an FAQ someplace I think. There are programs to ustomise player sprites; either wads with new sprites in, or there's an old program called Doom Colour Changer that was supposed to do stuff with the uniforms, though I don't think it can actually change the player colours. Finally, some of the source ports (Legacy, LxDoom, probably others) let you customise the player colours; if you're serious about changing the colours then this is the way to go. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!portc02.blue.aol.com!audrey03.news.aol.com!not-for-mail From: moe541@aol.com (Moe541) Newsgroups: rec.games.computer.doom.editing Subject: Re: Ultimate Doom Stuff Lines: 19 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 13 Feb 1999 21:13:38 GMT Organization: AOL http://www.aol.com References: Message-ID: <19990213161338.29041.00000075@ng-cc1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12682 I've got an upcoming one called Vengeance, it's a full level replacement and has lotsa new textures. When available, you can download it at http:// members.aol.com/moe541/ (address may change) You'll need TeamTNT's Boom engine for it, www.teamtnt.com You can get lots of other Ultimate Doom wads at my page, the first address I put. For editors, I suggest you use DETH, or DoomEd (these are 2 i've got the most experience with). -Paul > i've got ultimate doom, and i'm looking for a good site for single >wad's, and editors Suggestions? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: moe541@aol.com (Moe541) Newsgroups: rec.games.computer.doom.editing Subject: Re: Help!!! Lines: 17 NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Date: 13 Feb 1999 21:33:44 GMT Organization: AOL http://www.aol.com References: <01be5034$8361d1a0$5bbb07c4@cliff> Message-ID: <19990213163344.29040.00000075@ng-cc1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12683 Find yourself a computer programmer and download doom's source code, that way you can make any changes you want to the game itself. All ya need is programming skills:) -Paul >I want to make my own Doom game. I am busy with it. But I want it to run >under my own exe file, but it doesn't want to work. Can anybody >help me with this. I tried De hacked, but it only changes the settings of >the original Doom. [-]Paul F.[] http://members.aol.com/moe541/ [-] []Invasion II[]The Invasion[]Hell, Hell 2, Episode Hell[]Megahard[]PSFDooM[] [-] TeamTNT member [] DTD member [] Team Paradox member[-] From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!news-peer.gip.net!news.gsl.net!gip.net!portc01.blue.aol.com!audrey03.news.aol.com!not-for-mail From: coyote6259@aol.com (Coyote6259) Newsgroups: rec.games.computer.doom.editing Subject: Re: beta testers needed Lines: 3 NNTP-Posting-Host: ladder03.news.aol.com X-Admin: news@aol.com Date: 14 Feb 1999 06:35:19 GMT Organization: AOL http://www.aol.com References: <79pr0e$tf$1@camel29.mindspring.com> Message-ID: <19990214013519.08427.00001401@ng-fs1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12685 i'd want to. is it for doom or doom2? -Chris From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!btnet-peer!btnet-feed1!btnet!landlord!stones.POSTED!not-for-mail From: adam@nospam.scisoft.force9.co.uk (Adam Williamson) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1 shareware editing Organization: SSS Reply-To: adam@nospam.scisoft.force9.co.uk Message-ID: <36c6c16c.11995777@news.force9.net> References: <36a1e067.5358268@news.kornet.nm.kr> <36A227A0.BECDDB5D@planetfortress.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 45 Date: Sun, 14 Feb 1999 12:30:33 GMT NNTP-Posting-Host: 195.166.146.59 X-Complaints-To: abuse@plus.net.uk X-Trace: stones 918995239 195.166.146.59 (Sun, 14 Feb 1999 12:27:19 BST) NNTP-Posting-Date: Sun, 14 Feb 1999 12:27:19 BST Xref: teaser.fr rec.games.computer.doom.editing:12686 On Sun, 17 Jan 1999 18:10:37 GMT, SailorScout wrote: >If they're Episode 1 maps then they can be distributed in any way, shape >or form (since that episode is shareware). Now, if you're talking other >episodes, that may be another story depending on how big the revisions >were. Not true at all. You're confusing two different issues. The maps in E1 are, indeed, copyrighted. The fact that it is shareware is neither here nor there: shareware merely grants the user a license to *distribute*, unchanged, the game - not modify it. I don't believe id would actually *care* about a modification of a Doom map, but cdrom.com almost certainly would not carry it. > >For example, I myself did a map _based_ on MAP01, but the map's design >was all my own. Ditto for UAC_CNTR (a Doom II map I made).. the >beginning area bears an uncanny resemblence to E1M2, but I actually made >that myself.. I didn't cut/paste. > >To shut myself up, modifying the first few levels of either game ought >to be ok, but if you're modifying the later levels there may be probs >with that.. > >Kwanki Min wrote: >> >> Recently I made some doom2 maps based on ID's doom1 shareware version. >> I revised a little ; for exemple monster change, adding doors and >> windows. Then I heard all ID software's doom1 maps was copyrighted. >> Can my minorly revisied maps distributed in internet? >> I have no commercial purpose > >-- > SailorScout [sailorscout@planetfortress.com] UIN: 7161734 > * Planetfortress Administrator and Newsie > > http://www.planetfortress.com/sailorscout | SailorScout's GC > http://www.planetfortress.com/history | TF History -- Adam Williamson Current Projects: Mordeth E2, Darkening E2 Previous Projects: Requiem, Memento Mori 2, Insertion adam@scisoft.force9.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!btnet-peer!btnet-feed1!btnet!landlord!stones.POSTED!not-for-mail From: adam@nospam.scisoft.force9.co.uk (Adam Williamson) Newsgroups: rec.games.computer.doom.editing Subject: Re: Player color Organization: SSS Reply-To: adam@nospam.scisoft.force9.co.uk Message-ID: <36c6c608.13176064@news.force9.net> References: X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 37 Date: Sun, 14 Feb 1999 22:43:05 GMT NNTP-Posting-Host: 195.166.145.97 X-Complaints-To: abuse@plus.net.uk X-Trace: stones 919031992 195.166.145.97 (Sun, 14 Feb 1999 22:39:52 BST) NNTP-Posting-Date: Sun, 14 Feb 1999 22:39:52 BST Xref: teaser.fr rec.games.computer.doom.editing:12687 On Sat, 13 Feb 1999 17:59:41 +0000, Colin Phipps wrote: >I haven't seen a reply to this one yet, apologies if I'm repeating stuff >here :-). > >On Tue, 9 Feb 1999, James Bedson wrote: >> I would like to change the player color in doom II. Or know how it is picked >> in a deathmatch game. > >The colours are allocated by player number. Player 1 is green, 2 is >indigo, I don't know the others. The player numbers depend on what kind of >network game you're playing: Player 3 is red, player 4 is brown. Ports which allow >4 player play, I think, allow you to choose your own colours to avoid confusion (although I haven't tried any, so I wouldn't know for sure). >* in an ipx game, I remember reading somewhere that it's determined by the >port numbers or something. It was in an FAQ someplace I think. I remember this being a *very* prickly issue a couple of years back. You see, the indigo player is generally at an advantage in Doom dms, as most of the popular levels (Doom2 MAP01 *especially*) use techno colour schemes where indigo tends to blend in and green sticks out like a sore thumb. The Blueguy patch (I think it was called that) was designed around then, which made both players bright blue and at an equal disadvantage (not technically possible, I *know*, English students :>). There was a big argument about players who used the -player switch or messed with their port numbers to make sure they were indigo...I think it was finally decided it was based on port number, but i'm not 100% sure. -- Adam Williamson Current Projects: Mordeth E2, Darkening E2 Previous Projects: Requiem, Memento Mori 2, Insertion adam@scisoft.force9.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!oleane!newsfeed.wirehub.nl!btnet-peer!btnet-feed1!btnet!landlord!stones.POSTED!not-for-mail From: adam@nospam.scisoft.force9.co.uk (Adam Williamson) Newsgroups: rec.games.computer.doom.editing Subject: Re: Polution v2.1 Organization: SSS Reply-To: adam@nospam.scisoft.force9.co.uk Message-ID: <36c6c71d.13453255@news.force9.net> References: <36C12769.D4CB3C3B@owc.net> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 11 Date: Sun, 14 Feb 1999 22:43:07 GMT NNTP-Posting-Host: 195.166.145.97 X-Complaints-To: abuse@plus.net.uk X-Trace: stones 919031992 195.166.145.97 (Sun, 14 Feb 1999 22:39:52 BST) NNTP-Posting-Date: Sun, 14 Feb 1999 22:39:52 BST Xref: teaser.fr rec.games.computer.doom.editing:12688 On Wed, 10 Feb 1999 00:30:01 -0600, Steven McGranahan wrote: >Polution v2.1 is not done! With it comes support for Doom Legacy and a Heh. Freudian slip here, methinks. -- Adam Williamson Current Projects: Mordeth E2, Darkening E2 Previous Projects: Requiem, Memento Mori 2, Insertion adam@scisoft.force9.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!ptdnetP!newsgate.ptd.net!newsfeed00.btx.dtag.de!jupiter.NIC.DTAG.DE!news.online.de!not-for-mail From: "Isidor Zeuner" Newsgroups: rec.games.computer.doom.editing Subject: hexen texture wad for doom2 Date: Mon, 15 Feb 1999 15:37:16 +0100 Organization: 1 & 1 Internet Anwender Lines: 10 Message-ID: <7a9bo2$sf7$1@news.online.de> NNTP-Posting-Host: dialup10-187.access.nacamar.de X-Server-Date: 15 Feb 1999 14:42:10 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:12689 Hi! Yesterday I downloaded DM2CONV32, a program to convert DOOM/DOOM2/HERETIC levels. It came with a program called GFXMAKER, which extracts the textures from one or two of these games and writes them into a PWAD. My question is, is there a program to extract HEXEN textures and put them in a DOOM2 PWAD? Isi From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!newshub.northeast.verio.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Warcade5 bugs Date: Mon, 15 Feb 1999 11:40:48 -0500 Organization: Unknown Organization Lines: 18 Message-ID: <7a9imr$h4c$1@camel19.mindspring.com> NNTP-Posting-Host: d1.56.1a.c6 X-Server-Date: 15 Feb 1999 16:40:59 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12690 My apologies to everyone who tried to play Warcade5 over the weekend. The level runs properly under Zdoom. It cannot be completed under Boom or the original Doom2.exe.I haven't tried the other ports yet. Zdoom allows switches to be activated from either sidedef of their line. In Warcade5, there are three lifts which use this effect. At the time I was making the level, I thought, 'Gee, I wonder why I never noticed that this worked before?' I will try to make a real level out of it this week. In the meantime just consider it a Zdoom-only level. Thanks to Opulent for helping me figure out what was wrong Sam Ketner From x@x Mon Jan 1 00:00:00 GMT 1999 From: "cycloid" Newsgroups: rec.games.computer.doom.editing Subject: Re: New level, Warcade 5 released Date: Tue, 16 Feb 1999 10:11:25 -0000 Organization: RemarQ http://www.remarQ.com Lines: 27 Message-ID: <7abgaf$1ko$1@supernews.com> References: <7a36c2$cm0$1@camel25.mindspring.com> NNTP-Posting-Host: 212.67.129.163 X-Trace: 919159951 02H499TBW81A3D443C uk21.supernews.com X-Complaints-To: newsabuse@remarq.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!hammer.uoregon.edu!logbridge.uoregon.edu!remarQ73!supernews.com!remarQ.com!remarQ69!gsxn!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12694 zdoom comes back with: 334 errors in R_init textutres or something... any ideas? _________________________________________ | | | | /| +---/ /| |\ +--+ | |\ | | | / | | / / | | \ | | | | \ | | | \ | | / \ | | \ | | | | / | | | \| |/ \| +---\ +--+ | |/ | | |_______________________________|_________| Sam Ketner wrote in message <7a36c2$cm0$1@camel25.mindspring.com>... >Just so's you know--I've put another new level up on my web page. This one >is not quite so frantic a fight as the earlier ones in the series. It's a >'Satanic City' style level with a lot of Bstone textures (some new) and a >slightly Inmost Dens feel to it. Go get it at: >http://www.mindspring.com/~sketner/Doompage.htm > >Also, there are some screenshots of Moonbase Cresta as well. > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!130.185.14.36!torn!garnet.nbnet.nb.ca!news.unb.ca!carme!c4rn From: c4rn@UNB.ca (Optimus) Newsgroups: rec.games.computer.doom.editing Subject: Re: Monsters can telefrag! (But only on MAP30) Date: 16 Feb 1999 13:29:26 GMT Organization: University of New Brunswick, Fredericton, NB, Canada Lines: 10 Message-ID: <7abrrm$hv1@sol.sun.csd.unb.ca> References: <79pgbk$6at$1@nnrp1.dejanews.com> <36c8d0ca.17573755@netnews.worldnet.att.net> NNTP-Posting-Host: carme.unb.ca X-Newsreader: TIN [version 1.2 PL2] Xref: teaser.fr rec.games.computer.doom.editing:12695 Look what Steve Pettit (kryslin@worldnet.att.net) wrote: : If you're feeling particularly mean... : There's a trick you can do on any level for a rather fatal trap in : solo play. [Self-telefrag description snipped] Yeah, I found out about that one yesterday, playing Artica 4 :P. Still a cool level, though -- it was a blast watching the friendly Cyber make short work of a room full of Knights :). Ian Merrithew - UNB Fredericton From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <36C99B9C.2E91@mcmail.com> Date: Tue, 16 Feb 1999 16:23:56 +0000 From: Damien Donnelly Reply-To: m00wvx00@mcmail.com Organization: Damo The Great INC. X-Mailer: Mozilla 3.01C-IDv3b (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing CC: Damo Subject: Does anyone know where I can get hold of some info on the doom source code Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.44.19.158 X-Trace: 16 Feb 1999 16:25:52 GMT, 195.44.19.158 Lines: 5 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!rill.news.pipex.net!pipex!peer.cwci.net!news1.mcmail.com!195.44.19.158 Xref: teaser.fr rec.games.computer.doom.editing:12696 Does anyone out there know where I could get any info on using and altering the doom source code, I have made many quake patches but I dont know where to start with doom... Please help me out if you can!!??!! Damo. From x@x Mon Jan 1 00:00:00 GMT 1999 From: wait@postoffice.worldnet.att.net Newsgroups: rec.games.computer.doom.editing Subject: Re: Does anyone know where I can get hold of some info on the doom source code Date: 16 Feb 1999 16:45:00 GMT Organization: AT&T WorldNet Services Lines: 21 Message-ID: <36C9C9B7.4F86@postoffice.worldnet.att.net> References: <36C99B9C.2E91@mcmail.com> NNTP-Posting-Host: 12.79.163.34 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-WorldNet (Win95; U) Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!hammer.uoregon.edu!newsfeed.direct.ca!wn4feed!worldnet.att.net!135.173.83.225!attworldnet!newsadm Xref: teaser.fr rec.games.computer.doom.editing:12697 Damien Donnelly wrote: > > Does anyone out there know where I could get any info on using and > altering the doom source code, I have made many quake patches but I dont > know where to start with doom... Please help me out if you can!!??!! > > Damo. If i remember correctly, try ftp://ftp.cdrom.com/pub/doom2/idstuff/sources/doomsrc.zip They're for Linux though. you might want to start with some of the DOS ports of Windows ports... Dosdoom- www.frag.com/dosdoom Windoom- www.frag.com/doom Boom- www.teamtnt.com Doom Legacy- www.frag.com/doomlegacy Have fun. Looking forward to seeing some good shit from you. =) UrHaSh From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Self-telefragging (was: Monsters can telefrag! (But only on MAP30)) Date: 16 Feb 1999 18:56:33 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7acf11$jk0$1@feed.teaser.fr> References: <79pgbk$6at$1@nnrp1.dejanews.com> <36c8d0ca.17573755@netnews.worldnet.att.net> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 919191393 20096 194.51.99.138 (16 Feb 1999 18:56:33 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Feb 1999 18:56:33 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12698 In article <36c8d0ca.17573755@netnews.worldnet.att.net>, >There's a trick you can do on any level for a rather fatal trap in >solo play. > >Create a teleporter, make it different in some way from your other, >safe, teleporters. It'll probably be a teleport that goes nowhere, >anyway. Put an additional player start inside the destination sector >(this is called a Voodoo doll). When a player takes the unsafe >teleporter... >gick http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!su-news-hub1.bbnplanet.com!news.gtei.net!newsfeed.corridex.com!remarQ73!supernews.com!remarQ.com!remarQ69!gsxn!not-for-mail From: "cycloid" Newsgroups: rec.games.computer.doom.editing Subject: Re: New level, Warcade 5 released Date: Wed, 17 Feb 1999 13:23:54 -0000 Organization: RemarQ http://www.remarQ.com Lines: 74 Message-ID: <7aeflk$c25$1@supernews.com> References: <7a36c2$cm0$1@camel25.mindspring.com> <7abgaf$1ko$1@supernews.com> <7acpba$jh6$1@camel21.mindspring.com> NNTP-Posting-Host: 212.67.128.223 X-Trace: 919257588 02H499TBW80DFD443C uk21.supernews.com X-Complaints-To: newsabuse@remarq.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12700 wierd, i downloaded it again and it worked fine! i think my peecee was having a bad hair day! -- _________________________________________ | | | | /| +---/ /| |\ +--+ | |\ | | | / | | / / | | \ | | | | \ | | | \ | | / \ | | \ | | | | / | | | \| |/ \| +---\ +--+ | |/ | | |_______________________________|_________| Sam Ketner wrote in message <7acpba$jh6$1@camel21.mindspring.com>... >cycloid: > >That's really weird. >Warcade5 has come up buggy for me because I playtest with Zdoom myself, and >it wound up being more compatable with Zdoom than with the other source >ports.... But this is the first I've heard of a problem related to the >extra textures and patches. I have to say I think the problem may be on >your end, but I will do everything I can to help you run it down. Could you >have a compromised copy of Warcade5 somehow? The any-port version is up on >my home page now at http://www.mindspring.com/~sketner Give it a run.... And >are you using the latest Zdoom? > >Please let me know how this comes out, and e-mail me a copy of your copy if >you don't mind. > >Thanks, Sam Ketner > > >-----Original Message----- >From: cycloid >Newsgroups: rec.games.computer.doom.editing >Date: Tuesday, February 16, 1999 5:11 AM >Subject: Re: New level, Warcade 5 released > > >>zdoom comes back with: >> >>334 errors in R_init textutres >> >> >>or something... any ideas? >> >> _________________________________________ >>| | | >>| /| +---/ /| |\ +--+ | |\ | | >>| / | | / / | | \ | | | | \ | | >>| \ | | / \ | | \ | | | | / | | >>| \| |/ \| +---\ +--+ | |/ | | >>|_______________________________|_________| >> >>Sam Ketner wrote in message <7a36c2$cm0$1@camel25.mindspring.com>... >>>Just so's you know--I've put another new level up on my web page. This one >>>is not quite so frantic a fight as the earlier ones in the series. It's a >>>'Satanic City' style level with a lot of Bstone textures (some new) and a >>>slightly Inmost Dens feel to it. Go get it at: >>>http://www.mindspring.com/~sketner/Doompage.htm >>> >>>Also, there are some screenshots of Moonbase Cresta as well. >>> >>> >> >> > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Re: New level, Warcade 5 released Date: Tue, 16 Feb 1999 16:52:29 -0500 Organization: Unknown Organization Lines: 55 Message-ID: <7acpba$jh6$1@camel21.mindspring.com> References: <7a36c2$cm0$1@camel25.mindspring.com> <7abgaf$1ko$1@supernews.com> NNTP-Posting-Host: d1.56.1b.a9 X-Server-Date: 16 Feb 1999 21:52:42 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12701 cycloid: That's really weird. Warcade5 has come up buggy for me because I playtest with Zdoom myself, and it wound up being more compatable with Zdoom than with the other source ports.... But this is the first I've heard of a problem related to the extra textures and patches. I have to say I think the problem may be on your end, but I will do everything I can to help you run it down. Could you have a compromised copy of Warcade5 somehow? The any-port version is up on my home page now at http://www.mindspring.com/~sketner Give it a run.... And are you using the latest Zdoom? Please let me know how this comes out, and e-mail me a copy of your copy if you don't mind. Thanks, Sam Ketner -----Original Message----- From: cycloid Newsgroups: rec.games.computer.doom.editing Date: Tuesday, February 16, 1999 5:11 AM Subject: Re: New level, Warcade 5 released >zdoom comes back with: > >334 errors in R_init textutres > > >or something... any ideas? > > _________________________________________ >| | | >| /| +---/ /| |\ +--+ | |\ | | >| / | | / / | | \ | | | | \ | | >| \ | | / \ | | \ | | | | / | | >| \| |/ \| +---\ +--+ | |/ | | >|_______________________________|_________| > >Sam Ketner wrote in message <7a36c2$cm0$1@camel25.mindspring.com>... >>Just so's you know--I've put another new level up on my web page. This one >>is not quite so frantic a fight as the earlier ones in the series. It's a >>'Satanic City' style level with a lot of Bstone textures (some new) and a >>slightly Inmost Dens feel to it. Go get it at: >>http://www.mindspring.com/~sketner/Doompage.htm >> >>Also, there are some screenshots of Moonbase Cresta as well. >> >> > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: hexen texture wad for doom2 Date: 17 Feb 1999 18:54:50 GMT Organization: None I'm aware of ! Lines: 34 Message-ID: <7af39q$676$1@feed.teaser.fr> References: <7a9bo2$sf7$1@news.online.de> <7aa7uu$h35$1@feed.teaser.fr> <4t2y2.17$YO6.5461@sapphire.mtt.net> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 919277690 6374 194.51.99.138 (17 Feb 1999 18:54:50 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 17 Feb 1999 18:54:50 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12702 In article <4t2y2.17$YO6.5461@sapphire.mtt.net>, The.Archon@Doom.com says... >It wouldn't be able to do much with the switches, given that most of the ones >I remember were multi-framed, with an on-transition-off animation rather than >an on-off animation. It could probably still do the extraction, though.... > >In other words, it should work, but trying to convert it texture-for-texture >to a Doom usable WAD will require a lot of work, and as Andre says, the levels >are not the standard Doom/Heretic setup either. I've just tried it and everything was extracted correctly. Except the levels, but that was to be expected (the data structures are different). Deutex gave me 355 patches, 101 flats, 360 textures and 2692 sprites. Deutex hiccupped a couple of times, though. It found two SKY2 flats, got a bit confused by the BEHAVIOR lumps, created a couple of 64x128 (!) flats and so on. But all in all, it worked remarkably well for a program that is not supposed to support Hexen at all. So I think it should not be very hard to make a Doom/Doom II pwad containing the Hexen textures and flats. Deutex could handle 90% of the work for you. The hardest part would be, as Len said, getting the switches and the animations to act like they're supposed to. To get there, you'll need some handwork. And even then, you might have to drop some if Doom has less animation/switches entries than Hexen. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!newsfeed.wirehub.nl!newspeer.clara.net!news.clara.net!peer.news.nildram.co.uk!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: What makes a good/bad DM level (elementary stuff) Date: Thu, 18 Feb 1999 01:18:36 GMT Organization: Inweb Networks Lines: 15 Message-ID: <36cb6a3a.312633@news.wiss.co.uk> References: <19990211161721.01882.00000152@ng148.aol.com> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 919303870 12920 212.38.66.144 (18 Feb 1999 02:11:10 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 18 Feb 1999 02:11:10 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12704 On 11 Feb 1999 21:17:21 GMT, craydrygu@aol.com (CrayDrygu) wrote: >>> | But doesn't *anyone* have a favorite DM level? I mean REALLY! > >Doom 2, MAP07. > >See, I almost always did 4-player DMs... in that size arena, four people can do >a hell of a lot of fragging =) > Ohhhhhhhh, yeah!!!!! (to quote Fat Harry White - see uk.media.radio.radcliffe if you're confused) -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.tli.de!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!peer.news.th.u-net.net!u-net!news.netkonect.net!news.inweb.net.uk!not-for-mail From: rhowe@wiss.co.uk (Russell G. Howe) Newsgroups: rec.games.computer.doom.editing Subject: Re: Player color Date: Thu, 18 Feb 1999 01:58:37 GMT Organization: Inweb Networks Lines: 59 Message-ID: <36cb73c5.2755642@news.wiss.co.uk> References: <36c6c608.13176064@news.force9.net> Reply-To: rhowe@mindless.com NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 919306272 13800 212.38.66.144 (18 Feb 1999 02:51:12 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 18 Feb 1999 02:51:12 GMT X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12705 On Sun, 14 Feb 1999 22:43:05 GMT, adam@nospam.scisoft.force9.co.uk (Adam Williamson) wrote: >On Sat, 13 Feb 1999 17:59:41 +0000, Colin Phipps > wrote: > >>I haven't seen a reply to this one yet, apologies if I'm repeating stuff >>here :-). >> >>On Tue, 9 Feb 1999, James Bedson wrote: >>> I would like to change the player color in doom II. Or know how it is picked >>> in a deathmatch game. >> >>The colours are allocated by player number. Player 1 is green, 2 is >>indigo, I don't know the others. The player numbers depend on what kind of >>network game you're playing: > >Player 3 is red, player 4 is brown. Ports which allow >4 player play, >I think, allow you to choose your own colours to avoid confusion >(although I haven't tried any, so I wouldn't know for sure). > >>* in an ipx game, I remember reading somewhere that it's determined by the >>port numbers or something. It was in an FAQ someplace I think. > >I remember this being a *very* prickly issue a couple of years back. >You see, the indigo player is generally at an advantage in Doom dms, >as most of the popular levels (Doom2 MAP01 *especially*) use techno >colour schemes where indigo tends to blend in and green sticks out >like a sore thumb. The Blueguy patch (I think it was called that) was >designed around then, which made both players bright blue and at an >equal disadvantage (not technically possible, I *know*, English >students :>). There was a big argument about players who used the >-player switch or messed with their port numbers to make sure they >were indigo...I think it was finally decided it was based on port >number, but i'm not 100% sure. >-- >Adam Williamson >Current Projects: Mordeth E2, Darkening E2 >Previous Projects: Requiem, Memento Mori 2, Insertion >adam@scisoft.force9.co.uk The Doom FAQ (6.666) says: [8-3-2]: How does DOOM determine player colors? ----------------------------------------------- The player numbers and colors are determined by the ethernet node address. The lower the number, the lower number you will be assigned in a multi-player game. The lowest number gets green, and the highest number (with four players) gets red. To change the player numbers in a net game, insert the line :"NODE ADDRESS xxxxxxxxxxxx" under the Link Driver section of your net.cfg before you load LSL. I'm unable to test this though, as I've played multiplayer doom 3 times, each over a 9600bps modem connection. I've since downloaded the whole 'serial' directory of the UK SunSite's idgames section (nice and fast, that one) and am on the quest for speed! -- Russell G. Howe -- rhowe@mindless.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!sunqbc.risq.qc.ca!wesley.videotron.net!weber.videotron.net.POSTED!not-for-mail Message-ID: <36CF86A2.683BCD2E@videotron.ca> From: Finoli Reply-To: its.us@videotron.ca X-Mailer: Mozilla 4.06 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: doom2 net play Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 7 Date: Sat, 20 Feb 1999 23:08:03 -0500 NNTP-Posting-Host: 207.96.174.187 X-Complaints-To: abuse@videotron.net X-Trace: weber.videotron.net 919570289 207.96.174.187 (Sat, 20 Feb 1999 23:11:29 EDT) NNTP-Posting-Date: Sat, 20 Feb 1999 23:11:29 EDT Xref: teaser.fr rec.games.computer.doom.editing:12706 I was wondering if there is a possibility to play doom 2 over the net, or is that just reserved to those who have Quake or other shit like that that has netplay intergated into the game. Doom rocks and i just much rather shove a double barrel shotgun at a friend's face than say like a light saber. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.cwix.com!207.44.3.66!news-out.microserve.net!news-in.microserve.net!wildman From: wildman@microserve.net (Wildman, the Cuberstalker) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 net play Date: 21 Feb 1999 10:55:05 GMT Organization: United Cuberstalkers Association Lines: 17 Message-ID: References: <36CF86A2.683BCD2E@videotron.ca> Reply-To: wildman@microserve.net NNTP-Posting-Host: ppp-a30.wbgate1.microserve.com X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12707 On Sat, 20 Feb 1999 23:08:03 -0500, Finoli wrote: >I was wondering if there is a possibility to play doom 2 over the net, >or is that just reserved to those who have Quake or other shit like that >that has netplay intergated into the game. >Doom rocks and i just much rather shove a double barrel shotgun at a >friend's face than say like a light saber. > > I forget which one, but it is possible with one of the source ports. -- Wildman, the Cuberstalker Thank you, Microsoft, and please get out of the way. Fight spam - http://www.cauce.org/ DO NOT SPAM THIS ADDRESS From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Macbeth" Newsgroups: rec.games.computer.doom.editing References: <36CF86A2.683BCD2E@videotron.ca> Subject: Re: doom2 net play Date: Sun, 21 Feb 1999 11:04:50 -0000 Lines: 15 X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 NNTP-Posting-Host: 195.182.164.101 Message-ID: <36cfe83d.0@news.proweb.co.uk> X-Trace: 21 Feb 1999 11:04:29 GMT, 195.182.164.101 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.new-york.net!uunet!ffx.uu.net!in2.uu.net!news.planetc.com!news.proweb.co.uk!195.182.164.101 Xref: teaser.fr rec.games.computer.doom.editing:12708 You can use a program called ZM which is combined with ZDoom *a port of doom* these let you play people over the Net. I think the address for ZM is www.doomworld.com/zm and zdooms is http://notgod.zdoom.com but i'm not too sure about that one Finoli wrote in message <36CF86A2.683BCD2E@videotron.ca>... >I was wondering if there is a possibility to play doom 2 over the net, >or is that just reserved to those who have Quake or other shit like that >that has netplay intergated into the game. >Doom rocks and i just much rather shove a double barrel shotgun at a >friend's face than say like a light saber. > > From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Mongolito404" Newsgroups: rec.games.computer.doom.editing Subject: No explosive projectiles with DEH Date: 22 Feb 1999 20:40:13 GMT Organization: Belgacom Skynet SA/NV Lines: 5 Message-ID: <01be5ea3$c2d260c0$7013eec3@sadboy> NNTP-Posting-Host: dialup112.brussels.skynet.be X-Trace: news0.skynet.be 919716013 21934 195.238.19.112 (22 Feb 1999 20:40:13 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 22 Feb 1999 20:40:13 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!hammer.uoregon.edu!logbridge.uoregon.edu!newspeer1.nac.net!news.maxwell.syr.edu!newsgate.cistron.nl!het.net!news.belnet.be!skynet.be!poster!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12713 Is there a way to make projectiles don't explose when they hurt a wall, floor or celling using DEH? Mongolito404, King Of The Mongolian People mongolito404@usa.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 net play Date: Mon, 22 Feb 1999 21:20:24 +0000 Message-ID: References: <36CF86A2.683BCD2E@videotron.ca> <36cfe83d.0@news.proweb.co.uk> <36d05b35.9025153@news.cableol.co.uk> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 919718438 nnrp-10:11363 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 29 Xref: teaser.fr rec.games.computer.doom.editing:12714 On Sun, 21 Feb 1999, Tom Robinson wrote: >On Sun, 21 Feb 1999, Stuart Brady wrote: >>On Sun, 21 Feb 1999, Macbeth wrote: >>>I think the address for ZM is >>>www.doomworld.com/zm >>No. It's http://doomworld.com/zm I meant to put a smiley at the end of that. >Is there a difference? Yeah. One's got that pointless www bit, and the other hasn't. http is the protocol; without that, how does your browser know whether to use ftp or http? There's never any need to put :8080 at the end, though. With the www bit the connection overhead *may be* a bit slower, too. I wouldn't know. The www is a sub-domain; Doomworld's site works both with or without the subdomain. This whole www thing is silly; using web is just as good, and easier to speak, but it's best to forget the thing altogether. Many sites do what doomworld does. -- Stuart Brady http://www.nospam.demon.co.uk/stuart/index.html email: stuart@nospam.demon.co.uk replace nospam with wholehog From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-was.dfn.de!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Re: No explosive projectiles with DEH Date: Mon, 22 Feb 1999 20:12:55 -0500 Organization: Unknown Organization Lines: 18 Message-ID: <7asvbd$9k6$1@camel0.mindspring.com> References: <01be5ea3$c2d260c0$7013eec3@sadboy> NNTP-Posting-Host: cf.45.a1.3d X-Server-Date: 23 Feb 1999 01:13:17 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12715 Yeah, a couple. 1) turn on the No Clipping flag. this will cause the projectile to fly through the wall or Thing without actually hitting it. 2) edit the code pointers so that the rocket's death frames do not trigger the explosion. I frankly don't know what will happen when you do that. It may crash the game. There are probably others but those two will work off of the top of my head. Sam Mongolito404 wrote in message <01be5ea3$c2d260c0$7013eec3@sadboy>... >Is there a way to make projectiles don't explose when they hurt a wall, >floor or celling using DEH? > >Mongolito404, King Of The Mongolian People >mongolito404@usa.net From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.gamma.ru!Gamma.RU!sunqbc.risq.qc.ca!news3.bellglobal.com!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: No explosive projectiles with DEH Organization: Insert witty quote here. References: <01be5ea3$c2d260c0$7013eec3@sadboy> <7asvbd$9k6$1@camel0.mindspring.com> X-Newsreader: News Xpress 2.01 Lines: 58 Message-ID: Date: Tue, 23 Feb 1999 03:59:55 GMT NNTP-Posting-Host: 142.177.86.51 X-Trace: sapphire.mtt.net 919742310 142.177.86.51 (Mon, 22 Feb 1999 23:58:30 ADT) NNTP-Posting-Date: Mon, 22 Feb 1999 23:58:30 ADT Xref: teaser.fr rec.games.computer.doom.editing:12716 Sam Ketner wrote: >Yeah, a couple. 1) turn on the No Clipping flag. this will cause the >projectile to fly through the wall or Thing without actually hitting it. Though it's likely to fly "around" the level (if the level were on a globe) and come back in the other side. >2) >edit the code pointers so that the rocket's death frames do not trigger the >explosion. I frankly don't know what will happen when you do that. It may >crash the game. No other projectile "explodes", like plasma or imp fireballs. That's just a codepointer. It depends on if the person means explode with a "radius explosion" that hurts you from a distance, or explodes as in "displays explosion frames". >There are probably others but those two will work off of the top of my head. > >Sam > > >Mongolito404 wrote in message <01be5ea3$c2d260c0$7013eec3@sadboy>... >>Is there a way to make projectiles don't explose when they hurt a wall, >>floor or celling using DEH? >> To steal another answer from: http://www.cybernet.dk/users/jensh/doom/special/dhe/ --Quote-- Fun with fireballs All of these effects involve thing #32, the imp fireball. They are fired automatically when an imp attacks from far away (frame sequence starting at 452- if the imp is close, it will scratch you with the same frame sequence). Other monsters' projectiles (except bullets, of course, which are not actual objects) can be altered in the same way. Imp fireballs stick in place after they hit their target Thing 32 (imp fireball): Death frame: 97 (was 99) This patch is totally useless, but interesting. --Unquote-- Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!newsfeed.atl!uunet!ffx.uu.net!in3.uu.net!news1-gui.server.ntli.net!news-feed.ntli.net!news7-gui.server.ntli.net!news-feed.ntli.net!not-for-mail From: t.robinson@nospam.net.ntl.com (Tom Robinson) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 net play Date: Mon, 22 Feb 1999 21:49:47 GMT Organization: http://myst.tsx.org Lines: 56 Message-ID: <36d4ce63.28367673@news.cableol.co.uk> References: <36CF86A2.683BCD2E@videotron.ca> <36cfe83d.0@news.proweb.co.uk> <36d05b35.9025153@news.cableol.co.uk> Reply-To: t.robinson@nospam.net.ntl.com NNTP-Posting-Host: 194.168.5.45 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:12719 On Mon, 22 Feb 1999 21:20:24 +0000, Stuart Brady wrote: >On Sun, 21 Feb 1999, Tom Robinson wrote: >>On Sun, 21 Feb 1999, Stuart Brady wrote: >>>On Sun, 21 Feb 1999, Macbeth wrote: > >>>>I think the address for ZM is >>>>www.doomworld.com/zm > >>>No. It's http://doomworld.com/zm > >I meant to put a smiley at the end of that. > >>Is there a difference? > >Yeah. One's got that pointless www bit, and the other hasn't. http is >the protocol; without that, how does your browser know whether to use If it's a web browser, it'll default to http. Unless the url begins with ftp., in which case most browsers are clever enough to choose ftp. >ftp or http? There's never any need to put :8080 at the end, though. Especially since the default port for http is 80, not 8080. 8080's often the case if a firewall is blocking incoming connections on port 80, a way of getting round an isp who doesn't want you to run an httpd. >With the www bit the connection overhead *may be* a bit slower, too. I >wouldn't know. The www is a sub-domain; Doomworld's site works both with >or without the subdomain. Shouldn't be, both cnames point to the same IP address. >This whole www thing is silly; using web is just as good, and easier to >speak, but it's best to forget the thing altogether. Many sites do what >doomworld does. The defacto standard is to use a www. cname for the sites httpd, but it cannot be taken for granted that they both point to the same IP address. The actual *full* url for the site is http://www.doomworld.com/zm/ ... note the trailing / saves on bandwidth as zm is a directory and once the telefragged httpd on the other end finds that, it has to redirect you to the directories index file rather than if the / is included in which case the httpd knows its a directory and takes you straight there. Some sites have warning notices about this, and don't automatically redirect. Try visiting http://www.delorie.com/djgpp -- Tom Robinson t.robinson@nospam.net.ntl.com - you know what to do. http://myst.tsx.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.wli.net!su-news-hub1.bbnplanet.com!sanjose-news-feed1.bbnplanet.com!news.gtei.net!inficad!not-for-mail From: jlsoft@*hackandslash*inficad.com Newsgroups: rec.games.computer.doom.editing Subject: Doom netplay...in Dos? Date: 24 Feb 1999 01:48:39 GMT Organization: Joystick Lunatic Software Lines: 5 Message-ID: <7avlpn$s0k$1@news.inficad.com> NNTP-Posting-Host: user2.inficad.com Xref: teaser.fr rec.games.computer.doom.editing:12720 Okay, is there any way to Deathmatch Doom ][ over the net, on a DOS-only machine? :) Remove *hackandslash* for mail... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!hub.org!hub.org!news.maxwell.syr.edu!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 net play Date: Wed, 24 Feb 1999 04:12:45 -0800 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 11 Message-ID: <36D3ECBD.2137@NOSPAM.warande.ruu.nl> References: <36CF86A2.683BCD2E@videotron.ca> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:12721 Finoli wrote: > I was wondering if there is a possibility to play doom 2 over the net Yes. For all current means of playing Doom online see the 'multiplayer' section on Doomworld (http://www.doomworld.com). -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/mordeth.htm A maintainer of Doomworld at http://www.doomworld.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.nacamar.de!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!btnet-peer!btnet!news.netkonect.net!news.inweb.net.uk!not-for-mail From: "Russell G. Howe" Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 net play Date: Wed, 24 Feb 1999 16:48:59 -0000 Organization: Inweb Networks Lines: 27 Message-ID: <7b1du9$akg$1@nntp.inweb.co.uk> References: <36CF86A2.683BCD2E@videotron.ca> <36cfe83d.0@news.proweb.co.uk> <36d05b35.9025153@news.cableol.co.uk> NNTP-Posting-Host: 212.38.66.144 X-Trace: nntp.inweb.co.uk 919878409 10896 212.38.66.144 (24 Feb 1999 17:46:49 GMT) X-Complaints-To: abuse@inweb.net.uk NNTP-Posting-Date: 24 Feb 1999 17:46:49 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12723 Tom Robinson wrote in message <36d05b35.9025153@news.cableol.co.uk>... >On Sun, 21 Feb 1999 14:53:46 +0000, Stuart Brady > wrote: > >>On Sun, 21 Feb 1999, Macbeth wrote: >>>I think the address for ZM is >>>www.doomworld.com/zm >> >>No. It's http://doomworld.com/zm > >Is there a difference? Not usually (companies usually buy www.whatever.com and whatever.com), but the addresses ARE different, even though in reality they may point to the same server. Well, that's my twopence, IGMYC. --Russell Howe --rhowe@mindless.com >-- >Tom Robinson >t.robinson@nospam.net.ntl.com - you know what to do. >http://myst.tsx.org From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!grolier!MGN!news3.siris.fr!newsfeed-zh.ip-plus.net!news.ip-plus.net!news-zh.switch.ch!news-ge.switch.ch!news.maxwell.syr.edu!wn4feed!worldnet.att.net!135.173.83.225!attworldnet!newsadm From: kryslin@worldnet.att.net (Steve Pettit) Newsgroups: rec.games.computer.doom.editing Subject: Re: Monsters can telefrag! (But only on MAP30) Date: 15 Feb 1999 23:59:41 GMT Organization: Green Barracks Security Lines: 30 Message-ID: <36c8d0ca.17573755@netnews.worldnet.att.net> References: <79pgbk$6at$1@nnrp1.dejanews.com> Reply-To: kryslin@worldnet.att.net NNTP-Posting-Host: 12.76.119.191 X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12724 On Tue, 09 Feb 1999 14:22:54 GMT, David M. Chess wrote: >I don't know if this is Common Knowledge, but when looking through >the DOOM source this morning for a different reason entirely, I >noticed a line of code that causes monsters to be able to telefrag >(i.e. kill whatever's sitting at the point they're trying to >teleport to), on MAP30 only. This is done, I think, to avoid >getting a huge mass of stuck-together monsters writhing about on >the monster-shooter's targets (if you use a monster-shooter on >any other map, this pretty much invariably happens; I'd always >vaguely wondered why it wasn't a problem on MAP30). > >A devious level designer might be able to make use of this >little fact to put an unpleasant surprise on a MAP30 of his >own, eh? *8) If you're feeling particularly mean... There's a trick you can do on any level for a rather fatal trap in solo play. Create a teleporter, make it different in some way from your other, safe, teleporters. It'll probably be a teleport that goes nowhere, anyway. Put an additional player start inside the destination sector (this is called a Voodoo doll). When a player takes the unsafe teleporter... >gick References: <7avlpn$s0k$1@news.inficad.com> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr rec.games.computer.doom.editing:12725 In a previous article, jlsoft@*hackandslash*inficad.com () says: >Okay, is there any way to Deathmatch Doom ][ over the net, on a DOS-only >machine? :) Of course you can, Doom originally *is* a DOS-game, right? Just get the right DOS IPX-drivers for your card. Alternatively you could try tcp/ip with iFrag *sighs as he gets flashbacks* Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 From: mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) Newsgroups: rec.games.computer.doom.editing Subject: svgadoom/linux Date: 26 Feb 1999 13:35:54 GMT Organization: Vienna University of Technology, Austria Lines: 20 Message-ID: NNTP-Posting-Host: josefine.ben.tuwien.ac.at User-Agent: slrn/0.9.5.4 (UNIX) Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!news.ecn.ou.edu!feed1.news.rcn.net!rcn!newsfeed.ecrc.net!newsfeed.nacamar.de!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!btnet-peer!btnet!newscore.univie.ac.at!aconews.univie.ac.at!news.tuwien.ac.at!mfischer Xref: teaser.fr rec.games.computer.doom.editing:12726 hi everybody, as i stumbled over id's doomsources a few weeks ago, i was fascinated. reminded me on the old days of doom. however, there was only x11 supported, and on my slow p133 this was not really an option. so i grabbed the sources and (re-)introduced libsvga supported. at time i wasnt aware of lxdoom. however, i tested lxdoom and it was damn slow on my p133 (they made mods to the engine itself i think?) i improved a bit here and there for my needs. and thats what it is now at http://developing.at.frob.org/svgadoom.tgz . keep on fragging, markus -- " ... sagt, es ist eine Kunst zu fliegen; oder vielmehr ein Trick. Der Trick ist, dass man lernt, wie man sich auf den Boden schmeisst, aber daneben." - hitchhikers guide to galaxy - From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed1.swip.net!swipnet!rill.news.pipex.net!pipex!server1.netnews.ja.net!hgmp.mrc.ac.uk!pegasus.csx.cam.ac.uk!not-for-mail From: mpread@chiark.greenend.org.uk (Martin Read) Newsgroups: rec.games.computer.doom.editing Subject: Re: svgadoom/linux Date: 26 Feb 1999 18:45:45 +0000 (GMT) Organization: Linux Unlimited Lines: 21 Message-ID: <9cf*2RBTn@news.chiark.greenend.org.uk> References: NNTP-Posting-Host: rrw1000.sel.cam.ac.uk Originator: mpread@news.chiark.greenend.org.uk ([127.0.0.1]) Xref: teaser.fr rec.games.computer.doom.editing:12727 In article , Markus Fischer wrote: >hi everybody, > as i stumbled over id's doomsources a few weeks ago, i was fascinated. > reminded me on the old days of doom. however, there was only x11 > supported, and on my slow p133 this was not really an option. > so i grabbed the sources and (re-)introduced libsvga supported. > at time i wasnt aware of lxdoom. however, i tested lxdoom and it > was damn slow on my p133 (they made mods to the engine itself i think?) Your P133 must have a funny setup or too little memory or a crap graphics card; I found that it ran perfectly smoothly on my AMD K5-P100 with an *ISA* graphics card at 320x200 (which is the One True Resolution for playing DOOM anyway). M. -- \_V_/ | Martin Read, 16 Willow Crescent, Durrington, Worthing BN13 2SU \ / | "A pierced lip - a warm embrace/ice blue eyes that chill my heart V | Valkyrie kisses burn my face/this 'red thirst' tears my world apart" ------/ --- Skyclad, "My Mother In Darkness" From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!news-feed.fnsi.net!WCG!web.onecall.net!news.megsinet.net!not-for-mail Message-ID: <36D87524.16DC99AE@owc.net> From: Steven McGranahan X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: No explosive projectiles with DEH References: <01be5ea3$c2d260c0$7013eec3@sadboy> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 16 Date: Sat, 27 Feb 1999 16:43:48 -0600 NNTP-Posting-Host: 216.214.35.37 X-Trace: news.megsinet.net 920155569 216.214.35.37 (Sat, 27 Feb 1999 16:46:09 CDT) NNTP-Posting-Date: Sat, 27 Feb 1999 16:46:09 CDT Xref: teaser.fr rec.games.computer.doom.editing:12728 Mongolito404 wrote: > Is there a way to make projectiles don't explose when they hurt a wall, > floor or celling using DEH? What do you mean? Just sit there when it hits a wall? Or like won't hurt you if you shoot a wall and it explodes? Steven -- Steven McGranahan, Developer GamePaks www.gamepaks.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!netnews.com!chnws02.mediaone.net!24.92.0.41!newse1.tampabay.rr.com!newse3.tampabay.rr.com.POSTED!not-for-mail From: hex Subject: Re: svgadoom/linux Newsgroups: rec.games.computer.doom.editing References: <9cf*2RBTn@news.chiark.greenend.org.uk> Lines: 22 X-Newsreader: TIN [UNIX 1.3 unoff BETA 970321; i586 Linux 2.0.36] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 8bit Message-ID: Date: Sun, 28 Feb 1999 05:07:45 GMT NNTP-Posting-Host: 24.92.12.17 X-Complaints-To: newsabuse@tampabay.rr.com X-Trace: newse3.tampabay.rr.com 920178465 24.92.12.17 (Sun, 28 Feb 1999 00:07:45 EDT) NNTP-Posting-Date: Sun, 28 Feb 1999 00:07:45 EDT Organization: RoadRunner - TampaBay Xref: teaser.fr rec.games.computer.doom.editing:12729 Martin Read wrote: > In article , > Markus Fischer wrote: > >hi everybody, > > as i stumbled over id's doomsources a few weeks ago, i was fascinated. > > reminded me on the old days of doom. however, there was only x11 > > supported, and on my slow p133 this was not really an option. > > so i grabbed the sources and (re-)introduced libsvga supported. > > at time i wasnt aware of lxdoom. however, i tested lxdoom and it > > was damn slow on my p133 (they made mods to the engine itself i think?) > Your P133 must have a funny setup or too little memory or a crap graphics > card; I found that it ran perfectly smoothly on my AMD K5-P100 with an > *ISA* graphics card at 320x200 (which is the One True Resolution for > playing DOOM anyway). lxdoom is real choppy on my system also (p120, 64MB, PCI S3/Trio64). The original linuxsdoom and the xdoom port (the one that's currently in the /newstuff dir on cdrom.com) run great though. Even quake2 runs better on the lowest resolution. There must be a nasty bug hiding in the lxdoom code. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!nntp.giganews.com!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <36E499A6.DA5BC9A2@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Is DoomED still around Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 11 Date: Mon, 08 Mar 1999 21:46:46 -0600 NNTP-Posting-Host: 209.184.1.124 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 920951812 209.184.1.124 (Mon, 08 Mar 1999 19:56:52 PDT) NNTP-Posting-Date: Mon, 08 Mar 1999 19:56:52 PDT Xref: teaser.fr rec.games.computer.doom.editing:12744 I have been using a registered version of Renegade Graphics DoomED (ver. 2.85, I believe) for a few years. Is this company still around and what is the latest version? Does anyone have a web site address for this, I would like to upgrade if possible. Thanks Martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!univ-lyon1.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!newshub.northeast.verio.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan" Newsgroups: rec.games.computer.doom.editing References: <36E499A6.DA5BC9A2@swbell.net> Subject: Re: Is DoomED still around Lines: 30 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Tue, 09 Mar 1999 08:46:34 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 920969194 199.247.224.240 (Tue, 09 Mar 1999 03:46:34 EDT) NNTP-Posting-Date: Tue, 09 Mar 1999 03:46:34 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12745 Hmmm...I don't know. Just took a little look around for you and couldn't find any version older than 2.2, actually. I'm not sure if it is even updated anymore. Only program I know is constantly undergoing updating is DEEP97. Personally, I use WadAuthor (edits: DOOM, DOOM2, UltimateDOOM, Heretic, Hexen, BOOM, ZDOOM [my fave])...and edits them VERY well. For scripting of Hexen and ZDOOM, the compiler and decompiler is built in. Kicks bu, actually. Check it out if you feel like: http://www.pacificnet.net/~wconsult/wainfo.html ^_^ Denakhan the Arch-Mage. Martin Rowley wrote in message <36E499A6.DA5BC9A2@swbell.net>... >I have been using a registered version of Renegade Graphics DoomED (ver. >2.85, I believe) for a few years. Is this company still around and what >is the latest version? Does anyone have a web site address for this, I >would like to upgrade if possible. > >Thanks > >Martin > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-dc.gip.net!news-peer.gip.net!news.gsl.net!gip.net!news-peer1.sprintlink.net!news-in-west1.sprintlink.net!news.sprintlink.net!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <36E51513.8FAC0146@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Is DoomED still around References: <36E499A6.DA5BC9A2@swbell.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Tue, 09 Mar 1999 06:33:23 -0600 NNTP-Posting-Host: 209.184.1.195 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 920983408 209.184.1.195 (Tue, 09 Mar 1999 04:43:28 PDT) NNTP-Posting-Date: Tue, 09 Mar 1999 04:43:28 PDT Xref: teaser.fr rec.games.computer.doom.editing:12746 Thanks, I will. Martin Denakhan wrote: > Hmmm...I don't know. Just took a little look around for you and couldn't > find any version older than 2.2, actually. > > I'm not sure if it is even updated anymore. Only program I know is > constantly undergoing updating is DEEP97. Personally, I use WadAuthor > (edits: DOOM, DOOM2, UltimateDOOM, Heretic, Hexen, BOOM, ZDOOM [my > fave])...and edits them VERY well. For scripting of Hexen and ZDOOM, the > compiler and decompiler is built in. Kicks bu, actually. Check it out if > you feel like: http://www.pacificnet.net/~wconsult/wainfo.html > > ^_^ > > Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!cyclone.news.idirect.com!island.idirect.com!newsfeed.cwix.com!204.238.120.130!news-feeds.jump.net!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: pbutts@yahoo.com Newsgroups: rec.games.computer.doom.editing Subject: Re: How to create MIDI music? Date: Tue, 09 Mar 1999 17:26:24 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 68 Message-ID: <7c3ljj$m8a$1@nnrp1.dejanews.com> References: <19990130171855.01185.00001494@ng-fs1.aol.com> <36b9e04d.2770911@news.wiss.co.uk> <36bcd192.517338@news.wiss.co.uk> <36be0435.23802188@news.wiss.co.uk> <36bf0a37.705456@news.wiss.co.uk> NNTP-Posting-Host: 198.3.232.56 X-Article-Creation-Date: Tue Mar 09 17:26:24 1999 GMT X-Http-User-Agent: Mozilla/3.0 (X11; I; IRIX 5.3 IP22) X-Http-Proxy: 1.0 x10.dejanews.com:80 (Squid/1.1.22) for client 198.3.232.56 Xref: teaser.fr rec.games.computer.doom.editing:12748 Does WinAMP supply an MCI driver so that we can play MP3 files via MCI commands? In article <36bf0a37.705456@news.wiss.co.uk>, rhowe@mindless.com wrote: > On 8 Feb 1999 12:26:34 GMT, wildman@microserve.net (Wildman, the > Cuberstalker) wrote: > > >On Sun, 07 Feb 1999 21:25:31 GMT, Russell G. Howe > >wrote: > >>You can play MIDI through your sound card's on-board synth (be it FM > >>or wavetable) or, you can play it through an external MIDI device (say > >>a keyboard). Provided that your sound card has an on-board synth then > >>anything that uses the Windows MCI will play MIDI. This includes (I'm > >>sure, WinAmp and somique and...I think, Mod4Win). Also, good ol' > >>Windows Media Player'll do it. > > > >Actually, you are completely wrong. The Windows MCI is not magic - it is > >only a sound API. Additionally, there are seperate parts for CD, mixer, > >MIDI, and DSP. WinAmp and Mod4Win only use the DSP part. They might use the > >mixer part too, but that is best handled by a mixer program. > >Additionally, the only thing the MIDI code does is get input from/send > >output to the MIDI device. This data has to be translated to/from the MIDI > >file format at some point. This process is definitely beyond the scope of > >WinAmp, Mod4Win, or indeed any other program that is not a MIDI player. > >The only correct part you got was Windows Media Player. > > > >-- > >Wildman, the Cuberstalker > >Thank you, Microsoft, and please get out of the way. > >Fight spam - http://www.cauce.org/ > >DO NOT SPAM THIS ADDRESS > > MCI is not a sound API. It is a media API. It can be used to > encapsulate any form of media that has a duration, tracks, can be > opened and closed, etc. This includes CD audio, Digital video, > sequencing information (MIDI) and wave/audio data (be it PCM or > whatever). > The reason WinAmp, Mod4Win and media player can play MIDI data is the > whole purpose of MCI. it aims for a common interface to all media > types, be it digital audio, MIDI, CD audio or whatever. All the > application does is tell MCI (Media Control Interface?) what device it > wants to work with and then open it, stop it, play it, close it > whatever. The Delphi TMediaPlayer component is an excellent example of > how MCI works. > > I use WFWG 3.11 and in WIN.INI, the following appears (Win95 has > virtually the same thing in it's registry): > > [mci extensions] > wav=waveaudio > mid=sequencer > rmi=sequencer > avi=AVIVideo > > This says that any MCI-utilising application should use the waveaudio > MCI device for .wav files, the sequencer MCI device for .rmi and .mid > flies, etc. > > I'm sorry that this argument is incomplete, but I have to go to work. > > -- Russell G. Howe > -- rhowe@mindless.com > -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.ems.psu.edu!news.stanford.edu!newsfeed.berkeley.edu!newsfeed.tli.de!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!baron.netcom.net.uk!netcom.net.uk!server3.netnews.ja.net!qmw!greenwich!usenet From: Chairson Newsgroups: rec.games.computer.doom.editing Subject: Autocad export file make into Quake like environment? Date: Tue, 09 Mar 1999 17:20:05 +0000 Organization: the autocad expert Lines: 10 Message-ID: <36E55845.73AFFC3A@hotmail.com> Reply-To: lc411@hotmail.com NNTP-Posting-Host: wo-195-r3-5.gre.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (WinNT; I) Xref: teaser.fr rec.games.computer.doom.editing:12749 Dear all i wonder if anyone can help me or give me some hint on how to convert a DFX or 3DS file into a quake like environment. which allow the user to run about and look around the room drawn from autocad. this is for my university project and promise of no commercial link. if there is in the future. i can promise you that you will also be sharing it with it. Gary From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!btnet-peer!btnet!neptunium.btinternet.com!not-for-mail From: "Irv" Newsgroups: rec.games.computer.doom.editing Subject: boom editing Date: Tue, 9 Mar 1999 20:27:47 -0000 Organization: BT Internet Lines: 28 Message-ID: <7c3vmc$gqo$1@mendelevium.btinternet.com> NNTP-Posting-Host: host62-172-58-217.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Xref: teaser.fr rec.games.computer.doom.editing:12750 Are there any good boom editing guides? -- <-----------------------------------------------------> x:::...... > R > R > E ! E ! E .e+~~~%s .uuuuznmmc ...... E E $`````9* "i"> 9 8 E R $ ` ` N ` " d E X $ X`k k d :F E K $ E``> X 9 $ F M E E $ E > > 'k ' 9 d E E $ & ======= # kF ." F E R M k R R ! E R 9 9 ` d f R X 9 'k :F > R ! M ?r f > R iuu... `> N d """""""""" `^"" ``````` <------------------- irv@ukmax.com ---------------> <---------------- http://irv.cjb.net -------------> From x@x Mon Jan 1 00:00:00 GMT 1999 From: tellthetru@aol.com (Tellthetru) Newsgroups: rec.games.computer.doom.editing Subject: troubles with my n64 emulator-a l'aide-help Lines: 146 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 9 Mar 1999 20:27:01 GMT Organization: AOL, http://www.aol.fr Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Message-ID: <19990309152701.05936.00000144@ng27.aol.com> Path: teaser.fr!news.planetc.com!uunet!ffx.uu.net!in5.uu.net!peerfeed.news.psi.net!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12751 Ce message est en Anglais/Français et est un peu crossposté (excusez-moi)... C'est pas pour moi, c'est un pote qui l'a écrit et m'a demandé de le publier... Ce serait 'achement sympa si quelqu'un pourrait nous répondre (en français, anglais, russe, allemand, taïwanais, chinois, espagnol... nan j'déconne, juste anglais ou français(ou allemand). This message is in English/French and it is a few crossposted (excuse me).. It is not for me but for a friend of mine who wrote it and asked me to send it... It would be really greatfull if somebody could answer us ( in English, French, Russian, Spannish, German, Chinese,... hum.. no, I'll say only in English and French(or German))... Salut , je me sers de ultra hle "le fameux emulateur nintendo 64" mais certains jeux presentent des problemes:-( --I'm using ultra hle "the great nintendo 64 emulator" but some games always have lots of mistakes:-( je vais donner le nom du jeu et la panne ci dessous, there will be the name of the game and the bug, 'cruisin usa-------a la page de presentation du jeu il stoppe/stops at the beginning 'clay fighter 63----------il demarre l'emulation et en bas de l'emulateur s'affichent des chiffres dans la partie cycle puis ca n'arrete pas de defiler/starts the emulation but some numbers appears on the bottom of the window, and it never stops 'blast corp-------meme probleme/same thing 'dark rift-------plante a l'ecran de presentation/craches at the first screen 'doraemon---------le logo 3dfx s'affiche mais en reste la pendant que j'entends un son du jeu puis plante/the 3dfx logo appears but stops here while we can ear a sound of the game, and it stops 'hexen--------plante juste au debut de la partie/stops at the beginning of the game 'ISS pro-------l'écran clignote.l'effet stroboscope pendant toute une partie donne un mauvais effet apres (cf badtrip pour les connaisseurs) mace---------plante au logo 3dfx/stops at the 3dfx logo mischief maker-----meme probleme que clay fighter/same problem as clayfighter pilot wings-------invalid adress multi racing-----plante a l'ecran 3dfx/stops at the 3dfx screen pong-------cf clay fighter/like clayfighter mario 64 europe/european mario 64----meme probleme/same thing shadow of the empire------meme probleme/ same thing top gear rally--------plante a l'ecran de presentation/stops at the first screen turok--------execution at null page wave race us--------plante a l'ecran 3dfx + plantage systeme (love windobe)/stops at the 3dfx screen + systeme error wonder project------queue id too large si quelqu'un qui connait bien la chose pouvais m'expliquer 2 ou 3 petites choses pour remedier a ces problemes,ce serais pas mal. /please help me !!! if someone knows something about it, please could you explain me a few things (whatever you want) sinon les jeux qui fonctionnent parfaitement sont:(sur un k6 2 350 + 98mo ram + 3dfx1 certains jeux rament un peu)//some games work perfectly (on my k6 2 350 + 98 mo ram +3dfx card) -f1 pole position -mario kart -mario 64 usa version -zelda ocarina of time -goldeneye -doom -mortal kombat trilogy -nba hang time -mario 64 jap -stan golf (sur nes ils faisaient des jeux aussi bien que celui la) -star fox (allias lylat wars.a quand le kit vibration sur pc?) -tetrisphere (presente un petit probleme de directions) -war gods (dans la lignee des mortal kombat) -wave race 64 jap (difficile de comprendre les kanji) -wg 3d hockey ____ / _ \ ___ ___ _______ ___ ___ _______ | | || \ \ / / | | | | | | | | | -- < \ \/ / --| |-- | |---| | | |--| | __ | \ / | | | ___ | | |--| | | || | / | | | | | | | | | ---| | / | | | | | | ------- ------ -- --- --- --- FROGHEAD (desole j'ai la flemme de finir d'ecrir mon nom parceque je suis latté et en plus j'ai un D.S a reviser pour demain sur les derives et encore d'autres devoirs,fait chier l'education nationale pourquoi on fait pas cours sur le net bordel!!!!!ca serait chouette des half life en reseau dans toute la classe) /(sorry I'm too tired to finish writing my full name 'cause i'm crushed, I have an exam tomorrow on the differentials + something else. Homework kill me, why can't we do it on-line, damn !) Merci beaucoup pour les réponses... /Thanks a lot for the answers P.S: je cherche aussi un moyen de recevoir Canal+ sur mon pécé (décidément..) avec 1 carte acquisition tv, il paraît que c'est possible... //for french only: deals with a french crypted channel so english/american persons cannot answer me... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.belnet.be!news-ge.switch.ch!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: boom editing Date: Tue, 09 Mar 1999 23:55:30 -0800 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 12 Message-ID: <36E62572.73A5@NOSPAM.warande.ruu.nl> References: <7c3vmc$gqo$1@mendelevium.btinternet.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:12752 Irv wrote: > Are there any good boom editing guides? http://www.doomworld.com/tutorials/intro.shtml -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/mordeth.htm A maintainer of Doomworld at http://www.doomworld.com Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nntp.giganews.com!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <36E5D8ED.9EC6283F@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Autocad export file make into Quake like environment? References: <36E55845.73AFFC3A@hotmail.com> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 32 Date: Tue, 09 Mar 1999 20:29:01 -0600 NNTP-Posting-Host: 207.193.40.79 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 921033559 207.193.40.79 (Tue, 09 Mar 1999 18:39:19 PDT) NNTP-Posting-Date: Tue, 09 Mar 1999 18:39:19 PDT Xref: teaser.fr rec.games.computer.doom.editing:12753 I don't really have an answer, but....... I know there was a plug-in for 3D Studio Max (1.0 or 2.0, I believe) that allowed you to build a scene in 3DSM and then make a Quake level from it. I would guess that you could load the AutoCAD file into 3DSM and then export to Quake. Go to: http://www.trinity3d.com/downmax2.html where you can find the following plug-in for 3DSM 2.0 [QTiP version 1.2 • file dated November 4, 1998 This plugin allows direct export of models for use in Quake 2. Includes visible weapons set in Max format. Created by Darin Peterson and friends.] Let me know how this turns out if you attempt it, I would be interested in trying this myself if it works. Martin Chairson wrote: > Dear all > i wonder if anyone can help me or give me some hint on how to > convert a DFX or 3DS file into a quake like environment. which allow the > user to run about and look around the room drawn from autocad. this is > for my university project and promise of no commercial link. if there is > in the future. i can promise you that you will also be sharing it with > it. > > Gary From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!news-out.digex.net.MISMATCH!dca1-hub1.news.digex.net!digex!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <36E5E244.E800FA4C@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Autocad export file make into Quake like environment? References: <36E55845.73AFFC3A@hotmail.com> <36E5D8ED.9EC6283F@swbell.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Tue, 09 Mar 1999 21:08:52 -0600 NNTP-Posting-Host: 207.193.41.217 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 921035938 207.193.41.217 (Tue, 09 Mar 1999 19:18:58 PDT) NNTP-Posting-Date: Tue, 09 Mar 1999 19:18:58 PDT Xref: teaser.fr rec.games.computer.doom.editing:12754 I found another plug-in in the book 3D Studio Max Plug-In Guide Coriolis Group Books by Stephanie and Andrew Reese. They list a 3DSM to Quake (1 I believe) made by Phil Camp and it gives a web site for it as: www.flametop.demon.co.uk but when I checked it out, it's in the process of being updated so I could not find the plug-in on the site. You might search the web as it maybe posted elsewhere also. Description of QMAPEXP plug-in: (Quoted from book) "This remarkable plug-in lets you export your MAX scenes as Quake levels so that you can create new 3D worlds in which to battle. In includes a sample saloon and Quake entities with which to people (creature?) your worlds. This appears to be a quite capable plug-in, although we must confess that we have not tested it." Hope some of this stuff helps. Martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.wli.net!portc04.blue.aol.com!audrey01.news.aol.com!not-for-mail From: balanco@aol.com (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: troubles with my n64 emulator-a l'aide-help Lines: 17 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 10 Mar 1999 05:11:11 GMT Organization: AOL http://www.aol.com References: <19990309152701.05936.00000144@ng27.aol.com> Message-ID: <19990310001111.27913.00000420@ng13.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12755 >>>>>>>>>>>>>>>>>>>>>> tellthetru@aol.com (Tellthetru) wrote: >>>>>>>>>>>>>>>>>>>>>> It would be really greatfull if somebody could answer us ( in English, French, Russian, Spannish, German, Chinese,... hum.. no, I'll say only in English and French(or German))... >>>>>>>>>>>>>>> 1) This dosen't have to do with editing Doom 2) Download and use of such emulators and ROM images is *ILLEGAL* ------------------------------------------------------------------ Due to widespread abuse by junk-emailers, I am no longer accepting any internet (non-AOL) e-mail at this address. From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Macbeth" Newsgroups: rec.games.computer.doom.editing References: <19990309152701.05936.00000144@ng27.aol.com> Subject: Re: troubles with my n64 emulator-a l'aide-help Date: Wed, 10 Mar 1999 08:18:17 -0000 Lines: 3 X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 NNTP-Posting-Host: 195.182.164.112 Message-ID: <36e62abb.0@news.proweb.co.uk> X-Trace: 10 Mar 1999 08:18:03 GMT, 195.182.164.112 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-xfer.epix.net!yellow.newsread.com!netaxs.com!newsread.com!uunet!ffx.uu.net!in1.uu.net!news.planetc.com!news.proweb.co.uk!195.182.164.112 Xref: teaser.fr rec.games.computer.doom.editing:12757 I can help you here. BUY AN N64!!! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-stkh.gip.net!news.gsl.net!gip.net!news.kolumbus.fi!not-for-mail From: "Sir Robin" Newsgroups: rec.games.computer.doom.editing Subject: Re: Converting doom 1 wads to doom 2 Date: Sun, 7 Mar 1999 16:43:43 +0200 Lines: 28 Message-ID: <7c5i54$f0o$4@news.kolumbus.fi> References: <01be64b4$c0d18500$3000a8c0@studio2> NNTP-Posting-Host: m172m1por.dial.kolumbus.fi Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:12758 I have final doom (dos version enhanced original doom) and ultimate doom = (enhanced doom 2). Before I got these versions I was using the old dos = version of deu.exe for editing levels but deu will not recognise the = final doom wad or the ultimate doom structure. I use windoom on ultimate doom to play across a tcp/ip network (just = me & my mate) but I would really like to play the old levels I edited. = Can I get hold of (purchase or freeware) a windoom for final doom or = better yet an editor that is as simple as deu and can load in my old = levels and convert to doom 2.=20 If someone can help I will gladly post my doom 1 entire episode 3 - = all small to medium levels designed for deathmatch.=20 =20 I appreciate all help. =20 =20 =20 =20 Your making a small mistake here :) Ultimate DooM is enchanced = original doom and final doom uses doom2 engine but has 64 never before = seen levels. Anyway, if you have used DEU before, go download DETH. DETH = is pretty much like DEU, but works for DooM 1, DooM 2 and Heretic! =20 - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 Homepage: http://doomcastle.tsx.org/ ... Ah.. aah.. aaah.. atchou=F72=D8O=B1:=B4=AC&b=CB=F8 NO CARRIER =20 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.new-york.net!uunet!ffx.uu.net!in3.uu.net!server-b.cs.interbusiness.it!news.tin.it!not-for-mail From: ghizza@usa.net (ghizza) Newsgroups: rec.games.computer.doom.editing Subject: test Date: Wed, 10 Mar 1999 15:26:53 GMT Organization: TIN Lines: 7 Message-ID: <36e68ef2.6879933@news.tin.it> Reply-To: ghizza@usa.net NNTP-Posting-Host: a-rh6-56.tin.it X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12759 test -- Please e-mail to: ghizza@usa.net "Strangers passing in the street By chance two separate glances meet And I am you and what I see is me" From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!news.idt.net!WCG!198.6.0.215!uunet!ffx.uu.net!in3.uu.net!server-b.cs.interbusiness.it!news.tin.it!not-for-mail From: ghizza@usa.net Newsgroups: rec.games.computer.doom.editing Subject: test Date: Wed, 10 Mar 1999 15:25:35 GMT Organization: TIN Lines: 7 Message-ID: <36e68ece.6843541@news.tin.it> Reply-To: ghizza@usa.net NNTP-Posting-Host: a-rh6-56.tin.it X-Newsreader: Forte Free Agent 1.11/16.235 Xref: teaser.fr rec.games.computer.doom.editing:12760 test -- Please e-mail to: ghizza@usa.net "Strangers passing in the street By chance two separate glances meet And I am you and what I see is me" From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!baron.netcom.net.uk!netcom.net.uk!server3.netnews.ja.net!qmw!greenwich!usenet From: Chairson Newsgroups: rec.games.computer.doom.editing Subject: Re: Autocad export file make into Quake like environment? Date: Wed, 10 Mar 1999 18:20:25 +0000 Organization: the autocad expert Lines: 11 Message-ID: <36E6B7E9.25F3DC24@hotmail.com> References: <36E55845.73AFFC3A@hotmail.com> <36E5D8ED.9EC6283F@swbell.net> <36E5E244.E800FA4C@swbell.net> Reply-To: lc411@hotmail.com NNTP-Posting-Host: wo-195-r1-1.gre.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (WinNT; I) Xref: teaser.fr rec.games.computer.doom.editing:12761 Mr Martin thanz for the help, i will check it out later of tomorrow. coz i have got something to do. thanz for the help. and iam sure it will work. coz your assumption sounds and it should anyway. so.. when i have done that or anything i found is new about it. i will let u know. thanz again.. :) gary > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!news.new-york.net!uunet!ffx.uu.net!in4.uu.net!news.gdi.net!not-for-mail From: ROLAND VELASCO Newsgroups: rec.games.computer.doom.editing Subject: wads Date: Wed, 10 Mar 1999 15:39:52 -0500 Organization: CATS Lines: 7 Message-ID: <36E6D896.9773D53A@gdi.net> Reply-To: cats@gdi.net NNTP-Posting-Host: usr4-36.gdi.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Server-Date: 10 Mar 1999 20:38:48 GMT X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12762 yes: designing wads with latest deu: will not work with any version over 19. will not work with windows versions either. what am i missing? roland From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!news.maxwell.syr.edu!remarQ-easT!supernews.com!remarQ.com!rQdQ!remarQ69!WReNclone!WReNphoon1.POSTED!WReN!not-for-mail From: looney2ner@xoommail.com (Looney2ner) Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom netplay...in Dos? Organization: http://www.remarq.com: The World's Usenet/Discussions Start Here References: <7b3s9r$rgs$1@pale-rider.INS.CWRU.Edu> <7avlpn$s0k$1@news.inficad.com> Lines: 16 Message-ID: Date: Wed, 10 Mar 1999 16:52:51 -0800 NNTP-Posting-Host: 10.0.2.18 X-Trace: WReNphoon1 921113567 10.0.2.18 (Wed, 10 Mar 1999 16:52:47 PDT) NNTP-Posting-Date: Wed, 10 Mar 1999 16:52:47 PDT Xref: teaser.fr rec.games.computer.doom.editing:12763 I just talked with the makers of iFrag, it is no longer used or very little any way. There is also no way of getting the support software! This site is posted by the makers of iFrag!!!!!!!!! Go here to get gameing on the net! http://www.kali.net Looney2ner looney2ner@xoommail.com Maker of the only Looney Tune Doom on the Web! http://members.xoom.com/Looney2ner -**** Posted from remarQ, Discussions Start Here(tm) ****- http://www.remarq.com/ - Host to the the World's Discussions & Usenet From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail From: craydrygu@aol.comhormel (CrayDrygu) Newsgroups: rec.games.computer.doom.editing Subject: Re: troubles with my n64 emulator-a l'aide-help Lines: 17 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 11 Mar 1999 04:00:11 GMT Organization: AOL http://www.aol.com References: <19990310001111.27913.00000420@ng13.aol.com> Message-ID: <19990310230011.29865.00000754@ng31.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12764 > 2) Download and use of such emulators > and ROM images is *ILLEGAL* Actually, it's still being debated whether the emulators themselves are legal; at the moment, I believe they are. The ROMs, however, are illegal, as they are unauthorized copies of copyrighted software. Personally, I don't have a problem with emulators for systems that are out of production or close to it. For example, The C64, the old 8-bit Nintendo, etc. For something as recent as N64, though... it's just wrong. -- CrayDrygu, formerly DoomGuy Remove the company that makes Spam(TM) from my address to reply. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!news-peer1.sprintlink.net!news-backup-west.sprintlink.net!news.sprintlink.net!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: troubles with my n64 emulator-a l'aide-help Organization: Insert witty quote here. References: <19990310001111.27913.00000420@ng13.aol.com> <19990310230011.29865.00000754@ng31.aol.com> X-Newsreader: News Xpress 2.01 Lines: 45 Message-ID: <4wHF2.112$oZ3.3984@sapphire.mtt.net> Date: Thu, 11 Mar 1999 04:22:38 GMT NNTP-Posting-Host: 142.177.14.36 X-Trace: sapphire.mtt.net 921126016 142.177.14.36 (Thu, 11 Mar 1999 00:20:16 ADT) NNTP-Posting-Date: Thu, 11 Mar 1999 00:20:16 ADT Xref: teaser.fr rec.games.computer.doom.editing:12765 CrayDrygu wrote: >> 2) Download and use of such emulators >> and ROM images is *ILLEGAL* > >Actually, it's still being debated whether the emulators themselves are legal; >at the moment, I believe they are. Well, you could say that they're the "vehicle" of piracy. Without emulators, these older arcade ROMs and C64 disk images would be useless, unless you're good with making nonstandard hardware and software to burn a ROM or interface a 1541 disk drive to an IBM PC. >The ROMs, however, are illegal, as they are unauthorized copies of copyrighted >software. > >Personally, I don't have a problem with emulators for systems that are out of >production or close to it. For example, The C64, the old 8-bit Nintendo, etc. Which is what most emulator people argue. The program's makers aren't making a profit off of it anyway, so why shouldn't it be free for the enthusiasts? >For something as recent as N64, though... it's just wrong. From what I've heard (don't quote me, though) Nintendo's going after these people. I don't blame them, since the N64 is still a marketable system. When that N64 emulator came out, some people in the various old-machine communities were moaning "we're all dead now, there's going to be a massive crackdown". I doubt that they'd spend that much effort chasing after some people playing the old 8-bit stuff when they could be pointing their lawyers at the people who are stealing the likes of Zelda 64. Still, if you were a good enough programmer to make an N64 emulator, wouldn't it be smart to apply for a job with some major gaming house like Id and bring this for a reference? Rather than trying to warez a couple thousand dollars in N64 ROMs and claiming you didn't expect it to be used for "evil purposes"? Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!isdnet!newsfeed.tli.de!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!server5.netnews.ja.net!server3.netnews.ja.net!qmw!greenwich!usenet From: Chairson Newsgroups: rec.games.computer.doom.editing Subject: where to download Quake source code please? Date: Thu, 11 Mar 1999 13:46:11 +0000 Organization: the autocad expert Lines: 8 Message-ID: <36E7C923.ACF70E03@hotmail.com> Reply-To: lc411@hotmail.com NNTP-Posting-Host: wo-195-r1-2.gre.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (WinNT; I) Xref: teaser.fr rec.games.computer.doom.editing:12766 Dear all can some one tell me where i can get the source code for quake please.. many thanks.. gary Chairson lc411@hotmail.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey01.news.aol.com!not-for-mail From: craydrygu@aol.comhormel (CrayDrygu) Newsgroups: rec.games.computer.doom.editing Subject: Re: troubles with my n64 emulator-a l'aide-help Lines: 28 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 12 Mar 1999 01:50:03 GMT Organization: AOL http://www.aol.com References: <4wHF2.112$oZ3.3984@sapphire.mtt.net> Message-ID: <19990311205003.23919.00000989@ng-ce1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12767 >Still, if you were a good enough programmer to make an N64 emulator, wouldn't > >it be smart to apply for a job with some major gaming house like Id and >bring this for a reference? Rather than trying to warez a couple thousand >dollars in N64 ROMs and claiming you didn't expect it to be used for "evil >purposes"? There's one main reason people code these emulators, I think -- to see if they can. After all, there's a LOT of work involved, especially if you're starting from scratch... 1) Figure out how to copy the game cartridge onto your computer 2) Decipher how the game data and programming is stored in that data 3) Find out what chip the system uses 4) Write code not to emulate just the processor, but the video and sound, and perhaps other things 5) Optimize the code so it runs at a decent speed 6) Work out the inevitable bugs This all translates to many endless hours of coding, and becoming very good friends with the staff of the local coffee shop. As a programmer, though, I can definitely say that if I ever wrote an emulator, it would be for precisely the reason I mentioned -- to see if I could. -- CrayDrygu, formerly DoomGuy Remove the company that makes Spam(TM) from my address to reply. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!grolier!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!newspeer1.nac.net!news.maxwell.syr.edu!newscore.univie.ac.at!aconews.univie.ac.at!news.tuwien.ac.at!mfischer From: mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) Newsgroups: rec.games.computer.doom.editing Subject: Re: where to download Quake source code please? Date: 11 Mar 1999 21:59:43 GMT Organization: Vienna University of Technology, Austria Lines: 15 Message-ID: References: <36E7C923.ACF70E03@hotmail.com> Reply-To: mfischer@developing.at.frob.org NNTP-Posting-Host: josefine.ben.tuwien.ac.at User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12768 In article <36E7C923.ACF70E03@hotmail.com>, Chairson wrote: >Dear all > can some one tell me where i can get the source code for quake >please.. many thanks.. > it isn't released (yet). all what you heard about quake source is illegal, 4getit. markus -- unzip;strip;touch;finger;mount;fsck;more;yes;umount;sleep - the way how unix gurus have sex - From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!cyclone.bc.net!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: troubles with my n64 emulator-a l'aide-help Organization: Insert witty quote here. References: <4wHF2.112$oZ3.3984@sapphire.mtt.net> <19990311205003.23919.00000989@ng-ce1.aol.com> X-Newsreader: News Xpress 2.01 Lines: 32 Message-ID: Date: Fri, 12 Mar 1999 21:16:24 GMT NNTP-Posting-Host: 142.177.80.44 X-Trace: sapphire.mtt.net 921273246 142.177.80.44 (Fri, 12 Mar 1999 17:14:06 ADT) NNTP-Posting-Date: Fri, 12 Mar 1999 17:14:06 ADT Xref: teaser.fr rec.games.computer.doom.editing:12769 CrayDrygu wrote: >There's one main reason people code these emulators, I think -- to see if they >can. After all, there's a LOT of work involved, especially if you're starting >from scratch... > >1) Figure out how to copy the game cartridge onto your computer >2) Decipher how the game data and programming is stored in that data >3) Find out what chip the system uses >4) Write code not to emulate just the processor, but the video and sound, and >perhaps other things >5) Optimize the code so it runs at a decent speed >6) Work out the inevitable bugs > >This all translates to many endless hours of coding, and becoming very good >friends with the staff of the local coffee shop. As a programmer, though, I >can definitely say that if I ever wrote an emulator, it would be for precisely >the reason I mentioned -- to see if I could. > True, since that's the motivation for almost everything I do.:) But placing themselves into Nintendo's sights like that wasn't the brightest move, no matter what their motivation. Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 From: Randal@vodun.com Newsgroups: rec.games.computer.doom.editing Subject: Perhaps out of Newsgroup, But Right on Target! 6744 [1/2] Date: 18 Mar 1999 10:53:55 GMT Organization: Airnews.net! at Internet America Lines: 9 Message-ID: <3CBEDCB6DE4172C9.B49DF62C36F84EA5.478B4684D35304E9@library-proxy.airnews.net> X-Orig-Message-ID: <7cqm03$f0h@library3.airnews.net> Abuse-Reports-To: abuse at airmail.net to report improper postings NNTP-Proxy-Relay: library3 NNTP-Posting-Time: Thu Mar 18 04:53:55 1999 NNTP-Posting-Host: !^%&?1k-X=r(@MU1FkjN,UeZQ (Encoded at Airnews!) Path: teaser.fr!news.planetc.com!leto.backbone.ou.edu!logbridge.uoregon.edu!news.idt.net!nntp.giganews.com!news.airnews.net!cabal10.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet Xref: teaser.fr rec.games.computer.doom.editing:12792 Getting tired of Windows(c) crashes - - loss of data - - loss of sleep - - all the other troubles you have with your Windows(c) operating system? If so, try this: print the attached file and post it on your computer for temporary relief, then visit www.vodun.com for a Windows(c) Utility . . . from a slightly different point of view. Its fun, its restful, and there is even a growing database of Windows(c) solutions, fixes and links. Send that bad mojo back to Redmund where it belongs, and help the people there have the same kind of day youre having. olmmlifijqiylooniowz From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!uninett.no!newscore.univie.ac.at!aconews.univie.ac.at!news.tuwien.ac.at!mfischer From: mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) Newsgroups: rec.games.computer.doom.editing Subject: newer version of deu fur unix/X11 ? ? Date: 18 Mar 1999 16:33:12 GMT Organization: Vienna University of Technology, Austria Lines: 19 Message-ID: Reply-To: mfischer@developing.at.frob.org NNTP-Posting-Host: josefine.ben.tuwien.ac.at User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12793 the latest deu i could get (a beta) was 5.9b. its an unix/X11 hack which works only under 8 bit visuals (however, the hack for 16/24 bits is trivial). since i use this editor often (not this version as it crashes too much= but trying to enhance, de-bug it here and there i am wondering if there isnt a new version available, the one i have dates back to .. u .. 94 ? 95 ? at the moment deu doesnt seem to be developed at the moment (or i am just a bit behind, then enlighten me). are there public interest in taken the deu and continue developiong ? gtk+ and such thinks ? sincerly, markus -- "I'm NOT the man who to fuck with!" - resurrection - From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!news-out.supernews.com.MISMATCH!remarQ73!supernews.com!remarQ.com!remarQ69!gsxn!not-for-mail From: "cycloid" Newsgroups: rec.games.computer.doom.editing Subject: Re: Casino Games at Home Date: Thu, 18 Mar 1999 16:40:51 -0000 Organization: RemarQ http://www.remarQ.com Lines: 14 Message-ID: <7cr9v1$3q7$1@supernews.com> References: <36F00340.EB23D67@emailone.nu> NNTP-Posting-Host: 212.67.129.220 X-Trace: 921774881 02H499TBW81DCD443C uk21.supernews.com X-Complaints-To: newsabuse@remarq.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12794 >Play Casino games in the privacy of your home at > no ,---------+--------------------------. | | | | CYCLOID | www.cycloid.force9.co.uk | | | | `---------+--------------------------' From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!isdnet!uu.fr!join.news.pipex.net!pipex!krypton.inbe.net!INbe.net!not-for-mail From: jan.van.der.veken@NOSPAM.village.uunet.be (Jan Van der Veken) Newsgroups: rec.games.computer.doom.editing Subject: Re: newer version of deu fur unix/X11 ? ? Date: Thu, 18 Mar 1999 21:55:40 GMT Organization: UUNET Benelux (post does not reflect views of UUNET Benelux) Lines: 26 Message-ID: <36f170a7.2020317@news.uunet.be> References: NNTP-Posting-Host: pool014-194-7-244-40.uunet.be Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Forte Agent 1.5/32.452 Xref: teaser.fr rec.games.computer.doom.editing:12795 On 18 Mar 1999 16:33:12 GMT, mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) wrote: > the latest deu i could get (a beta) was 5.9b. its an unix/X11 > hack which works only under 8 bit visuals (however, the hack for > 16/24 bits is trivial). > > since i use this editor often (not this version as it crashes too much= > but trying to enhance, de-bug it here and there i am wondering if there isnt > a new version available, the one i have dates back to .. u .. 94 ? 95 ? > > at the moment deu doesnt seem to be developed at the moment (or i am just > a bit behind, then enlighten me). are there public interest in taken > the deu and continue developiong ? gtk+ and such thinks ? You could try YadeX, written by André Majorel. It is based on DEU, but very much improved. (DEU itself is pretty dead BTW.) YadeX is written mainly with Linux in mind (no gtk but that doesn't matter), but I wouldn't be too surprised if you were able to port it to other Unices. I don't know from my head to find it, but a search at http://www.freshmeat.net will reveal it's location. Jan. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: newer version of deu fur unix/X11 ? ? Date: 18 Mar 1999 22:21:40 GMT Organization: None I'm aware of ! Lines: 43 Message-ID: <7cru9k$s4a$1@feed.teaser.fr> References: NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 921795700 28810 194.51.99.138 (18 Mar 1999 22:21:40 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 18 Mar 1999 22:21:40 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12796 In article , mfischer@josefine.ben.tuwien.ac.at says... > > the latest deu i could get (a beta) was 5.9b. its an unix/X11 > hack which works only under 8 bit visuals (however, the hack for > 16/24 bits is trivial). Hmm, I was not aware of an X version of DEU. Where did you find it ? > at the moment deu doesnt seem to be developed at the moment (or i am just > a bit behind, then enlighten me). are there public interest in taken > the deu and continue developiong ? gtk+ and such thinks ? DEU is not maintained anymore. However there are several recent Doom editors for X. Two of them have a direct DEU ancestry : LDE (which runs under X through GGI) and Yadex (which is plain Xlib so it should run on any Unix, not only Linux). You'll find a Unix Doom editing resources page at http://www.teaser.fr/~amajorel/. It includes pointers to all the X editors I know of. If you can't port Yadex to your particular flavour of Unix, mail me. I'm working on a new version 1.0.2 that should compile smoothly on (at least) AIX, Unixware, OpenServer and Linux. The only real portability issue I know of is that you _need_ GNU make. But it's easy to install it in addition of your native make. tar -zxvf make-3.77.tar.gz cd make-3.77 ../configure make make install ln -s /usr/local/bin/make /usr/local/bin/gmake And then use "gmake" to compile Yadex. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!newsfeed.nacamar.de!uninett.no!newscore.univie.ac.at!aconews.univie.ac.at!news.tuwien.ac.at!mfischer From: mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) Newsgroups: rec.games.computer.doom.editing Subject: Re: newer version of deu fur unix/X11 ? ? Date: 19 Mar 1999 01:37:12 GMT Organization: Vienna University of Technology, Austria Lines: 24 Message-ID: References: <7cru9k$s4a$1@feed.teaser.fr> Reply-To: mfischer@developing.at.frob.org NNTP-Posting-Host: josefine.ben.tuwien.ac.at User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:12797 In article <7cru9k$s4a$1@feed.teaser.fr>, Andre Majorel wrote: >Hmm, I was not aware of an X version of DEU. Where did you find it ? well, i found it in the beta-deu dir on raphael quients ftp site. its their hack of porting deu to 32bit > >If you can't port Yadex to your particular flavour of Unix, mail me. >I'm working on a new version 1.0.2 that should compile smoothly on (at >least) AIX, Unixware, OpenServer and Linux. hmm, sunos would be interesting with tripple display support. i havent jet even seen yadex, but is this kind of display support possible ? the problem is the wm (aktually its that shitty cde) doesnt support moving windows from one screen to another [or i just dont know how to configure it, any hints are very welcome] sincerly, markus -- "I'm NOT the man who to fuck with!" - resurrection - From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: newer version of deu fur unix/X11 ? ? Date: 19 Mar 1999 19:01:04 GMT Organization: None I'm aware of ! Lines: 29 Message-ID: <7cu6tg$1t2$1@feed.teaser.fr> References: <7cru9k$s4a$1@feed.teaser.fr> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 921870064 1954 194.51.99.138 (19 Mar 1999 19:01:04 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Mar 1999 19:01:04 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12798 In article , mfischer@josefine.ben.tuwien.ac.at says... >well, i found it in the beta-deu dir on raphael quients ftp site. >its their hack of porting deu to 32bit Oh. I had never been there. >hmm, sunos would be interesting with tripple display support. >i havent jet even seen yadex, >but is this kind of display support possible ? the problem is the wm >(aktually its that >shitty cde) doesnt support moving windows from one screen to another >[or i just dont know how to configure it, any hints are very welcome] Ouch ! SunOS is pretty old. It's probably X11R4. I know that Yadex works with very little modifications on X11R5. But X11R4... I don't know, I have no X11R4 system. Technically, what's that triple display feature ? Several X screens ? Several X displays ? Something else ? What do applications need in order to be compatible with it ? -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <36E6D896.9773D53A@gdi.net> <7cei1e$ado$1@feed.teaser.fr> Subject: Re: wads Lines: 44 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sat, 20 Mar 1999 07:25:12 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 921914712 199.247.224.240 (Sat, 20 Mar 1999 02:25:12 EDT) NNTP-Posting-Date: Sat, 20 Mar 1999 02:25:12 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12799 Andre Majorel wrote in message <7cei1e$ado$1@feed.teaser.fr>... >In article <36E6D896.9773D53A@gdi.net>, cats@gdi.net says... > >>yes: designing wads with latest deu: will not work with any version >>over 19. >>will not work with windows versions either. >> >>what am i missing? >>roland > >Is it me or do you folks find this article confusing too ? Confusing? Naaaa. It's really quite simple: He is trying to design new shapes of 'wads' with the latest dew (I think he had a spelling mistake with 'deu'). So, this means that he is trying to collect morning dew from the grass on his front lawn, then conglomerate it into new 'wads' of dew...probably using some kind of chalk, or maybe flour to get the right consistancy. As for it not working with any "version over 19", this could be his english. I think he means that he has to get people under the age of 19 to collect the dew for some reason. Hey, creating wads of dew is art, after all. The "..not work with windows" obviously means that the dew can't come from the inside or outside of windows. Plain and simple. :-) Sorry, Andre. I couldn't resist. I'm in one of those 'nutty' moods. My suggestion? If you wan't to use D.E.U with windows, you need WinDEU. Personally, I'd recommend using WadAuthor; kicks butt. Her is the URL for WadAuthor: http://www.pacificnet.net/~wconsult/wainfo.html ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 From: mfischer@josefine.ben.tuwien.ac.at (Markus Fischer) Newsgroups: rec.games.computer.doom.editing Subject: Re: newer version of deu fur unix/X11 ? ? Date: 20 Mar 1999 10:06:25 GMT Organization: Vienna University of Technology, Austria Lines: 31 Message-ID: References: <7cru9k$s4a$1@feed.teaser.fr> <7cu6tg$1t2$1@feed.teaser.fr> Reply-To: mfischer@developing.at.frob.org NNTP-Posting-Host: josefine.ben.tuwien.ac.at User-Agent: slrn/0.9.5.4 (UNIX) Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!newspeer.clara.net!news.clara.net!newsfeed.nacamar.de!newsfeed.arcor-ip.de!news-fra1.dfn.de!aconews.univie.ac.at!news.tuwien.ac.at!mfischer Xref: teaser.fr rec.games.computer.doom.editing:12800 In article <7cu6tg$1t2$1@feed.teaser.fr>, Andre Majorel wrote: >Oh. I had never been there. missed some (old) things :) >Ouch ! SunOS is pretty old. It's probably X11R4. I know that Yadex >works with very little modifications on X11R5. But X11R4... I don't >know, I have no X11R4 system. really, that old? these machines are old 6 month or 9. hmm, maybe its solaris and i just dont know the difference (solaris is from sun, too, or ??) > >Technically, what's that triple display feature ? Several X screens ? >Several X displays ? Something else ? What do applications need in >order to be compatible with it ? well, its one machine with three monitors connected to it. so i would say it has 3 displays :0.0, :0.1 and :0.2 i think an application must be capable of opening different windows to different screens. to another, but it doenst work. of course, the mouse floats around from the most-left to the most-right. its basically just an CDE configuration issue i think, but personally i am only aware of fvwm2 under linux :) sincerly, markus -- "I'm NOT the man who to fuck with!" - resurrection - From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: wads Date: 20 Mar 1999 10:54:38 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <7cvupe$588$1@feed.teaser.fr> References: <36E6D896.9773D53A@gdi.net> <7cei1e$ado$1@feed.teaser.fr> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 921927278 5384 194.51.99.138 (20 Mar 1999 10:54:38 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 20 Mar 1999 10:54:38 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12801 In article , pming@yt.sympatico.ca says... >He is trying to design new shapes of 'wads' with the latest dew (I think he >had a spelling mistake with 'deu'). So, this means that he is trying to >collect morning dew from the grass on his front lawn, then conglomerate it >into new 'wads' of dew...probably using some kind of chalk, or maybe flour >to get the right consistancy. As for it not working with any "version over >19", this could be his english. I think he means that he has to get people >under the age of 19 to collect the dew for some reason. Hey, creating wads >of dew is art, after all. The "..not work with windows" obviously means >that the dew can't come from the inside or outside of windows. Plain and >simple. So that's what he meant ? I should've guessed. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.algonet.se!algonet!newsfeed1.online.no!newsfeed.online.no!bullseye.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Perhaps out of Newsgroup, But Right on Target! 6744 [2/2] Date: Sat, 20 Mar 1999 18:24:23 +0000 Message-ID: References: NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 921954274 nnrp-02:1267 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 31 Xref: teaser.fr rec.games.computer.doom.editing:12802 On Thu, 18 Mar 1999, 'somebody who can't even fill in their name' wrote: >begin 644 C:\RANDAL\VooDoo Bill Gates\Graphics\Post Agent\Voodoo Bill Lite II >Poster.jpg >M_]C_X``02D9)1@`!`0$`E@"6``#_VP!#``4#!`0$`P4$!`0%!04&!PP(!P<' >M!P\+"PD,$0\2$A$/$1$3%AP7$Q0:%1$1&"$8&AT='Q\?$Q)!P>'Q[_ >MVP!#`04%!0<&!PX("`X>%!$4'AX>'AX>'AX>'AX>'AX>'AX>'AX>'AX>'AX> >M'AX>'AX>'AX>'AX>'AX>'AX>'AX>'A[_P``1"`)8`9`#`2(``A$!`Q$!_\0` >M'`````M!0('`0(1``,$!2$&$C%!40<3(F$4<8$RD:&Q\!4C0E+!T0ABX?$6)#,7)31# >M4W(U8X*2HE3"1$5S@Y.RXO_$`!P!``(#`0$!`0````````````$"``,$!08' >M"/_$`#L1``$#`P(#!P(%`P,%``,```$``A$#(3$$$@5!41-A<8&1H?`BL105 >M,L'10E+A(S/Q!A8D0U,TDM+_V@`,`P$``A$#$0`_`(`())WA&!A0^GW0XDR4 >M'+/[$P@@%*AE.2Q[PNCTD!_21Z<<_P!O]8S&^%WB$JN6C:Y2^,A\\0FE*%*4 >M0DM\N>L"L!0Y;/RC@ERY5DG!/0Q4Y0![ A UUEncoded file was included here. ] Not only are people stupid enough to post binaries in the first place, they don't even post them *properly*. I'll be nice, and just tell you to get a fsking grip on reality, instead of talking to abuse [at] airmail [dot] net. IN OTHER WORDS, DO *NOT* POST BINARIES TO THIS GROUP, YOU MORON. Only post binaries to a group if the group's name contains 'binaries'. -- Stuart 'counting to 100' Brady replace nospam with wholehog From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-peer.gip.net!news-dc.gip.net!news.gsl.net!gip.net!brown.telepac.pt!news.telepac.pt!duke.telepac.pt!news.telepac.pt!not-for-mail From: "Pedro Eduardo" Newsgroups: rec.games.computer.doom.editing Subject: doom2 editor Date: Wed, 24 Mar 1999 22:58:45 -0000 Lines: 7 Message-ID: <7dbqu0$5e3$1@duke.telepac.pt> NNTP-Posting-Host: 194.65.198.30 X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:12805 I would like to know if there exists a program like dmgraph for doom2!! Probabily this is a silly question, but i only know dmgraph for doom1, and i really need it for doom2!!! Thanks!!! by:::: [PELF]99 ;o) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-dc-1.sprintlink.net!news-east1.sprintlink.net!news-peer-europe.sprintlink.net!news.sprintlink.net!Sprint!news.algonet.se!algonet!newsfeed.ecrc.net!news-lond.gip.net!news.gsl.net!gip.net!baron.netcom.net.uk!netcom.net.uk!server3.netnews.ja.net!qmw!greenwich!usenet From: Chairson Newsgroups: rec.games.computer.doom.editing Subject: Maping in VC++? Date: Thu, 25 Mar 1999 15:06:21 +0000 Organization: the autocad expert Lines: 461 Message-ID: <36FA50EB.EE182DE0@hotmail.com> Reply-To: lc411@hotmail.com NNTP-Posting-Host: wo-195-r1-1.gre.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (WinNT; I) Xref: teaser.fr rec.games.computer.doom.editing:12806 Dear everyone.. i wonder if anyone know how to create your map in Visual C++ . to obtain a Map.cpp i have one here. but dunno exactly how to create it inthe 1st place! helps please. :) regards gary int i, j; m_textcount = 8; m_pointcount = 49; m_linecount = 59; m_seccount = 11; m_textset = new BTexture * [m_textcount]; m_pointset = new BPoint * [m_pointcount]; m_lineset = new BLine * [m_linecount]; m_secset = new BSector * [m_seccount]; m_textset[0] = new BTexture ("rustic.bif"); m_textset[1] = new BTexture ("inlay.bif"); m_textset[2] = new BTexture ("redbrick.bif"); m_textset[3] = new BTexture ("rock.bif"); m_textset[4] = new BTexture ("cobble.bif"); m_textset[5] = new BTexture ("bricktile.bif"); m_textset[6] = new BTexture ("marble.bif"); m_textset[7] = new BTexture ("sky.bif"); for (i=0; im_face[BFRONT].m_utext = (ldata[i].futext==BVOID) ? BNULL : m_textset[ldata[i].futext]; m_lineset[i]->m_face[BFRONT].m_mtext = (ldata[i].fmtext==BVOID) ? BNULL : m_textset[ldata[i].fmtext]; m_lineset[i]->m_face[BFRONT].m_ltext = (ldata[i].fltext==BVOID) ? BNULL : m_textset[ldata[i].fltext]; m_lineset[i]->m_face[BFRONT].m_sector = BNULL; m_lineset[i]->m_face[BBACK ].m_utext = BNULL; m_lineset[i]->m_face[BBACK ].m_mtext = BNULL; m_lineset[i]->m_face[BBACK ].m_ltext = BNULL; m_lineset[i]->m_face[BBACK ].m_sector = BNULL; } m_lineset[35]->m_face[BBACK].m_ltext = m_textset[2]; m_lineset[13]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[14]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[15]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[16]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[17]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[18]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[19]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[20]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[21]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[22]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[23]->m_face[BBACK].m_utext = m_textset[3]; m_lineset[37]->m_face[BFRONT].m_xshift = 0.0f; m_lineset[12]->m_face[BFRONT].m_xshift = 20.0f; m_lineset[11]->m_face[BFRONT].m_xshift = 25.0f; m_lineset[10]->m_face[BFRONT].m_xshift = 30.0f; m_lineset[ 9]->m_face[BFRONT].m_xshift = 35.0f; m_lineset[ 8]->m_face[BFRONT].m_xshift = 40.0f; m_lineset[ 7]->m_face[BFRONT].m_xshift = 45.0f; m_lineset[ 6]->m_face[BFRONT].m_xshift = 50.0f; m_lineset[ 5]->m_face[BFRONT].m_xshift = 55.0f; m_lineset[ 4]->m_face[BFRONT].m_xshift = 60.0f; m_secset[0] = new BSector (0, 33); m_secset[0]->m_ceillevel = 30.0f; m_secset[0]->m_floorlevel = 0.0f; m_secset[0]->m_ceiltext = m_textset[6]; m_secset[0]->m_floortext = m_textset[4]; m_secset[0]->Line ( 0) = m_lineset[0]; m_secset[0]->Line ( 1) = m_lineset[1]; m_secset[0]->Line ( 2) = m_lineset[2]; m_secset[0]->Line ( 3) = m_lineset[26]; m_secset[0]->Line ( 4) = m_lineset[36]; m_secset[0]->Line ( 5) = m_lineset[23]; m_secset[0]->Line ( 6) = m_lineset[22]; m_secset[0]->Line ( 7) = m_lineset[21]; m_secset[0]->Line ( 8) = m_lineset[27]; m_secset[0]->Line ( 9) = m_lineset[37]; m_secset[0]->Line (10) = m_lineset[24]; m_secset[0]->Line (11) = m_lineset[25]; m_secset[0]->Line (12) = m_lineset[38]; m_secset[0]->Line (13) = m_lineset[39]; m_secset[0]->Line (14) = m_lineset[40]; m_secset[0]->Line (15) = m_lineset[41]; m_secset[0]->Line (16) = m_lineset[42]; m_secset[0]->Line (17) = m_lineset[43]; m_secset[0]->Line (18) = m_lineset[44]; m_secset[0]->Line (19) = m_lineset[45]; m_secset[0]->Line (20) = m_lineset[46]; m_secset[0]->Line (21) = m_lineset[47]; m_secset[0]->Line (22) = m_lineset[48]; m_secset[0]->Line (23) = m_lineset[49]; m_secset[0]->Line (24) = m_lineset[50]; m_secset[0]->Line (25) = m_lineset[51]; m_secset[0]->Line (26) = m_lineset[52]; m_secset[0]->Line (27) = m_lineset[53]; m_secset[0]->Line (28) = m_lineset[54]; m_secset[0]->Line (29) = m_lineset[55]; m_secset[0]->Line (30) = m_lineset[56]; m_secset[0]->Line (31) = m_lineset[57]; m_secset[0]->Line (32) = m_lineset[58]; m_lineset[ 0]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[ 1]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[ 2]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[26]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[36]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[23]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[22]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[21]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[27]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[37]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[24]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[25]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[38]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[39]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[40]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[41]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[42]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[43]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[44]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[45]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[46]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[47]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[48]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[49]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[50]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[51]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[52]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[53]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[54]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[55]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[56]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[57]->m_face[BFRONT].m_sector = m_secset[0]; m_lineset[58]->m_face[BFRONT].m_sector = m_secset[0]; BLift * lift = new BLift (1, 4, 20, 30.0f, 0.0f, 20.0f); lift->Register (); m_secset[1] = lift; m_secset[1]->m_ceiltext = m_textset[6]; m_secset[1]->m_floortext = m_textset[1]; m_secset[1]->Line ( 0) = m_lineset[3]; m_secset[1]->Line ( 1) = m_lineset[4]; m_secset[1]->Line ( 2) = m_lineset[35]; m_secset[1]->Line ( 3) = m_lineset[36]; m_lineset[ 3]->m_face[BFRONT].m_sector = m_secset[1]; m_lineset[ 4]->m_face[BFRONT].m_sector = m_secset[1]; m_lineset[35]->m_face[BBACK ].m_sector = m_secset[1]; m_lineset[36]->m_face[BBACK ].m_sector = m_secset[1]; m_secset[2] = new BSector (2, 4); m_secset[2]->m_ceillevel = 30.0f; m_secset[2]->m_floorlevel = 2.0f; m_secset[2]->m_ceiltext = m_textset[6]; m_secset[2]->m_floortext = m_textset[3]; m_secset[2]->Line ( 0) = m_lineset[12]; m_secset[2]->Line ( 1) = m_lineset[28]; m_secset[2]->Line ( 2) = m_lineset[20]; m_secset[2]->Line ( 3) = m_lineset[27]; m_lineset[12]->m_face[BFRONT].m_sector = m_secset[2]; m_lineset[28]->m_face[BFRONT].m_sector = m_secset[2]; m_lineset[20]->m_face[BFRONT].m_sector = m_secset[2]; m_lineset[27]->m_face[BBACK ].m_sector = m_secset[2]; m_secset[3] = new BSector (3, 4); m_secset[3]->m_ceillevel = 30.0f; m_secset[3]->m_floorlevel = 4.0f; m_secset[3]->m_ceiltext = m_textset[6]; m_secset[3]->m_floortext = m_textset[3]; m_secset[3]->Line ( 0) = m_lineset[11]; m_secset[3]->Line ( 1) = m_lineset[29]; m_secset[3]->Line ( 2) = m_lineset[19]; m_secset[3]->Line ( 3) = m_lineset[28]; m_lineset[11]->m_face[BFRONT].m_sector = m_secset[3]; m_lineset[29]->m_face[BFRONT].m_sector = m_secset[3]; m_lineset[19]->m_face[BFRONT].m_sector = m_secset[3]; m_lineset[28]->m_face[BBACK ].m_sector = m_secset[3]; m_secset[4] = new BSector (4, 4); m_secset[4]->m_ceillevel = 30.0f; m_secset[4]->m_floorlevel = 6.0f; m_secset[4]->m_ceiltext = m_textset[6]; m_secset[4]->m_floortext = m_textset[3]; m_secset[4]->Line ( 0) = m_lineset[10]; m_secset[4]->Line ( 1) = m_lineset[30]; m_secset[4]->Line ( 2) = m_lineset[18]; m_secset[4]->Line ( 3) = m_lineset[29]; m_lineset[10]->m_face[BFRONT].m_sector = m_secset[4]; m_lineset[30]->m_face[BFRONT].m_sector = m_secset[4]; m_lineset[18]->m_face[BFRONT].m_sector = m_secset[4]; m_lineset[29]->m_face[BBACK ].m_sector = m_secset[4]; m_secset[5] = new BSector (5, 4); m_secset[5]->m_ceillevel = 30.0f; m_secset[5]->m_floorlevel = 8.0f; m_secset[5]->m_ceiltext = m_textset[6]; m_secset[5]->m_floortext = m_textset[3]; m_secset[5]->Line ( 0) = m_lineset[ 9]; m_secset[5]->Line ( 1) = m_lineset[31]; m_secset[5]->Line ( 2) = m_lineset[17]; m_secset[5]->Line ( 3) = m_lineset[30]; m_lineset[ 9]->m_face[BFRONT].m_sector = m_secset[5]; m_lineset[31]->m_face[BFRONT].m_sector = m_secset[5]; m_lineset[17]->m_face[BFRONT].m_sector = m_secset[5]; m_lineset[30]->m_face[BBACK ].m_sector = m_secset[5]; m_secset[6] = new BSector (6, 4); m_secset[6]->m_ceillevel = 30.0f; m_secset[6]->m_floorlevel = 10.0f; m_secset[6]->m_ceiltext = m_textset[6]; m_secset[6]->m_floortext = m_textset[3]; m_secset[6]->Line ( 0) = m_lineset[ 8]; m_secset[6]->Line ( 1) = m_lineset[32]; m_secset[6]->Line ( 2) = m_lineset[16]; m_secset[6]->Line ( 3) = m_lineset[31]; m_lineset[ 8]->m_face[BFRONT].m_sector = m_secset[6]; m_lineset[32]->m_face[BFRONT].m_sector = m_secset[6]; m_lineset[16]->m_face[BFRONT].m_sector = m_secset[6]; m_lineset[31]->m_face[BBACK ].m_sector = m_secset[6]; m_secset[7] = new BSector (7, 4); m_secset[7]->m_ceillevel = 30.0f; m_secset[7]->m_floorlevel = 12.0f; m_secset[7]->m_ceiltext = m_textset[6]; m_secset[7]->m_floortext = m_textset[3]; m_secset[7]->Line ( 0) = m_lineset[ 7]; m_secset[7]->Line ( 1) = m_lineset[33]; m_secset[7]->Line ( 2) = m_lineset[15]; m_secset[7]->Line ( 3) = m_lineset[32]; m_lineset[ 7]->m_face[BFRONT].m_sector = m_secset[7]; m_lineset[33]->m_face[BFRONT].m_sector = m_secset[7]; m_lineset[15]->m_face[BFRONT].m_sector = m_secset[7]; m_lineset[32]->m_face[BBACK ].m_sector = m_secset[7]; m_secset[8] = new BSector (8, 4); m_secset[8]->m_ceillevel = 30.0f; m_secset[8]->m_floorlevel = 14.0f; m_secset[8]->m_ceiltext = m_textset[6]; m_secset[8]->m_floortext = m_textset[3]; m_secset[8]->Line ( 0) = m_lineset[ 6]; m_secset[8]->Line ( 1) = m_lineset[34]; m_secset[8]->Line ( 2) = m_lineset[14]; m_secset[8]->Line ( 3) = m_lineset[33]; m_lineset[ 6]->m_face[BFRONT].m_sector = m_secset[8]; m_lineset[34]->m_face[BFRONT].m_sector = m_secset[8]; m_lineset[14]->m_face[BFRONT].m_sector = m_secset[8]; m_lineset[33]->m_face[BBACK ].m_sector = m_secset[8]; m_secset[9] = new BSector (9, 4); m_secset[9]->m_ceillevel = 30.0f; m_secset[9]->m_floorlevel = 16.0f; m_secset[9]->m_ceiltext = m_textset[6]; m_secset[9]->m_floortext = m_textset[3]; m_secset[9]->Line ( 0) = m_lineset[ 5]; m_secset[9]->Line ( 1) = m_lineset[35]; m_secset[9]->Line ( 2) = m_lineset[13]; m_secset[9]->Line ( 3) = m_lineset[34]; m_lineset[ 5]->m_face[BFRONT].m_sector = m_secset[9]; m_lineset[35]->m_face[BFRONT].m_sector = m_secset[9]; m_lineset[13]->m_face[BFRONT].m_sector = m_secset[9]; m_lineset[34]->m_face[BBACK ].m_sector = m_secset[9]; m_secset[10] = new BSector (10, 11); m_secset[10]->m_ceillevel = 35.0f; m_secset[10]->m_floorlevel = 16.0f; m_secset[10]->m_ceiltext = m_textset[7]; m_secset[10]->m_floortext = m_textset[1]; m_secset[10]->m_cxshift = -10.0f; m_secset[10]->m_cyshift = -20.0f; m_secset[10]->Line ( 0) = m_lineset[13]; m_secset[10]->Line ( 1) = m_lineset[14]; m_secset[10]->Line ( 2) = m_lineset[15]; m_secset[10]->Line ( 3) = m_lineset[16]; m_secset[10]->Line ( 4) = m_lineset[17]; m_secset[10]->Line ( 5) = m_lineset[18]; m_secset[10]->Line ( 6) = m_lineset[19]; m_secset[10]->Line ( 7) = m_lineset[20]; m_secset[10]->Line ( 8) = m_lineset[21]; m_secset[10]->Line ( 9) = m_lineset[22]; m_secset[10]->Line (10) = m_lineset[23]; m_lineset[13]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[14]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[15]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[16]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[17]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[18]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[19]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[20]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[21]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[22]->m_face[BBACK].m_sector = m_secset[10]; m_lineset[23]->m_face[BBACK].m_sector = m_secset[10]; for (i=0; im_linecount; j++) { const BLine * line = m_secset[i]->m_lineset[j]; if (line->m_face[BFRONT].m_sector == m_secset[i]) m_secset[i]->Face (j) = BFRONT; else m_secset[i]->Face (j) = BBACK; } } From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom2 editor Date: 25 Mar 1999 20:03:20 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7de4q8$oss$1@feed.teaser.fr> References: <7dbqu0$5e3$1@duke.telepac.pt> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 922392200 25500 194.51.99.138 (25 Mar 1999 20:03:20 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 25 Mar 1999 20:03:20 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12807 In article <7dbqu0$5e3$1@duke.telepac.pt>, pelfmail@mail.telepac.pt says... > >I would like to know if there exists a program like dmgraph for doom2!! >Probabily this is a silly question, but i only know dmgraph for doom1, and i >really need it for doom2!!! Thanks!!! Dmgraph is obsolete, AFAIK. You could use DeuTex or NWT which are both available from ftp.cdrom.com in /pub/idgames. DeuTex handles Doom, Doom II and Heretic. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Maping in VC++? Date: 25 Mar 1999 20:11:33 GMT Organization: None I'm aware of ! Lines: 38 Message-ID: <7de59l$oss$2@feed.teaser.fr> References: <36FA50EB.EE182DE0@hotmail.com> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 922392693 25500 194.51.99.138 (25 Mar 1999 20:11:33 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 25 Mar 1999 20:11:33 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12808 In article <36FA50EB.EE182DE0@hotmail.com>, lc411@hotmail.com says... > i wonder if anyone know how to create your map in Visual C++ . to >obtain a Map.cpp >i have one here. but dunno exactly how to create it inthe 1st place! >helps please. :) >regards >gary > > int i, j; > > m_textcount = 8; > m_pointcount = 49; > m_linecount = 59; > m_seccount = 11; > > m_textset = new BTexture * [m_textcount]; > m_pointset = new BPoint * [m_pointcount]; > m_lineset = new BLine * [m_linecount]; > m_secset = new BSector * [m_seccount]; This code obviously relies on a set of wad objects classes. Who wrote those classes ? Where is their source code ? This is what you need to find if you want to make something useful out of your code. Note that this seems to be generic C++ code. It does not seem to require that particular C++ compiler named VC++. It could work with any other C++ compiler. If you want to generate maps by program, you might want to look into Slige which is an C Doom level generator. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.idt.net!nyd.news.ans.net!abq.news.ans.net!znr.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Maping in VC++? Date: 26 Mar 1999 13:44:53 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 18 Message-ID: <7dg36j$g66$1@news.btv.ibm.com> References: <7de59l$oss$2@feed.teaser.fr> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 922456083 16582 9.2.17.34 (26 Mar 1999 13:48:03 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 26 Mar 1999 13:48:03 GMT X-Client: Newz/Ponga (alpha) X-Ready-weapon: Shotgun Xref: teaser.fr rec.games.computer.doom.editing:12809 >From: amajorel@teezer.fr (Andre Majorel) >If you want to generate maps by program, you might want to look into >Slige which is an C Doom level generator. In particular, go to http://www.doomworld.com/slige/ and use the Source Code link. The SLIGE code is in C, not C++, as Andre mentioned, but it's vaguely object-oriented in flavor, and should compile fine under MS VC++. C++ rots the brain, anyway. *8) If you want OO, use Java or Perl... DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!newsfeed.gamma.ru!Gamma.RU!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Barrie Millar" Newsgroups: rec.games.computer.doom.editing Subject: Fractured Universe Date: Fri, 26 Mar 1999 11:46:45 -0000 Organization: Customer of Planet Online Lines: 14 Message-ID: <7dgng0$qof$2@news4.svr.pol.co.uk> NNTP-Posting-Host: modem-87.bookworm.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 922476864 27407 62.136.137.215 (26 Mar 1999 19:34:24 GMT) NNTP-Posting-Date: 26 Mar 1999 19:34:24 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Xref: teaser.fr rec.games.computer.doom.editing:12810 Hi, I'm one of the former designer of Horizon, and I'm looking for members to help design another Deathmatch pack, called Fractured Universe. It will be designed to run on Doom Legacy only. We plan to keep to the ideals used in Horizon, but the wad will have greater graphical content and even greater variation between the levels. If anybody would still like to join the current team of designers, then contact me at BMillar267@horizon32.freeserve.co.uk The latest information on the Fractured Universe project, and all other projects attempted, can be found at www.horizon32.freeserve.co.uk under the Legacy section. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Maping in VC++? Date: 27 Mar 1999 09:02:55 GMT Organization: None I'm aware of ! Lines: 11 Message-ID: <7di6rv$1vb$1@feed.teaser.fr> References: <7de59l$oss$2@feed.teaser.fr> <7dg36j$g66$1@news.btv.ibm.com> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 922525375 2027 194.51.99.138 (27 Mar 1999 09:02:55 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 27 Mar 1999 09:02:55 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12811 In article <7dg36j$g66$1@news.btv.ibm.com>, chess@us.ibm.com says... >C++ rots the brain, anyway. *8) No, mine was already rotten before. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> <370D9E04.C7F771C7@3web.net> <370D9FC3.3EDB805@3web.net> <7PjP2.26632$Ib4.20624@news21.bellglobal.com> <370E9DD3.510DBCCA@3web.net> Subject: Re: WadAuthor Lines: 37 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sat, 10 Apr 1999 04:10:47 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 923717447 199.247.224.240 (Sat, 10 Apr 1999 00:10:47 EDT) NNTP-Posting-Date: Sat, 10 Apr 1999 00:10:47 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12882 Hiya. Something like you are putting the texture on the wrong 'area'...meaning that if you have the floor and ceiling height set to 128 (and the ceiling height of the room that the piller is in is also 128), you should have the texture on the "below". Also, if you want to create a simple square or polygonal pillar, WadAuthor will let you do that from the get go: choose "New Rectangular Sector..." (or "New Polygonal Sector..."). In this new pop-up, you will see that at the bottem you have a checkbox labled as "Make Column". This will make your sector single sided linedefs. (this means that once it is 'unselected', you will have to move it by selecting all the linedefs, as 'inside' the column is nothing...it's not confusing, trust me, you'll figure it out). WadAuthor not detecting it is the wierd part. If you are still having trouble, email me your wad and I'll take a quick look. ^_^ Denakhan the Arch-Mage. Kellinjar <01700960@3web.net> wrote in message <370E9DD3.510DBCCA@3web.net>... >Okay, sounds good to me, got another question. I put a sector inside a sector >and set floor = ceiling (creating a pillar) Now, I want to put a switch on it, >and when i do, It doesn't work, so then I flipped the linedef, (putting all >appropriate textures where necessary) but when I run it, the space is screwed, >it's like the texture isn't there, (but I can push the switch) Also of note >wadauthor detects no errors. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!news.maxwell.syr.edu!newshub.nntp.mr.net!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: 10 Apr 1999 17:06:36 GMT Organization: Diogenes Studios Lines: 24 Sender: sjohn@as3-dialup-02.io.com Message-ID: <01be8374$6d0f0b20$6251e0ce@john---sandra> References: <370BB33B.98D8BE96@3web.net> NNTP-Posting-Host: as3-dialup-02.io.com X-Trace: hiram.io.com 923763996 21843 206.224.81.98 (10 Apr 1999 17:06:36 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 10 Apr 1999 17:06:36 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12883 | Anyone here ever make wads using a program called wad author, (put out | around 1997) Very nice and easy windows program, that can do just about | everything I've every tried to do, except make multiple missions wads. | If anyone has and knows how to make mutliple mission wads, let me know. | Thanx I'm a WadAuthor junkie myself. A combination of WadAuthor and WinTex will allow you to assemble multilevel WADS with no trouble. WinTex is, once you've done the tutorials, every bit as easy to use as WadAuthor - and you can plug in music and sounds and new wall textures and such with it, too. My wad, Blue Room Doom, is (currently) 5 levels, built primarily with those two programs. Give it a go at http://www.io.com/~sjohn/library.htm And tell me what you think. The next version (8 levels) will be posted later this year. || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!algonet!pepsi.tninet.se!not-for-mail From: diskmaskin@hotmail.com Newsgroups: rec.games.computer.doom.editing Subject: How do i add midi music? Date: Sat, 10 Apr 1999 18:16:12 GMT Organization: Telenordia Lines: 4 Message-ID: <370f94a2.407412@news.algonet.se> NNTP-Posting-Host: sdu66-245.ppp.algonet.se X-Trace: zingo.tninet.se 923767688 22217 195.163.245.66 (10 Apr 1999 18:08:08 GMT) X-Complaints-To: abuse@algo.net NNTP-Posting-Date: 10 Apr 1999 18:08:08 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12884 Ok, its probably a stupid question, but i really havent figured out how to add new midi music to a wadfile i've created in Deu 5. Ive got NWT, MIDI2MUS and DEU. Thanx From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: How do i add midi music? Date: 10 Apr 1999 18:48:17 GMT Organization: Diogenes Studios Lines: 13 Sender: sjohn@as4-dialup-21.io.com Message-ID: <01be8382$b01e1060$a551e0ce@john---sandra> References: <370f94a2.407412@news.algonet.se> NNTP-Posting-Host: as4-dialup-21.io.com X-Trace: hiram.io.com 923770097 25671 206.224.81.165 (10 Apr 1999 18:48:17 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 10 Apr 1999 18:48:17 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12885 | Ok, its probably a stupid question, but i really havent figured out | how to add new midi music to a wadfile i've created in Deu 5. Ive got | NWT, MIDI2MUS and DEU. Use midi2mus to convert it to Doom's *.MUS format, then pop it in with WinTex or any number of other programs. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Sat, 10 Apr 1999 15:17:48 -0600 Lines: 41 Message-ID: <370FBFFC.B0909A4E@3web.net> References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> <370D9E04.C7F771C7@3web.net> <370D9FC3.3EDB805@3web.net> <7PjP2.26632$Ib4.20624@news21.bellglobal.com> <370E9DD3.510DBCCA@3web.net> NNTP-Posting-Host: calppp142081.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 923779029 16331 209.197.142.81 (10 Apr 1999 21:17:09 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 10 Apr 1999 21:17:09 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!cyclone.news.idirect.com!island.idirect.com!news.oanet.com!news.tac.net!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12886 YOu got a d/l site for wadauthor? I had to format my hd, and I cant seem to restore my backup disks. Denakhan the Arch-Mage wrote: > Hiya. > > Something like you are putting the texture on the wrong 'area'...meaning > that if you have the floor and ceiling height set to 128 (and the ceiling > height of the room that the piller is in is also 128), you should have the > texture on the "below". Also, if you want to create a simple square or > polygonal pillar, WadAuthor will let you do that from the get go: choose > "New Rectangular Sector..." (or "New Polygonal Sector..."). In this new > pop-up, you will see that at the bottem you have a checkbox labled as "Make > Column". This will make your sector single sided linedefs. (this means that > once it is 'unselected', you will have to move it by selecting all the > linedefs, as 'inside' the column is nothing...it's not confusing, trust me, > you'll figure it out). > > WadAuthor not detecting it is the wierd part. > > If you are still having trouble, email me your wad and I'll take a quick > look. > > ^_^ > > Denakhan the Arch-Mage. > > Kellinjar <01700960@3web.net> wrote in message > <370E9DD3.510DBCCA@3web.net>... > >Okay, sounds good to me, got another question. I put a sector inside a > sector > >and set floor = ceiling (creating a pillar) Now, I want to put a switch on > it, > >and when i do, It doesn't work, so then I flipped the linedef, (putting all > >appropriate textures where necessary) but when I run it, the space is > screwed, > >it's like the texture isn't there, (but I can push the switch) Also of note > >wadauthor detects no errors. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.algonet.se!algonet!pepsi.tninet.se!not-for-mail From: diskmaskin@hotmail.com Newsgroups: rec.games.computer.doom.editing Subject: Re: How do i add midi music? Date: Sat, 10 Apr 1999 21:23:23 GMT Organization: Telenordia Lines: 2 Message-ID: <370fc105.2597959@news.algonet.se> References: <370f94a2.407412@news.algonet.se> <01be8382$b01e1060$a551e0ce@john---sandra> NNTP-Posting-Host: sdu169-241.ppp.algonet.se X-Trace: zingo.tninet.se 923778919 28555 195.163.241.169 (10 Apr 1999 21:15:19 GMT) X-Complaints-To: abuse@algo.net NNTP-Posting-Date: 10 Apr 1999 21:15:19 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12887 well, the problem is i dont know how to "pop" it in. Ive converted it to .mus and everything.. and ive got wintex now. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!cyclone.news.idirect.com!island.idirect.com!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Sat, 10 Apr 1999 15:52:09 -0600 Lines: 47 Message-ID: <370FC809.E8D33520@3web.net> References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> <370D9E04.C7F771C7@3web.net> <370D9FC3.3EDB805@3web.net> <7PjP2.26632$Ib4.20624@news21.bellglobal.com> <370E9DD3.510DBCCA@3web.net> <370FBFFC.B0909A4E@3web.net> NNTP-Posting-Host: calppp142081.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 923781090 17104 209.197.142.81 (10 Apr 1999 21:51:30 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 10 Apr 1999 21:51:30 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12888 Okay, I found wadauthor on another disk. Here's my main problem. I need to find UDoom, I d/l it from a site months ago (and can't remember which one)...I'm wondering if anyone knows of a site that has it? Matthew Cross wrote: > YOu got a d/l site for wadauthor? I had to format my hd, and I cant seem to > restore my backup disks. > > Denakhan the Arch-Mage wrote: > > > Hiya. > > > > Something like you are putting the texture on the wrong 'area'...meaning > > that if you have the floor and ceiling height set to 128 (and the ceiling > > height of the room that the piller is in is also 128), you should have the > > texture on the "below". Also, if you want to create a simple square or > > polygonal pillar, WadAuthor will let you do that from the get go: choose > > "New Rectangular Sector..." (or "New Polygonal Sector..."). In this new > > pop-up, you will see that at the bottem you have a checkbox labled as "Make > > Column". This will make your sector single sided linedefs. (this means that > > once it is 'unselected', you will have to move it by selecting all the > > linedefs, as 'inside' the column is nothing...it's not confusing, trust me, > > you'll figure it out). > > > > WadAuthor not detecting it is the wierd part. > > > > If you are still having trouble, email me your wad and I'll take a quick > > look. > > > > ^_^ > > > > Denakhan the Arch-Mage. > > > > Kellinjar <01700960@3web.net> wrote in message > > <370E9DD3.510DBCCA@3web.net>... > > >Okay, sounds good to me, got another question. I put a sector inside a > > sector > > >and set floor = ceiling (creating a pillar) Now, I want to put a switch on > > it, > > >and when i do, It doesn't work, so then I flipped the linedef, (putting all > > >appropriate textures where necessary) but when I run it, the space is > > screwed, > > >it's like the texture isn't there, (but I can push the switch) Also of note > > >wadauthor detects no errors. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.tli.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: Mark Burlison Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom & The mouse Date: Sat, 10 Apr 1999 23:49:15 +0100 Organization: Customer of Planet Offline Message-ID: <370FD56B.5E1D4D0C@pmail.net> References: <37055B06.5C355184@pmail.net> <37087926.61811161@news.kolumbus.fi> Reply-To: burlym@bigfoot.com NNTP-Posting-Host: modem-97.endostatin.dialup.pol.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: news8.svr.pol.co.uk 923790024 30644 62.136.65.97 (11 Apr 1999 00:20:24 GMT) NNTP-Posting-Date: 11 Apr 1999 00:20:24 GMT X-Complaints-To: abuse@theplanet.net X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Lines: 25 Xref: teaser.fr rec.games.computer.doom.editing:12889 Sir Robin wrote: > > On Sat, 03 Apr 1999 01:04:22 +0100, Mark Burlison > wrote: > > >Is there anyway (In Boom - Not the latest version) to just use the mouse > >to turn/look not move? > > Yes. From the menus set the vertical speed of mouse to zero and you > will not move by moving the mouse (which IMO is not very nice, since > in games that don't have mlook, mouse moving can be used for very > accurate and slight movements). Thanks I'll try that out - I've found I don't like it because when I look left and right with the mouse I wobble backwards and forwards and it ain't good :) Thanks again, Mark -- World To World - Issue 9 | Anti Teletubbies http://come.to/World2World | Year 2000 paranoia guide and more From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!outgoing.news.rcn.net.MISMATCH!feed1.news.rcn.net!rcn!cyclone.news.idirect.com!island.idirect.com!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Sat, 10 Apr 1999 22:21:17 -0600 Lines: 29 Message-ID: <3710233D.827AB7DF@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> NNTP-Posting-Host: calppp141190.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Trace: iceman.tac.net 923804433 27096 209.197.141.190 (11 Apr 1999 04:20:33 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 11 Apr 1999 04:20:33 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12891 Where can I find wintex? "S. John Ross" wrote: > | Anyone here ever make wads using a program called wad author, (put out > | around 1997) Very nice and easy windows program, that can do just about > | everything I've every tried to do, except make multiple missions wads. > | If anyone has and knows how to make mutliple mission wads, let me know. > | Thanx > > I'm a WadAuthor junkie myself. A combination of WadAuthor and WinTex will > allow you to assemble multilevel WADS with no trouble. WinTex is, once > you've done the tutorials, every bit as easy to use as WadAuthor - and you > can plug in music and sounds and new wall textures and such with it, too. > > My wad, Blue Room Doom, is (currently) 5 levels, built primarily with those > two programs. Give it a go at > > http://www.io.com/~sjohn/library.htm > > And tell me what you think. The next version (8 levels) will be posted > later this year. > > || S. John Ross > || Husband · Cook · Writer > || In That Order > || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <37102590.3D050170@phreaker.net> Date: Sun, 11 Apr 1999 00:31:13 -0400 From: percival purgatory Organization: josevilcorp X-Mailer: Mozilla 4.06 [en] (Win98; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: How do i add midi music? References: <370f94a2.407412@news.algonet.se> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 208.135.174.113 X-Trace: 11 Apr 1999 00:31:39 -0500, 208.135.174.113 Lines: 11 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.new-york.net!uunet!ffx.uu.net!in4.uu.net!news.gate.net!209.209.180.7!208.135.174.113 Xref: teaser.fr rec.games.computer.doom.editing:12892 one of the ports (either zdoom, boom, or legacy, i can't remember which) supports mus and midi. there are links to all of these at frag.com and doomnation.com -- jo all that glitters is fake as gold and the bitter honey of clockwork bees the taste of copper but never blood decieves recievers to their knees. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> Subject: Re: WadAuthor Lines: 23 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 11 Apr 1999 07:49:27 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 923816967 199.247.224.240 (Sun, 11 Apr 1999 03:49:27 EDT) NNTP-Posting-Date: Sun, 11 Apr 1999 03:49:27 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12893 >Where can I find wintex? Hiya. You can grab a zip file of Wintex 4.3 from my site. You'll have to 'directly' download it, as I am still creating my site. Here is the exact URL that should start the download: http://members.tripod.com/themings/winzip43.zip I also have WadAuthor there: http://members.tripod.com/themings/wauthor.zip ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!howland.erols.net!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Sun, 11 Apr 1999 15:15:06 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 33 Message-ID: <37111EEA.1F10@NOSPAM.warande.ruu.nl> References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:12894 Ty Halderman wrote: > As for the other, if you can position walkover linedefs to where the player > is guaranteed to walk over both, that's pretty good. At some speeds I've > seen DOOM miss one of them though. Yeah, stupid straferunners :) Placing triggers close to eachother can also be used to 'unlock' doors. Imagine a door (normal PR type) and a one-time walk-over trigger (W1) just before that... this will prevent you from opening the door. But if you open the door from the other side and pass through the W1 trigger is activated and thus permanently off the market, which will suddenly enable the player to open the door from the other side. Great and easy way to make shortcuts in large levels :) > The ZDoom scripting is nearly the only way to handle > it fully predictably, and especially with a switch. Boom allows an > additional flag on the linedef to allow "Use through" so that two switched > linedefs in close proximity can still function. You can also use what I dubbed "conveyor scripting": A thing on a conveyor, usually a barrel, that activates walk-over triggers as it travels along. The player will activate the conveyor and it will then do stuff for you. Very reliable way to set off actions, and I'm using it all the time. Two things you need to watch out for though: don't push the speed of the conveyor too high or the barrel will fail to activate the triggers; and use triggers (or create new triggers with trigcalc.exe) that can be activated by monsters. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/mordeth.htm A maintainer of Doomworld at http://www.doomworld.com Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!newspeer.monmouth.com!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Sun, 11 Apr 1999 10:36:32 -0600 Lines: 23 Message-ID: <3710CF8E.612448F1@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> NNTP-Posting-Host: calppp141199.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 923848550 13997 209.197.141.199 (11 Apr 1999 16:35:50 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 11 Apr 1999 16:35:50 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12895 That link for wintex isnt write..tripod says no 3:) Denakhan the Arch-Mage wrote: > >Where can I find wintex? > > Hiya. > > You can grab a zip file of Wintex 4.3 from my site. You'll have to > 'directly' download it, as I am still creating my site. Here is the exact > URL that should start the download: > > http://members.tripod.com/themings/winzip43.zip > > I also have WadAuthor there: > > http://members.tripod.com/themings/wauthor.zip > > ^_^ > > Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!tank.news.pipex.net!pipex!warm.news.pipex.net!pipex!krypton.inbe.net!INbe.net!not-for-mail From: jan.van.der.veken@NOSPAM.village.uunet.be (Jan Van der Veken) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinDEU Date: Sun, 11 Apr 1999 17:00:39 GMT Organization: UUNET Benelux (post does not reflect views of UUNET Benelux) Lines: 19 Message-ID: <3711bb4d.945608@news.uunet.be> References: <7egvtb$a6b$1@bgtnsc02.worldnet.att.net> <7ej3vo$8b$1@feed.teaser.fr> NNTP-Posting-Host: pool014-194-7-244-72.uunet.be Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Forte Agent 1.5/32.452 Xref: teaser.fr rec.games.computer.doom.editing:12896 On 8 Apr 1999 20:36:08 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <7egvtb$a6b$1@bgtnsc02.worldnet.att.net>, DarkWolf95@geocities.com >says... > >>Anyone here use WinDEU? I just wondered, I tried Wad Author but I couldn't >>get it. I like building levels the DEU way. > >AFAIK, the brilliant Jan Van der Veken did 99% of his editing with >WinDEU. At least you're right about the WinDEU part André :-) There are some minor things WinDEU can't do (like it doesn't know certain Doom2 only things). I uses Yade or Deth for that. (I recommend Yade, cause it doesn't require you to boot to DOS) Jan. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!ciril.fr!isdnet!sunqbc.risq.qc.ca!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> Subject: Re: WadAuthor Lines: 17 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <338Q2.30210$R92.20112@news20.bellglobal.com> Date: Sun, 11 Apr 1999 20:59:43 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 923864383 199.247.224.240 (Sun, 11 Apr 1999 16:59:43 EDT) NNTP-Posting-Date: Sun, 11 Apr 1999 16:59:43 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12897 Matthew Cross <01700960@3web.net> wrote in message <3710CF8E.612448F1@3web.net>... >That link for wintex isnt write..tripod says no 3 Sorry! It should be: http://members.tripod.com/themings/wintex43.zip Sorry about that. ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.algonet.se!algonet!pepsi.tninet.se!not-for-mail From: diskmaskin@hotmail.com Newsgroups: rec.games.computer.doom.editing Subject: Ade2 removes music and texture Date: Sun, 11 Apr 1999 23:37:38 GMT Organization: Telenordia Lines: 3 Message-ID: <371131f2.2317445@news.algonet.se> NNTP-Posting-Host: sdu5-77.ppp.algonet.se X-Trace: cubacola.tninet.se 923873371 2000 195.163.77.5 (11 Apr 1999 23:29:31 GMT) X-Complaints-To: abuse@algo.net NNTP-Posting-Date: 11 Apr 1999 23:29:31 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12898 When i edit a wad in ADE2 it removes everything ive added in wintex (music, textures etc.). Is there any way to avoid this from happening?? From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> Date: Mon, 12 Apr 1999 10:42:45 +1000 From: students X-Mailer: Mozilla 4.01 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Tagged Monsters etc. X-Priority: 3 (Normal) Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: r1029-e13.tafe.tas.edu.au X-Trace: 12 Apr 1999 10:47:07 -1000, r1029-e13.tafe.tas.edu.au Lines: 11 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newspeer1.nac.net!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!vic.nntp.telstra.net!derwent.nt.tas.gov.au!r1029-e13.tafe.tas.edu.au Xref: teaser.fr rec.games.computer.doom.editing:12899 Hi all! Maybe these three are newbie question, but I can't find the answers anywhere (well, nowhere I've looked). Here they are: How can you tag a monster so that the level ends when you kill it? Also, is there a windows editor that works like DCK? (I can't seem to get the hang of anything else) and finally, Is it possible to run Pwads on the PSX version of Doom (probably not, but it can't hurt to ask) Thanks for your time Liam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tagged Monsters etc. Lines: 14 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 12 Apr 1999 03:31:13 GMT Organization: AOL http://www.aol.com References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> Message-ID: <19990411233113.28882.00002450@ng-cg1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12900 [cc'ed to e-mail] Liam writes > Is it possible to run Pwads on the > PSX version of Doom No. :( --led Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html (Here) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!europa.clark.net!204.59.152.222!news-peer.gip.net!news-stkh.gip.net!news.gsl.net!gip.net!news.kolumbus.fi!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Mon, 12 Apr 1999 07:04:52 GMT Lines: 29 Message-ID: <370dbf7b.245657744@news.kolumbus.fi> References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> <370D9E04.C7F771C7@3web.net> <370D9FC3.3EDB805@3web.net> NNTP-Posting-Host: m160m1por.dial.kolumbus.fi X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12901 On Fri, 09 Apr 1999 00:35:47 -0600, Kellinjar <01700960@3web.net> wrote: >What about doors, in a room larger then 256 (or the height of the door) How can i put >a texture above it? (when the above texture is the door pic) Make an extension to the room (another sector connected to it) and make it only 128 units high (or whatever is the door height) and place the door in there... Like this: Sector 1 is 256 units, sector 2 is 128 units: ++++++++++++++++ + + <-Sector 1 + +++ + + + <-Sector 2 + +++ + + ++++++++++++++++ Got it? - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Out Of Body. Back in 5 Minutes. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Ade2 removes music and texture Date: 12 Apr 1999 09:02:52 GMT Organization: None I'm aware of ! Lines: 18 Message-ID: <7escrs$d39$1@feed.teaser.fr> References: <371131f2.2317445@news.algonet.se> NNTP-Posting-Host: ppp1944-ft.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 923907772 13417 194.51.99.138 (12 Apr 1999 09:02:52 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 12 Apr 1999 09:02:52 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:12902 In article <371131f2.2317445@news.algonet.se>, diskmaskin@hotmail.com says... > >When i edit a wad in ADE2 it removes everything ive added in wintex >(music, textures etc.). Is there any way to avoid this from >happening?? Isn't ADE a derivative of DEU ? DEU has a simplistic idea of what "saving to a pwad" means. It basically empties the pwad file of whatever else was there except the level you're saving. The only way around this is to save the level into another file. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <3711D0C4.ACCB8667@phreaker.net> Date: Mon, 12 Apr 1999 06:53:56 -0400 From: percival purgatory Organization: josevilcorp X-Mailer: Mozilla 4.06 [en] (Win98; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Ade2 removes music and texture References: <371131f2.2317445@news.algonet.se> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 208.135.174.37 X-Trace: 12 Apr 1999 06:54:11 -0500, 208.135.174.37 Lines: 10 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.corridex.com!newshub.northeast.verio.net!iad-peer.news.verio.net!news.verio.net!uunet!ffx.uu.net!in4.uu.net!news.gate.net!209.209.180.7!208.135.174.37 Xref: teaser.fr rec.games.computer.doom.editing:12903 use separate wad files for your maps and music, textures, etc., and combine them at the end -- jo all that glitters is fake as gold and the bitter honey of clockwork bees the taste of copper but never blood decieves recievers to their knees. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: The.Archon@Doom.com (Len Pitre) Subject: Re: Tagged Monsters etc. Organization: Insert witty quote here. References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> X-Newsreader: News Xpress 2.01 Lines: 32 Message-ID: Date: Mon, 12 Apr 1999 14:12:58 GMT NNTP-Posting-Host: 142.177.87.17 X-Trace: sapphire.mtt.net 923926297 142.177.87.17 (Mon, 12 Apr 1999 11:11:37 ADT) NNTP-Posting-Date: Mon, 12 Apr 1999 11:11:37 ADT Xref: teaser.fr rec.games.computer.doom.editing:12904 students wrote: >Hi all! Maybe these three are newbie question, but I can't find the >answers anywhere (well, nowhere I've looked). Here they are: How can >you tag a monster so that the level ends when you kill it? For the Cyberdemon or Spider Mastermind, just make the level E2M8 or E3M8. When he dies, the level ends. For Doom 2, you could use Romero's head on any level. If you want to do it for a certain kind of monster on any given level, you need DeHackEd (unless some odd source port is handling this kind of thing now:). If you're just making a few levels, it's probably not really worth the trouble. But if you want to (hope you understand DeHackEd a bit), you need to put frame 783's codepointer onto a death frame of the monster you're dealing with. Even then, it's per-species, not per-monster. If you want to have one lone monster who will end the level when he dies, it could be done, though it would take a bit of work. >Also, is >there a windows editor that works like DCK? Not that I know of, sorry. Len -- Pointless SIG file Replace "doom" with "bigfoot" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!cyclone.bc.net!torn!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> Subject: Re: Tagged Monsters etc. Lines: 33 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 12 Apr 1999 20:21:31 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 923948491 199.247.224.240 (Mon, 12 Apr 1999 16:21:31 EDT) NNTP-Posting-Date: Mon, 12 Apr 1999 16:21:31 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12905 Hiya. >>Hi all! Maybe these three are newbie question, but I can't find the >>answers anywhere (well, nowhere I've looked). Here they are: How can >>you tag a monster so that the level ends when you kill it? >If you want to do it for a certain kind of monster on any given level, >you need DeHackEd (unless some odd source port is handling this kind of thing >now:). Actually, ZDOOM can do this. You just give the monster a tag and then choose in the dropdown list (in WadAuthor) the "Exit_Normal" definition. (Or you could choose the "Exit_Secret" definition if you wanted). Better yet, have the death of the monster activate an ACS script that delays the exiting for a few seconds, dims the lights of the room, pops up a few choice words for the player to read ("its dead! now you can move on to bigger things." ...pause.. "as you step into the elevator it creaks" ..pause.. "in seconds you begin your decent...") and then plays a loud 'boom' sound (rocket explosion). Then, at the start of the next level, start with another ACS script, and keep the story going..."the elevator was older than you though"..pause.."luckly you were only 15 feet from the bottem" "when it collapsed" ..pause.."you can't go back that way...you must go forward!" Mind you, they have to be using ZDOOM...but thats a GOOD thing if you ask me. ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!cyclone.bc.net!newsfeed.telusplanet.net!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Mon, 12 Apr 1999 15:24:31 -0600 Lines: 22 Message-ID: <3712648F.75DE5C13@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> NNTP-Posting-Host: calppp141109.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 923952265 29212 209.197.141.109 (12 Apr 1999 21:24:25 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 12 Apr 1999 21:24:25 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12906 Okay, works this time. This acs scripting you were talking about with wadauthor, is that registered version only? p.s. I guess no one knows where I can find Udoom huh? Denakhan the Arch-Mage wrote: > Matthew Cross <01700960@3web.net> wrote in message > <3710CF8E.612448F1@3web.net>... > >That link for wintex isnt write..tripod says no 3 > > Sorry! It should be: > > http://members.tripod.com/themings/wintex43.zip > > Sorry about that. > > ^_^ > > Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> Subject: Re: WadAuthor Lines: 39 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 12 Apr 1999 22:00:44 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 923954444 199.247.224.240 (Mon, 12 Apr 1999 18:00:44 EDT) NNTP-Posting-Date: Mon, 12 Apr 1999 18:00:44 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12907 Matthew Cross <01700960@3web.net> wrote in message <3712648F.75DE5C13@3web.net>... >Okay, works this time. This acs scripting you were talking about with >wadauthor, is that registered version only? Nope. WadAuthor is 100% functional. When you register you get the satisfaction of knowing you paid for a kick-ass program (and for only $20) and you also get the WAVP (WadAuthor Value Pack). This pack consists of: WADDIR.EXE Lists wadfile directory information WADDUMP.EXE Dumps wadfile resources in textual format WADEXT.EXE Extracts wadfile resources to a file WADINJ.EXE Injects a file as a wadfile resource WADZADJ.EXE Adjusts sector floor/ceiling heights WIMGVIEW.EXE Wadfile image viewing and saving >p.s. I guess no one knows where I can find Udoom huh? Some people might know, but won't tell. Suffice it to say, if you want if 'free' you *can* find it out there...you might just have to search for a few hours. This is illegal, however, so I wouldn't suggest it. Personally, I'd suggest grabing your creditcard and going to www.idgames.com where you can go to the "Shopping Maul" and DL the 8MEG installer for Ultimate DOOM. When you install it you will get a number; you then call a 1-800 number and give them this code; this unlocks the full game, and you give them your CC number. It's $25 bucks. I believe that the DOOM2 CD actually has this on it; just take a look through the files. ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Newsgroups: rec.games.computer.doom.editing Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!news.maxwell.syr.edu!newspeer1.nac.net!news.new-york.net!uunet!ffx.uu.net!in3.uu.net!xyzzy!nntp From: lewandowski@NOSPAM.daugherty.com (George Lewandowski) Subject: Re: How do i add midi music? X-Nntp-Posting-Host: 130.38.138.116 Message-ID: <3712617a.614957321@news.boeing.com> Sender: nntp@news.boeing.com (Boeing NNTP News Access) Organization: The Boeing Company X-Newsreader: Forte Free Agent 1.11/32.235 References: <370f94a2.407412@news.algonet.se> Date: Mon, 12 Apr 1999 21:12:18 GMT Lines: 21 Xref: teaser.fr rec.games.computer.doom.editing:12908 On Sat, 10 Apr 1999 18:16:12 GMT, diskmaskin@hotmail.com wrote: >Ok, its probably a stupid question, but i really havent figured out >how to add new midi music to a wadfile i've created in Deu 5. Ive got >NWT, MIDI2MUS and DEU. > Thanx Jim Flynn has a program that should directly place a .mid file into a wad. Check his software page at http://home.pacbell.net/jflynn/software.html. George Lewandowski lewandowski@daugherty.com ---------------------------------------------------------------------- | AA CCC FFFFF CCC | "Kids need fathers - NOT VISITORS" | | AA CC CC | | | AA CC FFFFF CC | American Coalition for Fathers & Children | | AA CC FF CC | | |AA ** CCC FF & CCC | 1-800-978-DADS www.acfc.org | ---------------------------------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Reply-To: thldrmn@teamtnt.com Message-ID: <37127c8e.249274102@192.168.0.1> References: <370BB33B.98D8BE96@3web.net> <370BC326.87D2ED21@3web.net> <370D3419.DA249E68@3web.net> <370D6EF7.6C32DCAC@3web.net> <370d77c4.17694470@192.168.0.1> <37111EEA.1F10@NOSPAM.warande.ruu.nl> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Mon, 12 Apr 1999 23:10:07 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Mon, 12 Apr 1999 19:10:07 EST Xref: teaser.fr rec.games.computer.doom.editing:12909 Gaston Lahaut wrote: >one-time walk-over trigger (W1) just before that... this will prevent >you from opening the door. But if you open the door from the other side >and pass through the W1 trigger is activated and thus permanently off >the market, which will suddenly enable the player to open the door from >the other side. Great and easy way to make shortcuts in large levels :) I thought that walking over a W1 the wrong way didn't use it up any more. That bug/feature was fixed in Boom pretty early on. Or are you pointing its first sidedef at the door? In that case I wouldn't have thought it would interfere as you came up to it from the "back" of the linedef. >You can also use what I dubbed "conveyor scripting": A thing on a >conveyor, usually a barrel, that activates walk-over triggers as it >travels along. The player will activate the conveyor and it will then do >stuff for you. Yes, and you can get some rather accurate timing from that too, due to the predictable speed of a conveyor. Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] [Final DOOM] [Eternal DM] [Reclamation] ftp.cdrom.com/pub/idgames/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinDEU Reply-To: thldrmn@teamtnt.com Message-ID: <37147dc3.249583167@192.168.0.1> References: <7egvtb$a6b$1@bgtnsc02.worldnet.att.net> <7ej3vo$8b$1@feed.teaser.fr> <3711bb4d.945608@news.uunet.be> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Mon, 12 Apr 1999 23:13:35 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Mon, 12 Apr 1999 19:13:35 EST Xref: teaser.fr rec.games.computer.doom.editing:12910 jan.van.der.veken@NOSPAM.village.uunet.be (Jan Van der Veken) wrote: >There are some minor things WinDEU can't do (like it doesn't >know certain Doom2 only things). I uses Yade or Deth for >that. (I recommend Yade, cause it doesn't require you to boot >to DOS) Neither does DETH any more. Just have to run in a full-screen session. Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] [Final DOOM] [Eternal DM] [Reclamation] ftp.cdrom.com/pub/idgames/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tagged Monsters etc. Date: Tue, 13 Apr 1999 02:32:25 GMT Organization: . Lines: 39 Message-ID: <7euku6$973$1@camel18.mindspring.com> References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> NNTP-Posting-Host: d1.56.c3.c9 X-Server-Date: 13 Apr 1999 05:32:54 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:12911 students wrote: >Hi all! Maybe these three are newbie question, but I can't find the >answers anywhere (well, nowhere I've looked). Here they are: How can >you tag a monster so that the level ends when you kill it? Also, is >there a windows editor that works like DCK? (I can't seem to get the >hang of anything else) and finally, Is it possible to run Pwads on the >PSX version of Doom (probably not, but it can't hurt to ask) Though, I think you can put a PSX CD in your cd-rom drive and read it (as far as I know, it uses a standard Dos file format like sega CD does), you can't just stick one of those CD collections with 1000 ywads into it and use it. First, scince PSX doom dosen't have any provisions of loading wads from a PC cd-rom , you are out of luck :(, second, there might be differences in the wad format that would make it impossible to load the wads anyway (I know PSX doom had extra features like colored lighting that wasn't in the origanal Doom, but I don't know if it's "backwards compatable" with standard wads). I guess you could copy the main wad file from the PSX CD and replace the levels in it with the ones in the PWADS, but you'll need some device that can load games directly from a PC, or a CD-ROM burner. >Thanks for your time >Liam _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!news.kolumbus.fi!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tagged Monsters etc. Date: Tue, 13 Apr 1999 07:38:30 GMT Lines: 19 Message-ID: <3711b0ea.4829961@news.kolumbus.fi> References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> NNTP-Posting-Host: m152m1por.dial.kolumbus.fi X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12912 On Mon, 12 Apr 1999 10:42:45 +1000, students wrote: >Hi all! Maybe these three are newbie question, but I can't find the >answers anywhere (well, nowhere I've looked). Here they are: How can >you tag a monster so that the level ends when you kill it? This isn't possible in normal DooM, but if you make a ZDooM level, then you can tag monsters and do stuff like that... >Liam - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... I ran today... Ice Cream truck was going 60 MPH... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 13 Apr 1999 03:45:05 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 27 Apr 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10411 rec.games.computer.doom.misc:6375 rec.games.computer.doom.playing:17045 rec.games.computer.doom.editing:12913 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!news.cc.tut.fi!not-for-mail From: =?ISO-8859-1?Q?Kartastenp=E4=E4?= Kai Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom & The mouse Date: 13 Apr 1999 10:46:56 GMT Organization: Tampere University of Technology Lines: 9 Message-ID: <7ev7b0$b4d$2@baker.cc.tut.fi> References: <37055B06.5C355184@pmail.net> <37087926.61811161@news.kolumbus.fi> NNTP-Posting-Host: lehtori.cc.tut.fi User-Agent: tin/pre-1.4-981225 ("Volcane") (UNIX) (OSF1/V4.0 (alpha)) Xref: teaser.fr rec.games.computer.doom.editing:12914 Sir Robin wrote: : Yes. From the menus set the vertical speed of mouse to zero and you : will not move by moving the mouse (which IMO is not very nice, since : in games that don't have mlook, mouse moving can be used for very : accurate and slight movements). And where in DooM would you need those slight movements? IMHO mouse moving is VERY annoying. -Kai K. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!news.maxwell.syr.edu!cyclone.news.idirect.com!island.idirect.com!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Tue, 13 Apr 1999 15:03:08 -0600 Lines: 38 Message-ID: <3713B10C.B9BF11FA@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> NNTP-Posting-Host: calppp141154.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 924037339 12058 209.197.141.154 (13 Apr 1999 21:02:19 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 13 Apr 1999 21:02:19 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12915 Do you know how i can run custom wads, under windoom II? and will zdoom work with that? matt Denakhan the Arch-Mage wrote: > Matthew Cross <01700960@3web.net> wrote in message > <3712648F.75DE5C13@3web.net>... > >Okay, works this time. This acs scripting you were talking about with > >wadauthor, is that registered version only? > > Nope. WadAuthor is 100% functional. When you register you get the > satisfaction of knowing you paid for a kick-ass program (and for only $20) > and you also get the WAVP (WadAuthor Value Pack). This pack consists of: > > WADDIR.EXE Lists wadfile directory information > WADDUMP.EXE Dumps wadfile resources in textual format > WADEXT.EXE Extracts wadfile resources to a file > WADINJ.EXE Injects a file as a wadfile resource > WADZADJ.EXE Adjusts sector floor/ceiling heights > WIMGVIEW.EXE Wadfile image viewing and saving > > >p.s. I guess no one knows where I can find Udoom huh? > > Some people might know, but won't tell. Suffice it to say, if you want > if 'free' you *can* find it out there...you might just have to search for a > few hours. This is illegal, however, so I wouldn't suggest it. Personally, > I'd suggest grabing your creditcard and going to www.idgames.com where you > can go to the "Shopping Maul" and DL the 8MEG installer for Ultimate DOOM. > When you install it you will get a number; you then call a 1-800 number and > give them this code; this unlocks the full game, and you give them your CC > number. It's $25 bucks. I believe that the DOOM2 CD actually has this on > it; just take a look through the files. > > ^_^ > > Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: Tagged Monsters etc. Date: Tue, 13 Apr 1999 15:07:35 -0600 Lines: 3 Message-ID: <3713B217.B26A7BB3@3web.net> References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> NNTP-Posting-Host: calppp141154.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 924037607 12123 209.197.141.154 (13 Apr 1999 21:06:47 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 13 Apr 1999 21:06:47 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newshub.northeast.verio.net!cyclone.news.idirect.com!island.idirect.com!news.oanet.com!news.tac.net!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12916 Is it possible to tag a monster to lower a wall/open a door, etc using wadauthor? From x@x Mon Jan 1 00:00:00 GMT 1999 X-Mailer: CrossPoint v3.11 R/A20492 Message-ID: <7EmshXloBAB@fsje.hit.handshake.de> X-Gateway: ZCONNECT UR hit.handshake.de [DUUCP BETA vom 30.12.1998] MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit From: faessje@fsje.handshake.de (Daniel Fass) Subject: DeathBot ?? Date: 13 Apr 1999 14:33:00 +0200 Path: teaser.fr!rain.fr!jussieu.fr!oleane!newsfeed.ecrc.net!195.252.142.107.MISMATCH!newsfeed.tli.de!newscore.gigabell.net!newscore.ipf.de!newsfeed.dpn.de!news-out1.f.gtn.com!news-in1.f.gtn.com!newsfeed.netfab.de!news.handshake.de!hit.handshake.de!faessje Newsgroups: rec.games.computer.doom.editing Distribution: world Lines: 12 Xref: teaser.fr rec.games.computer.doom.editing:12917 Hi, has anyone downloaded DosDoom 6.53b ??? There should be a bot in the game called "DeathBot". Does anyone know how to activate the bot ? -- ### Tschau, Daniel ### * http://www.faessje.de * faessje@faessje.de * ICQ: 24316308 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!news.maxwell.syr.edu!newspeer1.nac.net!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <37114184.E62BA551@students.nwit.dvet.tas.gov.au> <3713B217.B26A7BB3@3web.net> Subject: Re: Tagged Monsters etc. Lines: 21 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Tue, 13 Apr 1999 22:01:59 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 924040919 199.247.224.240 (Tue, 13 Apr 1999 18:01:59 EDT) NNTP-Posting-Date: Tue, 13 Apr 1999 18:01:59 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12918 Matthew Cross <01700960@3web.net> wrote in message <3713B217.B26A7BB3@3web.net>... >Is it possible to tag a monster to lower a wall/open a door, etc using >wadauthor? Hiya. Yes...IF you are designing a ZDOOM level. I dont' think there is a "simple" way of doing it in regualar DOOM/2 without hacking the .exe If you need clairifications, email me. ^_^ Denakhan the Arch-Mage. pming@yt.sympatico.ca-REMOVETHISSPAMGARD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!newsfeed.berkeley.edu!cyclone.bc.net!torn!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> <3713B10C.B9BF11FA@3web.net> Subject: Re: WadAuthor Lines: 19 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <6dPQ2.32847$R92.21789@news20.bellglobal.com> Date: Tue, 13 Apr 1999 22:05:54 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 924041154 199.247.224.240 (Tue, 13 Apr 1999 18:05:54 EDT) NNTP-Posting-Date: Tue, 13 Apr 1999 18:05:54 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12919 Matthew Cross <01700960@3web.net> wrote in message <3713B10C.B9BF11FA@3web.net>... >Do you know how i can run custom wads, under windoom II? and will zdoom work >with that? >matt Hiya. Uh, whats 'windoom ll'? Do you mean DOOM95? The one that can run in a windows box? If so, I think there could be a way to run zdoom with it...I just don't know how. You might want to email the creator of the port, Randy Heit (you can find his email at the ZDOOM site: http://zdoom.notgod.com/ ) ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Tue, 13 Apr 1999 16:25:48 -0600 Lines: 24 Message-ID: <3713C46C.FC010143@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> <3713B10C.B9BF11FA@3web.net> <6dPQ2.32847$R92.21789@news20.bellglobal.com> NNTP-Posting-Host: calppp142074.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 924042302 14130 209.197.142.74 (13 Apr 1999 22:25:02 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 13 Apr 1999 22:25:02 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Path: teaser.fr!rain.fr!jussieu.fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!cyclone.news.idirect.com!island.idirect.com!news.oanet.com!news.tac.net!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:12920 It's doom 2, but it runs in a window, It's called doom 2 for windows. I tried the -file option, but it doesnt seem to recognize that. Denakhan the Arch-Mage wrote: > Matthew Cross <01700960@3web.net> wrote in message > <3713B10C.B9BF11FA@3web.net>... > >Do you know how i can run custom wads, under windoom II? and will zdoom > work > >with that? > >matt > > Hiya. > > Uh, whats 'windoom ll'? Do you mean DOOM95? The one that can run in a > windows box? If so, I think there could be a way to run zdoom with it...I > just don't know how. You might want to email the creator of the port, Randy > Heit (you can find his email at the ZDOOM site: http://zdoom.notgod.com/ ) > > ^_^ > > Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!cpk-news-hub1.bbnplanet.com!news.gtei.net!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey01.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom & The mouse Lines: 17 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 13 Apr 1999 23:40:28 GMT Organization: AOL http://www.aol.com References: <7ev7b0$b4d$2@baker.cc.tut.fi> Message-ID: <19990413194028.11141.00000237@ng-ca1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:12921 Kai K. sez: > And where in DooM would you need those slight > movements? IMHO mouse moving is VERY annoying. I feel the same way. But, most expert players use the mouse, sometimes to great advantage. Aside from potentially greater control, you can pivot at incredible speed.... Playing Deathmatch, or when trying to do things fast, a mouse is the way to go. But yes, it can take some getting used to. :-) --led Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html (Here) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!europa.clark.net!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> <3713B10C.B9BF11FA@3web.net> <6dPQ2.32847$R92.21789@news20.bellglobal.com> <3713C46C.FC010143@3web.net> Subject: Re: WadAuthor Lines: 16 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Wed, 14 Apr 1999 02:08:18 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 924055698 199.247.224.240 (Tue, 13 Apr 1999 22:08:18 EDT) NNTP-Posting-Date: Tue, 13 Apr 1999 22:08:18 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12922 Matthew Cross <01700960@3web.net> wrote in message <3713C46C.FC010143@3web.net>... >It's doom 2, but it runs in a window, It's called doom 2 for windows. I tried >the -file option, but it doesnt seem to recognize that. Hiya. I have a question: Why do you want to run DOOM in a window? ^_^ Denkahan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news.tac.net!not-for-mail From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor Date: Tue, 13 Apr 1999 20:53:17 -0600 Lines: 22 Message-ID: <3714031D.6BCC01AC@3web.net> References: <370BB33B.98D8BE96@3web.net> <01be8374$6d0f0b20$6251e0ce@john---sandra> <3710233D.827AB7DF@3web.net> <3710CF8E.612448F1@3web.net> <338Q2.30210$R92.20112@news20.bellglobal.com> <3712648F.75DE5C13@3web.net> <3713B10C.B9BF11FA@3web.net> <6dPQ2.32847$R92.21789@news20.bellglobal.com> <3713C46C.FC010143@3web.net> NNTP-Posting-Host: calppp142013.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 924058345 20997 209.197.142.13 (14 Apr 1999 02:52:25 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 14 Apr 1999 02:52:25 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:12923 You can run it full screen, but it can also be run in a window. however I cant' seem to find out how to run wads with it, I d/l cause I dont have any spare cash to go out buy doom right now, and it was the only thing I could find. Denakhan the Arch-Mage wrote: > Matthew Cross <01700960@3web.net> wrote in message > <3713C46C.FC010143@3web.net>... > >It's doom 2, but it runs in a window, It's called doom 2 for windows. I > tried > >the -file option, but it doesnt seem to recognize that. > > Hiya. > > I have a question: Why do you want to run DOOM in a window? > > ^_^ > > Denkahan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!news-feed1.tiac.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: Newsgroups: rec.games.computer.doom.editing Subject: Re: DeathBot ?? Date: Tue, 13 Apr 1999 23:03:49 -0400 Organization: Prodigy Services, Inc Lines: 13 Message-ID: <7f10ea$4hse$1@newssvr03-int.news.prodigy.com> References: <7EmshXloBAB@fsje.hit.handshake.de> NNTP-Posting-Host: vrhsb210-09.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 924058890 3462395 209.252.85.124 (14 Apr 1999 03:01:30 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 14 Apr 1999 03:01:30 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:12924 Daniel Fass wrote in message <7EmshXloBAB@fsje.hit.handshake.de>... > >Hi, > >has anyone downloaded DosDoom 6.53b ??? >There should be a bot in the game called "DeathBot". >Does anyone know how to activate the bot ? You type "idbot" in just like a cheat code. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.tli.de!newsfeed.cwix.com!207.207.0.27!nntp2.giganews.com!nntp.giganews.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom & The mouse Date: 14 Apr 1999 03:43:22 GMT Organization: Diogenes Studios Lines: 22 Sender: sjohn@as1-dialup-35.io.com Message-ID: <01be8629$07e9da60$2352e0ce@john---sandra> References: <7ev7b0$b4d$2@baker.cc.tut.fi> <19990413194028.11141.00000237@ng-ca1.aol.com> NNTP-Posting-Host: as1-dialup-35.io.com X-Trace: hiram.io.com 924061402 2297 206.224.82.35 (14 Apr 1999 03:43:22 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 14 Apr 1999 03:43:22 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12925 | > And where in DooM would you need those slight | > movements? IMHO mouse moving is VERY annoying. | | I feel the same way. But, most expert players use the mouse, sometimes to | great advantage. | Aside from potentially greater control, you can pivot at incredible speed.... | Playing Deathmatch, or when trying to do things fast, a mouse is the way to go. Yeah, the advantages basically boil town to rapid pivoting, and (with only a little practice) superior strafing - both of which are advantages in deathmatch. I'm still pure keyboard, though, and my DM frag ratio remains high ;) -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.eurocyber.net!newspeer1.nac.net!newspeer.monmouth.com!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!news.cc.tut.fi!not-for-mail From: =?ISO-8859-1?Q?Kartastenp=E4=E4?= Kai Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom & The mouse Date: 14 Apr 1999 07:30:03 GMT Organization: Tampere University of Technology Lines: 10 Message-ID: <7f1g5r$q5q$1@baker.cc.tut.fi> References: <7ev7b0$b4d$2@baker.cc.tut.fi> <19990413194028.11141.00000237@ng-ca1.aol.com> NNTP-Posting-Host: assari.cc.tut.fi User-Agent: tin/pre-1.4-981225 ("Volcane") (UNIX) (OSF1/V4.0 (alpha)) Xref: teaser.fr rec.games.computer.doom.editing:12926 Ledmeister wrote: : I feel the same way. But, most expert players use the mouse, sometimes to : great advantage. : Aside from potentially greater control, you can pivot at incredible speed.... : Playing Deathmatch, or when trying to do things fast, a mouse is the way to go. : But yes, it can take some getting used to. :-) No, I meant that moving around with the mouse is annoying. I have used the mouse for aiming for the last three years. -Kai K. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!freenix!oleane!cliffs.rs.itd.umich.edu!europa.netcrusader.net!192.148.253.68!netnews.com!dca1-hub1.news.digex.net!digex!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 27 Apr 1999 03:45:06 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 11 May 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10461 rec.games.computer.doom.misc:6402 rec.games.computer.doom.playing:17127 rec.games.computer.doom.editing:12970 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!news-xfer.nuri.net!xfer.kren.ne.kr!feeder.kornet.net!news2.kornet.net!usenet From: kkmin@korea.com (Kwanki Min) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1->doom2 Date: Wed, 28 Apr 1999 15:09:38 GMT Organization: home Lines: 6 Message-ID: <37272248.257223@news.kornet.nm.kr> References: <37217898.6524604@news.hitel.net> NNTP-Posting-Host: 210.114.14.92 X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:12972 Both Adam Haggy and Sir lobins misunderstood my question. I already have ultimate doom. I downloaded a doom1 pwad which has many self made texture. This runs well in ultimate doom. I converted this doom2. then This does not work in doom2. Error massage is "R_InitTextures: Missing patch 5 in texture BRNBIGC "etc. doom2 don't read self made texture. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Dowland" Newsgroups: rec.games.computer.doom.editing Subject: Legacy related question Date: Wed, 28 Apr 1999 20:47:09 +0100 Organization: Customer of Planet Online Lines: 11 Message-ID: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: modem-112.beer.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 925328969 939 62.136.130.112 (28 Apr 1999 19:49:29 GMT) NNTP-Posting-Date: 28 Apr 1999 19:49:29 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Xref: teaser.fr rec.games.computer.doom.editing:12973 Could you make legacy think that you had the original doom wad by doing something without actually obtaining the original doom wad? I want to be able to run the cool aliens3/aliens vs. predator beta without buying ultimate doom. I've got the doom2.wad. -- Jonathan Dowland, aka 'Teppic8' http://www.dowland2.freeserve.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.maxwell.syr.edu!newsfeed.slurp.net!not-for-mail Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question From: punck--DELETE--@mailandnews.com (Chris Armstrong) X-Newsreader: WinVN 0.99.9 (Released Version) (x86 32bit) References: <7g7oo9$tb$1@news8.svr.pol.co.uk> MIME-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII Lines: 16 Message-ID: Date: Thu, 29 Apr 1999 01:21:50 GMT NNTP-Posting-Host: 209.161.78.134 X-Trace: newsfeed.slurp.net 925348910 209.161.78.134 (Wed, 28 Apr 1999 20:21:50 CDT) NNTP-Posting-Date: Wed, 28 Apr 1999 20:21:50 CDT Xref: teaser.fr rec.games.computer.doom.editing:12974 In article <7g7oo9$tb$1@news8.svr.pol.co.uk>, generalSPAMME@dowland2.freeserve.co.uk says... > >Could you make legacy think that you had the original doom wad by doing >something without actually obtaining the original doom wad? I want to be >able to run the cool aliens3/aliens vs. predator beta without buying >ultimate doom. I've got the doom2.wad. > >-- >Jonathan Dowland, aka 'Teppic8' >http://www.dowland2.freeserve.co.uk Sorry, but I'm pretty much sure it can't be done. I guess you'll have to go spend the 15 bucks.... ;-) -=-PuNCK-=- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: 29 Apr 1999 03:10:58 GMT Organization: Diogenes Studios Lines: 12 Sender: sjohn@as1-dialup-114.io.com Message-ID: <01be91ed$e7930040$7252e0ce@john---sandra> References: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: as1-dialup-114.io.com X-Trace: hiram.io.com 925355458 210 206.224.82.114 (29 Apr 1999 03:10:58 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 29 Apr 1999 03:10:58 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:12975 | Sorry, but I'm pretty much sure it can't be done. I guess you'll have to go | spend the 15 bucks.... ;-) Fifteen? You can get it as low as five in some places ;) -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!netnews.com!newspeer1.nac.net!news.maxwell.syr.edu!nntp2.dejanews.com!nnrp1.dejanews.com!not-for-mail From: FinnW Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1->doom2 Date: Thu, 29 Apr 1999 11:45:53 GMT Organization: Deja News - The Leader in Internet Discussion Lines: 21 Message-ID: <7g9gph$7dt$1@nnrp1.dejanews.com> References: <37217898.6524604@news.hitel.net> <37272248.257223@news.kornet.nm.kr> NNTP-Posting-Host: 137.44.1.200 X-Article-Creation-Date: Thu Apr 29 11:45:53 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows NT) X-Http-Proxy: 1.1 wwwcache.swan.ac.uk:3128 (Squid/1.2.beta22), 1.0 x4.dejanews.com:80 (Squid/1.1.22) for client 137.44.140.3, 137.44.1.200 Xref: teaser.fr rec.games.computer.doom.editing:12976 In article <37272248.257223@news.kornet.nm.kr>, kkmin@korea.com (Kwanki Min) wrote: > Both Adam Haggy and Sir lobins misunderstood my question. I already > have ultimate doom. I downloaded a doom1 pwad which has many self > made texture. This runs well in ultimate doom. I converted this doom2. > then This does not work in doom2. Error massage is > "R_InitTextures: Missing patch 5 in texture BRNBIGC "etc. > doom2 don't read self made texture. > You can probably fix this with deutex: try the following: 1. extract all patches from doom.wad into a dir called 'patches' 2. extract all patches from doom2.wad into the same dir. 3. build a new PWAD containing all patches from both IWAD's (You may have to create a directives file for this) 4. whenever you use your level, load this WAD with all the patches as well eg: doom.exe -file patches.wad mylevel.wad - Finn -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.direct.ca!wn4feed!worldnet.att.net!wnmaster2!not-for-mail From: "Bodhisattva" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing,alt.games.doom Subject: Re: More infinite levels -- SLIGE build 449 is out Date: Thu, 29 Apr 1999 12:46:22 -0400 Organization: vipenta@blackflag.org Lines: 19 Message-ID: <7ga2dv$a4u$1@bgtnsc02.worldnet.att.net> References: <7fq1dc$uek$1@nnrp1.dejanews.com> NNTP-Posting-Host: 12.79.219.239 X-Trace: bgtnsc02.worldnet.att.net 925404415 10398 12.79.219.239 (29 Apr 1999 16:46:55 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 29 Apr 1999 16:46:55 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.playing:17136 rec.games.computer.doom.editing:12977 alt.games.doom:22164 > I'm especially concerned that the new custom graphics may confuse some source > ports, so let me know if that happens to you! i didn't understand much of the preceding, but i have an observation re: slige 449 i generated a couple of wads and i noticed that at the beginnig of each level, i see a rocket launcher blast, doesn't interfer in any way with the game, as i said, just an observation. i enjoyed the new textures in v449 and look forward to the next version, because just when i feel like i'm all doomed out, the new slige releases renew my interest, thanks ! From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <372891E0.5117@mcmail.com> Date: Thu, 29 Apr 1999 18:07:44 +0100 From: Damien Donnelly Reply-To: m00wvx00@mcmail.com Organization: Damo The Great INC. X-Mailer: Mozilla 3.01C-IDv3b (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: bc NNTP-Posting-Host: 195.44.7.147 X-Trace: 29 Apr 1999 18:11:11 GMT, 195.44.7.147 Lines: 1 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!howland.erols.net!newsfeed.cwix.com!194.6.79.69!peernews!news1.mcmail.com!195.44.7.147 Xref: teaser.fr rec.games.computer.doom.editing:12978 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Dowland" Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: Thu, 29 Apr 1999 19:56:16 +0100 Organization: Customer of Planet Online Message-ID: <7gaa4r$v4k$1@news7.svr.pol.co.uk> References: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: modem-63.liontamer.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 925412315 31892 62.136.147.191 (29 Apr 1999 18:58:35 GMT) NNTP-Posting-Date: 29 Apr 1999 18:58:35 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Lines: 23 Xref: teaser.fr rec.games.computer.doom.editing:12979 or £10 in britain... Chris Armstrong wrote in message news:OuOV2.137$SV.719@newsfeed.slurp.net... >In article <7g7oo9$tb$1@news8.svr.pol.co.uk>, >generalSPAMME@dowland2.freeserve.co.uk says... >> >>Could you make legacy think that you had the original doom wad by doing >>something without actually obtaining the original doom wad? I want to be >>able to run the cool aliens3/aliens vs. predator beta without buying >>ultimate doom. I've got the doom2.wad. >> >>-- >>Jonathan Dowland, aka 'Teppic8' >>http://www.dowland2.freeserve.co.uk > >Sorry, but I'm pretty much sure it can't be done. I guess you'll have to go >spend the 15 bucks.... ;-) >-=-PuNCK-=- > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.berkeley.edu!nntp.giganews.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing,alt.games.doom Subject: Re: More infinite levels -- SLIGE build 449 is out Date: 30 Apr 1999 04:19:59 GMT Organization: Diogenes Studios Lines: 21 Sender: sjohn@as8-dialup-43.io.com Message-ID: <01be92c0$beda3460$2b50e0ce@john---sandra> References: <7fq1dc$uek$1@nnrp1.dejanews.com> <7ga2dv$a4u$1@bgtnsc02.worldnet.att.net> NNTP-Posting-Host: as8-dialup-43.io.com X-Trace: hiram.io.com 925445999 25836 206.224.80.43 (30 Apr 1999 04:19:59 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 30 Apr 1999 04:19:59 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.playing:17138 rec.games.computer.doom.editing:12980 alt.games.doom:22175 | i generated a couple of wads and i noticed that at the beginnig of each | level, i see a rocket launcher blast, doesn't interfer in any way with the | game, as i said, just an observation. The previous builds (and possibly earlier ones) have done that, too. It's harmless, but I've always wondered why, too. | i enjoyed the new textures in v449 and look forward to the next version, | because just when i feel like i'm all doomed out, the new slige releases | renew my interest, thanks ! Amen. Slige kicks ass. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-peer.gip.net!news.gsl.net!gip.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: Sat, 01 May 1999 04:35:44 GMT Organization: . Lines: 28 Message-ID: <7gbmi5$7ue$1@nntp1.atl.mindspring.net> References: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: d1.56.c5.8c X-Server-Date: 30 Apr 1999 07:36:37 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:12981 "Dowland" wrote: >Could you make legacy think that you had the original doom wad by doing >something without actually obtaining the original doom wad? I want to be >able to run the cool aliens3/aliens vs. predator beta without buying >ultimate doom. I've got the doom2.wad. >-- >Jonathan Dowland, aka 'Teppic8' >http://www.dowland2.freeserve.co.uk You can use a Doom 1 to 2 convertor, but some textures may not look right. Look for wad1to2 by Tracy f thorn, files in the zip dated 11/09/1994. It's a very good conversion program, that uses a text script that tells the program what textures in doom1 should be substituted for. The script included was good enough for the the wads I've converted and the added textures in the wads remained intact. Good luck! _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!dispose.news.demon.net!demon!diablo.dera.gov.uk!server1.netnews.ja.net!server2.netnews.ja.net!ral!sw-pc.cc.rl.ac.uk!Ratel From: Ratel@Home.in-the.Woods (S.NAPper) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing,alt.games.doom Subject: Re: More infinite levels -- SLIGE build 449 is out Date: Fri, 30 Apr 1999 07:40:37 Organization: Rutherford Appleton Laboratory, Oxon, UK Message-ID: References: <7fq1dc$uek$1@nnrp1.dejanews.com> <7ga2dv$a4u$1@bgtnsc02.worldnet.att.net> NNTP-Posting-Host: sw-pc.cc.rl.ac.uk X-Newsreader: Trumpet for Windows [Version 1.0 Rev A] Lines: 43 Xref: teaser.fr rec.games.computer.doom.playing:17139 rec.games.computer.doom.editing:12982 alt.games.doom:22177 In article <7ga2dv$a4u$1@bgtnsc02.worldnet.att.net> "Bodhisattva" writes: >> I'm especially concerned that the new custom graphics may confuse some >>source ports, so let me know if that happens to you! Don't know anything about these potential problems though I think they're best ignored. ( At least they're recognised as potential problems ;-) >i didn't understand much of the preceding, but i have an observation re: >slige 449 >i generated a couple of wads and i noticed that at the beginnig of each >level, i see a rocket launcher blast, doesn't interfer in any way with the >game, as i said, just an observation. It's not "a rocket launcher blast"; it's a flaming skull fragging. These are included - at the beginning of each map; I dunno why, they just are - so as to allow them to run on only the registered, payed for, version of DooM. [ Does anyone know how to get the two "oo"'s elevated ? They should be just that bit higher up. Cheque yer boxx. ] That's all and it makes no difference to the playability of each map - some are buggers - though it might seem annoying to some. Perhaps you could ask dave dc to stick it at the exit so that you never see it... ? Just an observation, Too busy w/this virus crap at the moment; so I haven't played about with the latest BUILD 449. K001 stuff Dave ! If I make it, there'll be a beer fer you, S.CHnaps >i enjoyed the new textures in v449 and look forward to the next version, >because just when i feel like i'm all doomed out, the new slige releases >renew my interest, thanks ! Me too. (c: -- - Stuff the B's - Show Me the Honey ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!feed2.news.luth.se!luth.se!diablo.dera.gov.uk!server1.netnews.ja.net!server2.netnews.ja.net!ral!sw-pc.cc.rl.ac.uk!Ratel From: Ratel@Home.in-the.Woods (S.NAPper) Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: Fri, 30 Apr 1999 07:51:50 Organization: Rutherford Appleton Laboratory, Oxon, UK Lines: 21 Message-ID: References: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: sw-pc.cc.rl.ac.uk X-Newsreader: Trumpet for Windows [Version 1.0 Rev A] Xref: teaser.fr rec.games.computer.doom.editing:12983 In article <7g7oo9$tb$1@news8.svr.pol.co.uk> "Dowland" writes: >I want to be able to run without buying ultimate doom. Phuque orf luser, ewe ain't welcome 'round 'ere. >Jonathan Dowland, aka 'Teppic8' >http://www.dowland2.freeserve.co.uk 'Ere 'ave 2,000 viruses. Ewe're welcome to them. ;-) 6. of 10. -- - Stuff the B's - Show Me the Honey ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!146.80.9.55!diablo.dera.gov.uk!server1.netnews.ja.net!server2.netnews.ja.net!ral!sw-pc.cc.rl.ac.uk!Ratel From: Ratel@Home.in-the.Woods (S.NAPper) Newsgroups: rec.games.computer.doom.editing Subject: Re: bc Date: Fri, 30 Apr 1999 07:52:58 Organization: Rutherford Appleton Laboratory, Oxon, UK Lines: 13 Message-ID: References: <372891E0.5117@mcmail.com> NNTP-Posting-Host: sw-pc.cc.rl.ac.uk X-Newsreader: Trumpet for Windows [Version 1.0 Rev A] Xref: teaser.fr rec.games.computer.doom.editing:12984 >Date: Thu, 29 Apr 1999 18:07:44 +0100 >From: Damien Donnelly >Subject: bc 4 Hope helps, S.;-) -- - Stuff the B's - Show Me the Honey ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1->doom2 Message-ID: <37281721.139134330@news.inet.fi> References: <37217898.6524604@news.hitel.net> <37272248.257223@news.kornet.nm.kr> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 20 Date: Fri, 30 Apr 1999 08:55:41 GMT NNTP-Posting-Host: 195.165.5.162 X-Trace: read2.inet.fi 925462541 195.165.5.162 (Fri, 30 Apr 1999 11:55:41 EET DST) NNTP-Posting-Date: Fri, 30 Apr 1999 11:55:41 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:12985 On Wed, 28 Apr 1999 15:09:38 GMT, kkmin@korea.com (Kwanki Min) wrote: >Both Adam Haggy and Sir lobins misunderstood my question. I already >have ultimate doom. I downloaded a doom1 pwad which has many self >made texture. This runs well in ultimate doom. I converted this doom2. >then This does not work in doom2. Error massage is >"R_InitTextures: Missing patch 5 in texture BRNBIGC "etc. >doom2 don't read self made texture. Oh... Well, DooM 2 works with self made textures... You propably have some error with them or new graphic patches are missing from DooM 2 versioon of the pwad... That's my guess... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... "He's probably one of those people that thinks Elvis is dead"-Mulder From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <372891E0.5117@mcmail.com> Subject: Re: bc Lines: 18 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <5reW2.50648$R92.36669@news20.bellglobal.com> Date: Fri, 30 Apr 1999 09:09:21 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 925463361 199.247.224.240 (Fri, 30 Apr 1999 05:09:21 EDT) NNTP-Posting-Date: Fri, 30 Apr 1999 05:09:21 EDT Organization: Bell Solutions Xref: teaser.fr rec.games.computer.doom.editing:12986 > 4 > > Hope helps I think you missed the "2". The answer should be "42". Not "4". ;-P ^_^ Denakhan the Arch-Mage -- "Throw me a frickin' bone here...!" --Dr.Evil From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!logbridge.uoregon.edu!news.indiana.edu!NewsNG.Chicago.Qual.Net!207.24.245.130!nyd.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing,alt.games.doom Subject: Re: More infinite levels -- SLIGE build 449 is out Date: 30 Apr 1999 14:00:39 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 25 Message-ID: <7gcd2q$ngo$1@news.btv.ibm.com> References: <7ga2dv$a4u$1@bgtnsc02.worldnet.att.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 925480858 24088 9.2.17.34 (30 Apr 1999 14:00:58 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 30 Apr 1999 14:00:58 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.playing:17141 rec.games.computer.doom.editing:12987 alt.games.doom:22184 >From: "Bodhisattva" >i generated a couple of wads and i noticed that at the beginnig of each >level, i see a rocket launcher blast, doesn't interfer in any way with the >game, as i said, just an observation. That's actually the last bit of an exploding Lost Soul (flaming skull). There's a "dead lost soul" object in the very first room (I originally put it there with some idea of making sure that SLIGE levels didn't work with the old shareware DOOM or something), and for some reason the engine shows a frame or two of the end of the death explosion. Hm, filling the entry room up with lots of deal Lost Souls might make for an interesting visual effect! (Level designers should feel free to run with this idea; I doubt I will.) >just when i feel like i'm all doomed out, the new slige releases >renew my interest, thanks ! Quite welcome! That's what I like to hear... *8) DC http://www.doomworld.com/slige/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Dowland" Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: Fri, 30 Apr 1999 19:29:59 +0100 Organization: Customer of Planet Online Lines: 27 Message-ID: <7gcsvk$jke$1@news7.svr.pol.co.uk> References: <7g7oo9$tb$1@news8.svr.pol.co.uk> NNTP-Posting-Host: modem-76.titanium.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 925497140 20110 62.136.10.204 (30 Apr 1999 18:32:20 GMT) NNTP-Posting-Date: 30 Apr 1999 18:32:20 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Xref: teaser.fr rec.games.computer.doom.editing:12988 thanks? S.NAPper wrote in message news:Ratel.2877.0007DD72@Home.in-the.Woods... >In article <7g7oo9$tb$1@news8.svr.pol.co.uk> >"Dowland" writes: > >>I want to be able to run without buying ultimate doom. > >Phuque orf luser, ewe ain't welcome 'round 'ere. > >>Jonathan Dowland, aka 'Teppic8' >>http://www.dowland2.freeserve.co.uk > >'Ere 'ave 2,000 viruses. > >Ewe're welcome to them. > >;-) > >6. of 10. > >-- - >Stuff the B's - Show Me the Honey ! > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!colt.net!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Dowland" Newsgroups: rec.games.computer.doom.editing Subject: Re: Legacy related question Date: Fri, 30 Apr 1999 19:30:32 +0100 Organization: Customer of Planet Online Message-ID: <7gct0l$jl3$1@news7.svr.pol.co.uk> References: <7g7oo9$tb$1@news8.svr.pol.co.uk> <7gbmi5$7ue$1@nntp1.atl.mindspring.net> NNTP-Posting-Host: modem-76.titanium.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 925497173 20131 62.136.10.204 (30 Apr 1999 18:32:53 GMT) NNTP-Posting-Date: 30 Apr 1999 18:32:53 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Lines: 34 Xref: teaser.fr rec.games.computer.doom.editing:12989 great, thanks! Balanco wrote in message news:7gbmi5$7ue$1@nntp1.atl.mindspring.net... >"Dowland" wrote: > >>Could you make legacy think that you had the original doom wad by doing >>something without actually obtaining the original doom wad? I want to be >>able to run the cool aliens3/aliens vs. predator beta without buying >>ultimate doom. I've got the doom2.wad. > >>-- >>Jonathan Dowland, aka 'Teppic8' >>http://www.dowland2.freeserve.co.uk > > > > You can use a Doom 1 to 2 convertor, but some textures >may not look right. Look for wad1to2 by Tracy f thorn, >files in the zip dated 11/09/1994. It's a very good conversion >program, that uses a text script that tells the program >what textures in doom1 should be substituted >for. The script included was good enough for the >the wads I've converted and the added textures >in the wads remained intact. Good luck! > > >_____________________________________________________________ > > Remove all of the junk in my address and change Q to C >to reply via e-mail > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <372A0184.9DFF7A2@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1->doom2 References: <37217898.6524604@news.hitel.net> <37272248.257223@news.kornet.nm.kr> <37281721.139134330@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 31 Date: Fri, 30 Apr 1999 19:17:11 GMT NNTP-Posting-Host: 204.186.44.225 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 925499831 204.186.44.225 (Fri, 30 Apr 1999 15:17:11 EDT) NNTP-Posting-Date: Fri, 30 Apr 1999 15:17:11 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:12990 It could also be the fact that Doom1 used TEXTURE1/2 resources, whereas Doom2 used just a single TEXTURE resource. The Doom1 one would overwrite the Doom2 one (the ONLY one) and thus cause problems. Sir Robin wrote: > > On Wed, 28 Apr 1999 15:09:38 GMT, kkmin@korea.com (Kwanki Min) wrote: > > >Both Adam Haggy and Sir lobins misunderstood my question. I already > >have ultimate doom. I downloaded a doom1 pwad which has many self > >made texture. This runs well in ultimate doom. I converted this doom2. > >then This does not work in doom2. Error massage is > >"R_InitTextures: Missing patch 5 in texture BRNBIGC "etc. > >doom2 don't read self made texture. > > Oh... Well, DooM 2 works with self made textures... You propably have > some error with them or new graphic patches are missing from DooM 2 > versioon of the pwad... That's my guess... > > - Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... "He's probably one of those people that thinks Elvis is dead"-Mulder -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Administrator * http://www.planetfortress.com/sailorscout From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!news-peer-east1.sprintlink.net!news-peer1.sprintlink.net!news-in-east1.sprintlink.net!news.sprintlink.net!news.infoave.net!news.infoave.net!not-for-mail From: "Sylvestre" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Fri, 30 Apr 1999 23:34:41 -0400 Organization: Info Avenue Internet Services Lines: 6 Message-ID: <7gdstg$a3u$1@news3.infoave.net> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: dial-81.r18.nccncr.infoave.net X-Trace: news3.infoave.net 925529840 10366 207.144.159.91 (1 May 1999 03:37:20 GMT) X-Complaints-To: usenet@news3.infoave.net NNTP-Posting-Date: 1 May 1999 03:37:20 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr alt.games.doom:22208 uk.games.computer.quake2:45442 comp.sys.ibm.pc.games.action:346988 alt.atheism:509679 rec.games.computer.doom.editing:12991 alt.games.doom.ii:11072 rec.games.computer.doom.playing:17145 rec.games.computer.doom.help:10475 soc.men:341868 Who cares about the opinion of some lame ass who is too fucking chicken to post with a name. You don't know what you are talking about. Go back to fucking your mother. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!24.130.1.14!lsnws01.we.mediaone.net!clnws01.we.mediaone.net.POSTED!not-for-mail From: "Chuck Ungar" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 12 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Fri, 30 Apr 1999 20:46:30 -0700 NNTP-Posting-Host: 24.130.44.196 X-Trace: clnws01.we.mediaone.net 925530289 24.130.44.196 (Fri, 30 Apr 1999 20:44:49 PDT) NNTP-Posting-Date: Fri, 30 Apr 1999 20:44:49 PDT Xref: teaser.fr alt.games.doom:22209 uk.games.computer.quake2:45443 comp.sys.ibm.pc.games.action:346989 alt.atheism:509683 rec.games.computer.doom.editing:12992 alt.games.doom.ii:11073 rec.games.computer.doom.playing:17146 rec.games.computer.doom.help:10476 soc.men:341872 It's amazing people are referring to a 7 year old game as if it presents state of the art scenes of graphic violence. Anonymous wrote in message <199905010323.FAA03088@pakastelohi.cypherpunks.to>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.berkeley.edu!su-news-hub1.bbnplanet.com!news.gtei.net!pln-w!extra.newsguy.com!lotsanews.com!yama.mcc.ac.uk!not-for-mail From: "DASURGE" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 05:18:06 +0100 Organization: Sirius Cybernetics Corporation Lines: 18 Message-ID: <7gdvka$kj7$1@yama.mcc.ac.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: gp093.gp.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr alt.games.doom:22210 uk.games.computer.quake2:45446 comp.sys.ibm.pc.games.action:346993 alt.atheism:509709 rec.games.computer.doom.editing:12993 alt.games.doom.ii:11074 rec.games.computer.doom.playing:17147 rec.games.computer.doom.help:10477 soc.men:341883 Anonymous wrote in message news:199905010323.FAA03088@pakastelohi.cypherpunks.to... > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. > Shall we feed the troll???? Ohh the cross posted troll at that. Shame it wasnt done in html really:-) DASUGRE From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!feed1.news.rcn.net!rcn!qnhunter From: qnhunter@erols.com (Quinn Hunter) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 00:39:58 -0500 Lines: 12 Message-ID: References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Trace: bJY13rV6jCHzplOIS5GnUkocE3rpL+4qtz+al9Kqnzo= X-Complaints-To: abuse@rcn.com NNTP-Posting-Date: 1 May 1999 04:39:20 GMT X-Newsreader: MT-NewsWatcher 2.4.4 Xref: teaser.fr alt.games.doom:22213 uk.games.computer.quake2:45450 comp.sys.ibm.pc.games.action:346997 alt.atheism:509713 rec.games.computer.doom.editing:12996 alt.games.doom.ii:11077 rec.games.computer.doom.playing:17150 rec.games.computer.doom.help:10480 soc.men:341889 In article <199905010323.FAA03088@pakastelohi.cypherpunks.to>, Anonymous wrote: > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. Personally I dont get how it works out that over 50 million people play a game,watch a movie,or listen to music that has somthing violent yet a couple people of that actually kill people that form of entertainment is blamed. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.corridex.com!hub1.ispnews.com!news20.ispnews.com.POSTED!not-for-mail From: "Refund" Subject: Re: RESPONSIBILITY FOR LITTLETON Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Message-ID: <01be9384$e34d1b40$148931cc@john-doe> X-Newsreader: Microsoft Internet News 4.70.1161 Lines: 12 NNTP-Posting-Host: 204.49.137.20 X-Trace: news20.ispnews.com 925533992 204.49.137.20 (Sat, 01 May 1999 00:46:32 EDT) NNTP-Posting-Date: Sat, 01 May 1999 00:46:32 EDT Date: Sat, 01 May 1999 04:46:32 GMT Xref: teaser.fr alt.games.doom:22215 uk.games.computer.quake2:45451 comp.sys.ibm.pc.games.action:346998 alt.atheism:509715 rec.games.computer.doom.editing:12997 alt.games.doom.ii:11078 rec.games.computer.doom.playing:17151 rec.games.computer.doom.help:10481 soc.men:341896 troll.... Anonymous wrote in article <199905010323.FAA03088@pakastelohi.cypherpunks.to>... > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-europe.mathworks.com!newsfeed.mathworks.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: "Brent Green" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 00:20:07 -0500 References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Posted-Path-Was: not-for-mail X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 X-ELN-Date: 1 May 1999 05:21:17 GMT X-ELN-Insert-Date: Fri Apr 30 22:25:05 1999 Organization: EarthLink Network, Inc. X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal Lines: 14 NNTP-Posting-Host: w-319.charter-stl.com Message-ID: <7ge30d$ksa$1@ash.prod.itd.earthlink.net> Xref: teaser.fr alt.games.doom:22217 uk.games.computer.quake2:45452 comp.sys.ibm.pc.games.action:347003 alt.atheism:509739 rec.games.computer.doom.editing:12998 alt.games.doom.ii:11079 rec.games.computer.doom.playing:17152 rec.games.computer.doom.help:10482 soc.men:341912 And every idiot should have their internet access revoked. Anonymous wrote in message news:199905010323.FAA03088@pakastelohi.cypherpunks.to... > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!howland.erols.net!newshub.northeast.verio.net!newsserver.jvnc.net!209.130.129.214!nntp.frontiernet.net!news.frontiernet.net!m.doeden From: m.doeden@*no-spam*excite.com (Matt) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 01:13:11 -0500 Organization: Frontier GlobalCenter Inc. Lines: 11 Message-ID: References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: d11-3-225.chicago.dialup.ans.net Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Trace: node17.cwnet.frontiernet.net 925539162 39238 152.183.202.225 (1 May 1999 06:12:42 GMT) X-Complaints-To: abuse@frontiernet.net NNTP-Posting-Date: 1 May 1999 06:12:42 GMT X-Newsreader: Yet Another NewsWatcher 2.4.0 Xref: teaser.fr alt.games.doom:22218 uk.games.computer.quake2:45453 comp.sys.ibm.pc.games.action:347010 alt.atheism:509765 rec.games.computer.doom.editing:12999 alt.games.doom.ii:11080 rec.games.computer.doom.playing:17153 rec.games.computer.doom.help:10483 soc.men:341924 In article <199905010323.FAA03088@pakastelohi.cypherpunks.to>, Anonymous wrote: > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. Well, how brave of you to post this revelation anonynously. Coward. Matt From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.berkeley.edu!remarQ73!supernews.com!remarQ.com!remarQ69!not-for-mail From: Mastermind Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 02:20:19 -0400 Organization: Posted via RemarQ, http://www.remarQ.com - Discussions start here! Lines: 23 Message-ID: <372A9D23.C921560@glis.net> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: 216.115.80.234 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: 925539657 BWNCCWYRW50EAD873C usenet76.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Mailer: Mozilla 4.51 [en] (Win95; I) X-Accept-Language: en Xref: teaser.fr alt.games.doom:22219 uk.games.computer.quake2:45454 comp.sys.ibm.pc.games.action:347012 alt.atheism:509769 rec.games.computer.doom.editing:13000 alt.games.doom.ii:11081 rec.games.computer.doom.playing:17154 rec.games.computer.doom.help:10484 soc.men:341927 Anonymous wrote: > > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. Assuming that Doom was a newly released game, I could sympathize with your point-of-view. If I had heard on the news that a newly realeased bestseller could be related to what happened, I would be suspicious of the game. However, Doom has been out for *over seven years*. Given that Doom has had a perfectly good track record so far, I can safely say that Doom is not the problem, and neither are it's programmers. Furthermore, I suspect that you must not be the brightest bulb in the pack. What did you expect when you decided to flame Doom players over a variety of Doom newsgroups? A freaking apology and a promise that they and their "sick mind(s)" will rush right away to see a "fucking headshrinker"? I'm sorry, but no, that's not going to happen. You have come to the wrong place with the wrong attitude. I can take a little negative criticism, but I don't like to be flamed. -- -Mastermind From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!hub1.ispnews.com!news13.ispnews.com.POSTED!not-for-mail From: "Jeff A" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 7 X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: NNTP-Posting-Host: 208.14.174.116 X-Trace: news13.ispnews.com 925545808 208.14.174.116 (Sat, 01 May 1999 04:03:28 EDT) NNTP-Posting-Date: Sat, 01 May 1999 04:03:28 EDT Date: Sat, 1 May 1999 01:09:01 -0700 Xref: teaser.fr alt.games.doom:22220 uk.games.computer.quake2:45455 comp.sys.ibm.pc.games.action:347025 alt.atheism:509801 rec.games.computer.doom.editing:13001 alt.games.doom.ii:11082 rec.games.computer.doom.playing:17155 rec.games.computer.doom.help:10485 soc.men:341940 You can take my video games when you pry my cold dead finger off the joystick button! Jeffrey A. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.wirehub.nl!newspeer.clara.net!news.clara.net!nnrp2.clara.net.POSTED!not-for-mail From: "Steve Dixon" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 15 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sat, 01 May 1999 08:34:31 GMT NNTP-Posting-Host: 212.126.148.28 X-Complaints-To: abuse@freeuk.net X-Trace: nnrp2.clara.net 925547671 212.126.148.28 (Sat, 01 May 1999 09:34:31 BST) NNTP-Posting-Date: Sat, 01 May 1999 09:34:31 BST Xref: teaser.fr alt.games.doom:22221 uk.games.computer.quake2:45457 comp.sys.ibm.pc.games.action:347028 alt.atheism:509819 rec.games.computer.doom.editing:13002 alt.games.doom.ii:11083 rec.games.computer.doom.playing:17156 rec.games.computer.doom.help:10486 soc.men:341948 Anonymous wrote in message <199905010323.FAA03088@pakastelohi.cypherpunks.to>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > hmm.. not a very convincing attempt at trolling .... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!cliffs.rs.itd.umich.edu!newsfeed.berkeley.edu!remarQ73!supernews.com!remarQ.com!remarQ69!news.remarQ.com!not-for-mail From: nospam@notworking.net (SoapForge) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 09:57:09 GMT Organization: Step Mountain Project Lines: 11 Message-ID: <372acfe4.1769567@news.netaccess.co.nz> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: 202.37.101.143 NNTP-Posting-Date: Sat, 01 May 1999 09:58:30 GMT X-Trace: 925552710.386.40 JU9YWMHTN658FCA25C usenet1.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr alt.games.doom:22223 uk.games.computer.quake2:45459 comp.sys.ibm.pc.games.action:347033 alt.atheism:509846 rec.games.computer.doom.editing:13004 alt.games.doom.ii:11085 rec.games.computer.doom.playing:17158 rec.games.computer.doom.help:10488 soc.men:341969 On Fri, 30 Apr 1999 20:22:02 -0700, Anonymous wrote: >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. You kinda overdid the troll. Be a little more subtle. Oh, yeah, you can contact me as soapforge@getridofthisbit.yahoo.com From x@x Mon Jan 1 00:00:00 GMT 1999 From: look@my.sig (Rune Boersjoe) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men,milw.general Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sat, 01 May 1999 20:30:05 GMT Message-ID: <372b6417.6124030@news.jancomulti.com> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> X-Newsreader: Forte Free Agent 1.11/32.235 NNTP-Posting-Host: 195.139.117.31 X-NNTP-Posting-Host: 195.139.117.31 X-Trace: 1 May 1999 13:28:04 +0100, 195.139.117.31 Lines: 14 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed.tli.de!newsfeed.nacamar.de!uninett.no!Norway.EU.net!news.jancomulti.com!195.139.117.31 Xref: teaser.fr alt.games.doom:22225 uk.games.computer.quake2:45462 comp.sys.ibm.pc.games.action:347043 alt.atheism:509858 rec.games.computer.doom.editing:13005 alt.games.doom.ii:11086 rec.games.computer.doom.playing:17159 rec.games.computer.doom.help:10489 soc.men:341979 >Are there any plans to sue the authors of Doom for causing the Columbine >tragedy? Dipstick. The Columbine shooting would never have happened if: 1) The media hadn't reported on it and 2) The proposed gun control bill had been passed which requires the buyer to be over 21 That is of course over-simplified, but it is none-the-less true. -- "I haven't seen white people this angry since they cancelled M.A.S.H." Reply by mail to jbrsj@jancomulti.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!isdnet!news-ge.switch.ch!news-zh.switch.ch!newsfeed-zh.ip-plus.net!news.ip-plus.net!News.Amsterdam.UnisourceCS!landlord!wards.POSTED!not-for-mail From: "Queen6" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 29 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Message-ID: Date: Sat, 1 May 1999 12:35:32 +0100 NNTP-Posting-Host: 212.56.92.109 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 925558838 212.56.92.109 (Sat, 01 May 1999 12:40:38 BST) NNTP-Posting-Date: Sat, 01 May 1999 12:40:38 BST Xref: teaser.fr alt.games.doom:22226 uk.games.computer.quake2:45463 comp.sys.ibm.pc.games.action:347045 alt.atheism:509859 rec.games.computer.doom.editing:13006 alt.games.doom.ii:11087 rec.games.computer.doom.playing:17160 rec.games.computer.doom.help:10490 soc.men:341980 Anonymous should take some of his own advice... > sick mind examined by a > fucking headshrinker. > m8, perhaps you could tell us in which level of Doom you hijack a plane and crash it in to New York. I though I new all the levels, it would seem that I was wrong. Or Maybe you should go flame alt.fan.tom-clancy I know he crashed a plane in to a city in one of his books. Here is the answer, burn all the books, computer games, films, TV shows, ban all sports, wrap every one up in cotton wool, and lock them in a small room one their own, and then this kind of thing will never happen again. And we will all be happy in our safe little prison cell! -- [HA]Queen6 - Queen6@NOSPAM.Matts.Force9.co.uk The SPACE: Recon Post http://www.Matts.Force9.co.uk Clan House Atreides http://www.Matts.Force9.co.uk/clan_ha From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed.nyu.edu!wesley.videotron.net!Pollux.Teleglobe.net!news.emirates.net.ae!not-for-mail From: "DVS Lurker" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men,milw.general Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sat, 1 May 1999 11:45:45 +0400 Organization: NPO Lines: 14 Message-ID: <7gere5$gt3@news1.emirates.net.ae> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> NNTP-Posting-Host: cde258.emirates.net.ae X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr alt.games.doom:22228 uk.games.computer.quake2:45465 comp.sys.ibm.pc.games.action:347051 alt.atheism:509862 rec.games.computer.doom.editing:13007 alt.games.doom.ii:11089 rec.games.computer.doom.playing:17161 rec.games.computer.doom.help:10491 soc.men:341984 Just going through Doom again. And just have to add, that it was 'the game' ! -- - - --- ---- ----------------------- ---- --- - - --==--==[DVS LuRKeR]==--==-- ICQ 34010392 - - --- ---- ----------------------- ---- --- - - Anonymous wrote in message news:199905010403.GAA03835@pakastelohi.cypherpunks.to... > Are there any plans to sue the authors of Doom for causing the Columbine > tragedy? > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!feed1.news.rcn.net!rcn!not-for-mail From: "Cyberia" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 10:09:03 -0400 Lines: 23 Message-ID: <7gf1u0$neh$1@autumn.news.rcn.net> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Trace: SbuRfId/B8CqPdem0IZeW2AgL78R6opsEZMZO+dksJlZUKdZmpkpYQ== X-Complaints-To: abuse@rcn.com NNTP-Posting-Date: 1 May 1999 14:09:04 GMT X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Xref: teaser.fr alt.games.doom:22232 uk.games.computer.quake2:45482 comp.sys.ibm.pc.games.action:347059 alt.atheism:509878 rec.games.computer.doom.editing:13008 alt.games.doom.ii:11090 rec.games.computer.doom.playing:17163 rec.games.computer.doom.help:10492 soc.men:342000 Wow, nice troll dude ! I'll bet you get lots of irate backlash from that one. -- SeeYa ! ------------ Jim --------------------------------------------------------------------------- - Hello... Is this thing on ? Anonymous wrote in message <199905010323.FAA03088@pakastelohi.cypherpunks.to>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed.tli.de!newsfeed.nacamar.de!uio.no!romeo.dax.net!not-for-mail From: Stian Beinset Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 17:18:14 +0200 Organization: Tele2 Norway Public Access Lines: 29 Message-ID: <372B1B36.F2389491@online.no> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: mp-37-74.daxnet.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr alt.games.doom:22233 uk.games.computer.quake2:45488 comp.sys.ibm.pc.games.action:347067 alt.atheism:509895 rec.games.computer.doom.editing:13009 alt.games.doom.ii:11092 rec.games.computer.doom.playing:17164 rec.games.computer.doom.help:10493 soc.men:342013 Anonymous wrote: > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. If there is anyone who should be sued, it should be the people that bashed these 2 kids out at school. Why point the blame away from the problem, school is not a happy ride for some people, allot of people get institutionalized just because they where bashed out at school. They have to live the rest of their life in an institution, with a guard to protect them from hurting themselves and others. Some have to spend Christmas chained to a bed, because they can't handle the emotions. I know this, cause someone close to me/us are in an institution, he was bashed out at school. He couldn't take it anymore so he stabbed the attacker with a knife, so don't fucking tell me video games are the problem for this. School can be a nightmare for people that are not "perfect". ______________ Stian Beinset Prycon ICQ:2349638 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!diablo.theplanet.net!news.sol.co.uk!news-reader1.sol.co.uk!not-for-mail From: "Kryzian Goth" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 17:11:05 +0100 Organization: Scotland-On-Line Lines: 19 Message-ID: <7gf8q0$s5j$1@phys-ma.sol.co.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372B1B36.F2389491@online.no> NNTP-Posting-Host: e1c10p58.scotland.net X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-Mimeole: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr alt.games.doom:22236 uk.games.computer.quake2:45497 comp.sys.ibm.pc.games.action:347073 alt.atheism:509935 rec.games.computer.doom.editing:13011 alt.games.doom.ii:11094 rec.games.computer.doom.playing:17166 rec.games.computer.doom.help:10495 soc.men:342040 >School can be a nightmare for people that are not "perfect". > >______________ Here here!!!!! My opinion entirely!!! Check out the following web page for more explanation of the thoughts ... check out the archvies page too for the initial post. http://www.kryzian.freeserve.co.uk Thanks for listening ... Kryzian. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed.icl.net!newspeer.clara.net!news.clara.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!host-74-196.dial.in2home.co.uk!not-for-mail From: "Jonathan Dalton" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 17:56:54 +0100 Message-ID: <925577755.15475.0.pink.d4e113c4@news.in2home.co.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: host-74-196.dial.in2home.co.uk X-NNTP-Posting-Host: host-74-196.dial.in2home.co.uk:212.225.19.196 X-Trace: news.in2home.co.uk 925577755 pink:15475 NO-IDENT host-74-196.dial.in2home.co.uk:212.225.19.196 X-Complaints-To: abuse@in2home.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 8 Xref: teaser.fr alt.games.doom:22238 uk.games.computer.quake2:45499 comp.sys.ibm.pc.games.action:347077 alt.atheism:509942 rec.games.computer.doom.editing:13012 alt.games.doom.ii:11095 rec.games.computer.doom.playing:17167 rec.games.computer.doom.help:10496 soc.men:342046 Whatever - NO ONE REPLY TO THIS POST. IT'S JUST SOMEONE WHO WANTS TO START A RAGING ARGUMENT. jon From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.maxwell.syr.edu!news.cis.ohio-state.edu!nntp.service.ohio-state.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: 1 May 1999 17:05:34 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 13 Message-ID: <7gfc8u$78j$1@pale-rider.INS.CWRU.Edu> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr alt.games.doom:22239 uk.games.computer.quake2:45500 comp.sys.ibm.pc.games.action:347079 alt.atheism:509949 rec.games.computer.doom.editing:13013 alt.games.doom.ii:11096 rec.games.computer.doom.playing:17168 rec.games.computer.doom.help:10497 soc.men:342048 In a previous article, nobody@nowhere.invalid (Anonymous) says: >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > Uh... what are you saying? I can't hear you over the blasts of my shotgun and the screams of my victims! Hmm.. I need a recharge... *runs for some shells* From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.berkeley.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: 1 May 1999 17:13:46 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 14 Message-ID: <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr alt.games.doom:22240 uk.games.computer.quake2:45503 comp.sys.ibm.pc.games.action:347081 alt.atheism:509951 rec.games.computer.doom.editing:13014 alt.games.doom.ii:11097 rec.games.computer.doom.playing:17169 rec.games.computer.doom.help:10498 soc.men:342051 In a previous article, nobody@nowhere.invalid (Anonymous) says: >Are there any plans to sue the authors of Doom for causing the Columbine >tragedy? > Sure there are! And while we're at it, we'd better also sue Smith & Weston for making guns in the first place... or perhaps the manufacturer of the bullets? Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!netnews.com!newshub.northeast.verio.net!hammer.uoregon.edu!csulb.edu!gatech!130.207.244.101.MISMATCH!GT-News!ubu.cad.gatech.edu!not-for-mail From: vincent@cad.gatech.edu (Vincent Fox) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men,milw.general Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: 1 May 1999 17:37:19 GMT Organization: Georgia Tech ECS Lines: 42 Distribution: usa Message-ID: <7gfe4f$4rc$1@ubu.cad.gatech.edu> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <372B17E9.AE1@work.com> NNTP-Posting-Host: gypsy.cad.gatech.edu X-Trace: ubu.cad.gatech.edu 925580239 4972 130.207.84.16 (1 May 1999 17:37:19 GMT) X-Complaints-To: postmaster@cad.gatech.edu NNTP-Posting-Date: 1 May 1999 17:37:19 GMT X-Newsreader: NN version 6.5.0 CURRENT #118 Xref: teaser.fr alt.games.doom:22242 uk.games.computer.quake2:45509 comp.sys.ibm.pc.games.action:347086 alt.atheism:509971 rec.games.computer.doom.editing:13016 alt.games.doom.ii:11099 rec.games.computer.doom.playing:17171 rec.games.computer.doom.help:10500 soc.men:342063 In <372B17E9.AE1@work.com> Worker Working writes: >Anonymous wrote: >> >> Are there any plans to sue the authors of Doom for causing the Columbine >> tragedy? >Are there any plans to remove idiotic troll cross-posters from the face >of the earth? >Sheesh... Laugh while you can dude. Such lawsuits ordinarily name 50-60 defendants. The last lawsuit against Id Software for being responsible for a murder, was notable to the net community who forgot that Id was only *one* of the defendants. The same suit also named for instance 19 school employees. This "shotgun" approach to lawsuits is the norm. Name a laundry list, then the judge throws out half of them, and what's left you squeeze them for settlement money. I would be very surprised if lawyers weren't flocking to Littleton like sharks in a feeding frenzy. I would expect some 50 suits from it naming 100 defendants in each case. Figure that the police will be blamed for not being active enough, the school, the gun makers, the bullet makers, the metal pipe maker, the guy at the hardware store, the people who hosted their web page, the chemical suppliers who sold them the makings for the bombs that killed most of their victims, the ISP, ID Software, etc. You laugh but that's the way it works. See, unfortunately the guys who DID this horrible deed killed themselves. That leaves no one to trot up to the gallows so to speak. So the grieved will seek out someone who is alive that they CAN actually punish. Anyone, doesn't matter who. If the little shits hadn't taken the cowards way out, these post-tragedy lawsuits probably wouldn't be quite so broad as they would focus much more on the criminal trial for what the little shits did. Lacking that criminal trial, a lot of civil trials will have to substitute. Amazingly enough, a lot of soft-headed jury members will probably fall for this line of "someone's got to pay", as long as of course it's people with deep pockets never mind who's actually at fault. This is the lawyer's job, to spin things so it sounds as much as possible like it's the people with money who are most morally culpable. Id Software is not poor. -- "Who needs horror movies when we have Microsoft"? -- Christine Comaford, PC Week, 27/9/95 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!news.demon.co.uk!demon!crying.demon.co.uk!not-for-mail From: "Crying Freeman" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 13:47:50 +0100 Message-ID: <925583840.24383.0.nnrp-04.d4e50e12@news.demon.co.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <7gdvka$kj7$1@yama.mcc.ac.uk> NNTP-Posting-Host: crying.demon.co.uk X-NNTP-Posting-Host: crying.demon.co.uk:212.229.14.18 X-Trace: news.demon.co.uk 925583840 nnrp-04:24383 NO-IDENT crying.demon.co.uk:212.229.14.18 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 27 Xref: teaser.fr alt.games.doom:22245 uk.games.computer.quake2:45519 comp.sys.ibm.pc.games.action:347093 alt.atheism:509999 rec.games.computer.doom.editing:13019 alt.games.doom.ii:11102 rec.games.computer.doom.playing:17174 rec.games.computer.doom.help:10503 soc.men:342086 DASURGE wrote in message <7gdvka$kj7$1@yama.mcc.ac.uk>... > >Anonymous wrote in message >news:199905010323.FAA03088@pakastelohi.cypherpunks.to... >> The people who wrote the "Doom" video game should be sued for every penny >> they have and should be brought up on charges of accessory to murder. >Also >> every kid who plays the game needs to have their sick mind examined by a >> fucking headshrinker. >> > >Shall we feed the troll???? > I recon this troll won't need feeding for sometime now:¬) Crying Freeman aka 6-Pac freeman@crying.dreamon.co.uk ICQ 33957811 Don't think 'cause I understand, I care. Don't think 'cause we're talking, we're friends. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!ariesr.demon.co.uk!not-for-mail From: "Delboy" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 19:43:08 +0100 Message-ID: <925584001.13183.0.nnrp-07.c1ed2232@news.demon.co.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: ariesr.demon.co.uk X-NNTP-Posting-Host: ariesr.demon.co.uk:193.237.34.50 X-Trace: news.demon.co.uk 925584001 nnrp-07:13183 NO-IDENT ariesr.demon.co.uk:193.237.34.50 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Lines: 15 Xref: teaser.fr alt.games.doom:22246 uk.games.computer.quake2:45520 comp.sys.ibm.pc.games.action:347094 alt.atheism:510000 rec.games.computer.doom.editing:13020 alt.games.doom.ii:11103 rec.games.computer.doom.playing:17175 rec.games.computer.doom.help:10504 soc.men:342089 hehehehehehe.... In serious need of a BJ this one, get get some poor person to help you. Delboy Anonymous wrote in message <199905010323.FAA03088@pakastelohi.cypherpunks.to>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!diablo.theplanet.net!news-lond.gip.net!news.gsl.net!gip.net!easynet-tele!easynet-uk!easynet.net!yama.mcc.ac.uk!not-for-mail From: "DASURGE" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 20:15:48 +0100 Organization: Sirius Cybernetics Corporation Lines: 13 Message-ID: <7gfk65$bgv$1@yama.mcc.ac.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <7gdvka$kj7$1@yama.mcc.ac.uk> <925583840.24383.0.nnrp-04.d4e50e12@news.demon.co.uk> NNTP-Posting-Host: gp093.gp.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr alt.games.doom:22248 uk.games.computer.quake2:45528 comp.sys.ibm.pc.games.action:347100 alt.atheism:510014 rec.games.computer.doom.editing:13022 alt.games.doom.ii:11105 rec.games.computer.doom.playing:17178 rec.games.computer.doom.help:10506 soc.men:342101 > >> > > > >Shall we feed the troll???? > > > I recon this troll won't need feeding for sometime now:¬) > Yeah shame really innit DASURGE From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!peer.news.zetnet.net!peer.news.bb.u-net.net!u-net!yama.mcc.ac.uk!not-for-mail From: "DASURGE" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 20:17:19 +0100 Organization: Sirius Cybernetics Corporation Message-ID: <7gfk8t$bh9$1@yama.mcc.ac.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372B1B36.F2389491@online.no> <7gf8q0$s5j$1@phys-ma.sol.co.uk> NNTP-Posting-Host: gp093.gp.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Lines: 12 Xref: teaser.fr alt.games.doom:22249 uk.games.computer.quake2:45529 comp.sys.ibm.pc.games.action:347101 alt.atheism:510016 rec.games.computer.doom.editing:13023 alt.games.doom.ii:11106 rec.games.computer.doom.playing:17179 rec.games.computer.doom.help:10507 soc.men:342102 > > Here here!!!!! OI i was gonna say that (I think one of my phrases is catching on OMG what is the world coming to) the apocalypse i know dont tell me DASURGE From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!165.113.238.17!pln-w!extra.newsguy.com!lotsanews.com!yama.mcc.ac.uk!not-for-mail From: "DASURGE" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 20:17:58 +0100 Organization: Sirius Cybernetics Corporation Lines: 21 Message-ID: <7gfka5$bhb$1@yama.mcc.ac.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <925577755.15475.0.pink.d4e113c4@news.in2home.co.uk> NNTP-Posting-Host: gp093.gp.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr alt.games.doom:22250 uk.games.computer.quake2:45530 comp.sys.ibm.pc.games.action:347102 alt.atheism:510017 rec.games.computer.doom.editing:13024 alt.games.doom.ii:11107 rec.games.computer.doom.playing:17180 rec.games.computer.doom.help:10508 soc.men:342103 Jonathan Dalton wrote in message news:925577755.15475.0.pink.d4e113c4@news.in2home.co.uk... > Whatever - NO ONE REPLY TO THIS POST. IT'S JUST SOMEONE WHO WANTS TO START A > RAGING ARGUMENT. > logic> > > jon > > OK i wont reply to it DASURGE (but you can call me sir) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!enst!isdnet!newsfeed.nyu.edu!ultraneo.neosoft.com!news2.amd.com!news.amd.com!canntp.amd.com!nexsrvr9!hungn From: hungn@cmdmail.amd.com (Hung Nguyen) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Followup-To: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Date: 1 May 1999 19:55:00 GMT Organization: AMD Lines: 16 Message-ID: <7gfm6k$ofo$2@amdint.amd.com> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> NNTP-Posting-Host: nexsrvr9.amd.com X-Trace: amdint.amd.com 925588500 25080 172.28.12.228 (1 May 1999 19:55:00 GMT) X-Complaints-To: usenet@amd.com NNTP-Posting-Date: 1 May 1999 19:55:00 GMT X-Newsreader: TIN [version 1.2 PL2] Xref: teaser.fr alt.games.doom:22252 uk.games.computer.quake2:45531 comp.sys.ibm.pc.games.action:347106 alt.atheism:510026 rec.games.computer.doom.editing:13025 alt.games.doom.ii:11108 rec.games.computer.doom.playing:17183 rec.games.computer.doom.help:10509 soc.men:342113 Richard Smol (bl227@cleveland.Freenet.Edu) wrote: > In a previous article, nobody@nowhere.invalid (Anonymous) says: > >Are there any plans to sue the authors of Doom for causing the Columbine > >tragedy? > > > Sure there are! And while we're at it, we'd better also sue Smith & Weston > for making guns in the first place... or perhaps the manufacturer of the > bullets? > Greetz, Nah, sue China for inventing the gun powder in the first place. From x@x Mon Jan 1 00:00:00 GMT 1999 From: DJN@demon.nl (DJ Nozem) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 20:43:27 GMT Message-ID: <372e6584.9563583@news.demon.nl> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: rzwagerman.demon.nl X-NNTP-Posting-Host: rzwagerman.demon.nl:212.238.50.66 X-Trace: news.demon.nl 925591320 rover:24996 NO-IDENT rzwagerman.demon.nl:212.238.50.66 X-Complaints-To: abuse@demon.net X-Newsreader: Forte Agent 1.5/32.452 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Path: teaser.fr!ac-versailles.fr!oleane!newsfeed.wirehub.nl!bullseye.news.demon.net!demon!news.demon.nl!demon!rzwagerman.demon.nl!not-for-mail Xref: teaser.fr alt.games.doom:22261 uk.games.computer.quake2:45536 comp.sys.ibm.pc.games.action:347113 alt.atheism:510049 rec.games.computer.doom.editing:13029 alt.games.doom.ii:11112 rec.games.computer.doom.playing:17188 rec.games.computer.doom.help:10513 soc.men:342131 On Fri, 30 Apr 1999 20:22:02 -0700, Anonymous wrote: >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. The inability of persons to deal with excessive force displayed on a screen is no reason to sue the maker of the game, instead you could sue the instance that is responsible for the restriction or censorship of it. America is a sick sad society where people go in court to get money which they somehow see as a revenge. Existence is futile DJ Nozem #1465 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!tank.news.pipex.net!pipex!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: "Kalle Helenius" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Lines: 36 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <0vKW2.226$ks2.376@read2.inet.fi> Date: Sat, 01 May 1999 21:38:04 GMT NNTP-Posting-Host: 194.252.13.58 X-Trace: read2.inet.fi 925594684 194.252.13.58 (Sun, 02 May 1999 00:38:04 EET DST) NNTP-Posting-Date: Sun, 02 May 1999 00:38:04 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr alt.games.doom:22264 uk.games.computer.quake2:45538 comp.sys.ibm.pc.games.action:347119 alt.atheism:510070 rec.games.computer.doom.editing:13030 alt.games.doom.ii:11113 rec.games.computer.doom.playing:17189 rec.games.computer.doom.help:10514 soc.men:342144 Hung Nguyen wrote in message news:7gfm6k$ofo$2@amdint.amd.com... > Richard Smol (bl227@cleveland.Freenet.Edu) wrote: > > > In a previous article, nobody@nowhere.invalid (Anonymous) says: > > > >Are there any plans to sue the authors of Doom for causing the Columbine > > >tragedy? > > > > > > Sure there are! And while we're at it, we'd better also sue Smith & Weston > > for making guns in the first place... or perhaps the manufacturer of the > > bullets? > > > Greetz, > > Nah, sue China for inventing the gun powder in the first place. Nah, sue society for putting this extreme pressure on them to do things that you don't want to do. -- Utinam logica falsa tuam philosophiam totam suffodiant! Tantum religio potuit suadere malorum. kalle.helenius@907.aldata.fi , EAC Comfy chair and fluffy pillows administrator. remove a.a# to reply...BAAWA! From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Freon" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 1 May 1999 15:47:55 -0600 Lines: 21 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 NNTP-Posting-Host: 208.146.57.139 Message-ID: <372b6897.0@news.mocc.net> X-Trace: 1 May 1999 14:48:23 -0700, 208.146.57.139 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!204.71.1.53!pull-feed.cwix.com!news.mocc.net!208.146.57.139 Xref: teaser.fr alt.games.doom:22265 uk.games.computer.quake2:45540 comp.sys.ibm.pc.games.action:347120 alt.atheism:510071 rec.games.computer.doom.editing:13031 alt.games.doom.ii:11114 rec.games.computer.doom.playing:17190 rec.games.computer.doom.help:10515 soc.men:342145 Hey moron.. Should Ford be sued because some asshole decided to drive while drunk and ended up killing someone? Maybe they should sue the beer company.. Hell, sue the car dealership while were at it. Dumb ass. Get a life. People like you need to be sued for being idiots. -- Freon m | b at mocc com Anonymous wrote in message news:199905010323.FAA03088@pakastelohi.cypherpunks.to... > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.corridex.com!remarQ73!supernews.com!remarQ.com!news1.ottawa.cyberus.ca!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sat, 01 May 1999 21:21:13 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 20 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <372b6f08.240275@news.ncf.carleton.ca> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: p34t1.std.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr alt.games.doom:22266 uk.games.computer.quake2:45542 comp.sys.ibm.pc.games.action:347121 alt.atheism:510076 rec.games.computer.doom.editing:13032 alt.games.doom.ii:11115 rec.games.computer.doom.playing:17191 rec.games.computer.doom.help:10516 soc.men:342146 On Fri, 30 Apr 1999 20:22:02 -0700, Anonymous wrote: >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. There are two things you should think about: 1- If you don't like Doom, you only need one small sentence to say so. 2- If you don't like Doom, make your own game. We'll be pleased to see your creation once it is ready. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!feed1.news.rcn.net!rcn!korova.insync.net!insync!not-for-mail From: firewevrMAPSITNA@insync.net (erikc) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Message-ID: <372b237b.1685176@news.insync.net> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 19 Date: Sat, 01 May 1999 21:55:26 GMT NNTP-Posting-Host: 209.113.110.90 X-Complaints-To: news@insync.net X-Trace: insync 925595766 209.113.110.90 (Sat, 01 May 1999 16:56:06 CDT) NNTP-Posting-Date: Sat, 01 May 1999 16:56:06 CDT Organization: Insync Internet Services, Inc. Xref: teaser.fr alt.games.doom:22267 uk.games.computer.quake2:45545 comp.sys.ibm.pc.games.action:347123 alt.atheism:510080 rec.games.computer.doom.editing:13033 alt.games.doom.ii:11116 rec.games.computer.doom.playing:17193 rec.games.computer.doom.help:10517 soc.men:342147 On Fri, 30 Apr 1999 20:22:02 -0700 Anonymous wrote: -- origin: alt.atheism: >|The people who wrote the "Doom" video game should be sued for every penny >|they have and should be brought up on charges of accessory to murder. Also >|every kid who plays the game needs to have their sick mind examined by a >|fucking headshrinker. You sound like you need a shrink yourself. Erikc (alt.atheist #002) | "An Fhirinne in aghaidh an tSaoil." BAAWA Knight | "The Truth against the World." ICQ 26776011 | -- Bardic Motto If we don't believe in freedom of expression for people we despise, we don't believe in it at all. ---- Noam Chomsky From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!ariesr.demon.co.uk!not-for-mail From: "Delboy" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 2 May 1999 01:01:49 +0100 Message-ID: <925603125.18456.0.nnrp-02.c1ed2232@news.demon.co.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372b6897.0@news.mocc.net> NNTP-Posting-Host: ariesr.demon.co.uk X-NNTP-Posting-Host: ariesr.demon.co.uk:193.237.34.50 X-Trace: news.demon.co.uk 925603125 nnrp-02:18456 NO-IDENT ariesr.demon.co.uk:193.237.34.50 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Lines: 28 Xref: teaser.fr alt.games.doom:22273 uk.games.computer.quake2:45566 comp.sys.ibm.pc.games.action:347143 alt.atheism:510135 rec.games.computer.doom.editing:13037 alt.games.doom.ii:11122 rec.games.computer.doom.playing:17197 rec.games.computer.doom.help:10522 soc.men:342173 I like it Freon you've got the right perspective on this one. Delboy Freon wrote in message <372b6897.0@news.mocc.net>... >Hey moron.. >Should Ford be sued because some asshole decided to drive while drunk and >ended up killing someone? Maybe they should sue the beer company.. Hell, >sue the car dealership while were at it. >Dumb ass. Get a life. >People like you need to be sued for being idiots. > >-- >Freon >m | b at mocc com > >Anonymous wrote in message >news:199905010323.FAA03088@pakastelohi.cypherpunks.to... >> The people who wrote the "Doom" video game should be sued for every penny >> they have and should be brought up on charges of accessory to murder. >Also >> every kid who plays the game needs to have their sick mind examined by a >> fucking headshrinker. >> > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!news.demon.co.uk!demon!ariesr.demon.co.uk!not-for-mail From: "Delboy" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 2 May 1999 01:03:32 +0100 Message-ID: <925603224.18527.0.nnrp-02.c1ed2232@news.demon.co.uk> References: <199905012022.WAA01669@port087.str.ginko.net> NNTP-Posting-Host: ariesr.demon.co.uk X-NNTP-Posting-Host: ariesr.demon.co.uk:193.237.34.50 X-Trace: news.demon.co.uk 925603224 nnrp-02:18527 NO-IDENT ariesr.demon.co.uk:193.237.34.50 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Lines: 14 Xref: teaser.fr alt.games.doom:22274 uk.games.computer.quake2:45567 comp.sys.ibm.pc.games.action:347145 alt.atheism:510136 rec.games.computer.doom.editing:13038 alt.games.doom.ii:11123 rec.games.computer.doom.playing:17198 rec.games.computer.doom.help:10523 soc.men:342174 That's an awful lot of ppl your talking about there. Maybe they should all come together and knock on your door with a shotgun or two. You could make a short film out of that one. Delboy Anonymous wrote in message <199905012022.WAA01669@port087.str.ginko.net>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!198.82.160.249!solaris.cc.vt.edu!news.vt.edu!not-for-mail From: Weenasdf Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sat, 01 May 1999 20:57:03 -0400 Organization: Virginia Tech, Blacksburg, Virginia, USA Lines: 17 Message-ID: <372BA2DF.4FD0@vt.edu> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> Reply-To: weenSPAM@vt.edu NNTP-Posting-Host: bfroesch.campus.vt.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: solaris.cc.vt.edu 925606575 59 198.82.120.30 (2 May 1999 00:56:15 GMT) X-Complaints-To: abuse@vt.edu NNTP-Posting-Date: 2 May 1999 00:56:15 GMT X-Mailer: Mozilla 3.01Gold (Win95; I) Xref: teaser.fr alt.games.doom:22275 uk.games.computer.quake2:45569 comp.sys.ibm.pc.games.action:347153 alt.atheism:510167 rec.games.computer.doom.editing:13039 alt.games.doom.ii:11124 rec.games.computer.doom.playing:17199 rec.games.computer.doom.help:10524 soc.men:342182 Richard Smol wrote: > > In a previous article, nobody@nowhere.invalid (Anonymous) says: > > >Are there any plans to sue the authors of Doom for causing the Columbine > >tragedy? > > > > Sure there are! And while we're at it, we'd better also sue Smith & Weston > for making guns in the first place... or perhaps the manufacturer of the > bullets? > > Greetz, > > RS That has already started happening, unfortunately. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!remarQ-easT!supernews.com!remarQ.com!rQdQ!remarQ69!news.remarQ.com!not-for-mail From: Mastermind Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sat, 01 May 1999 21:18:53 -0400 Organization: Posted via RemarQ Communities, Inc. Lines: 16 Message-ID: <372BA7FD.29E630DF@glis.net> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> NNTP-Posting-Host: 216.115.80.198 NNTP-Posting-Date: Sun, 02 May 1999 01:19:24 GMT X-Trace: 925607964.398.91 ZZYOAESJW50C6D873C usenet1.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Mailer: Mozilla 4.51 [en] (Win95; I) X-Accept-Language: en MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Xref: teaser.fr alt.games.doom:22276 uk.games.computer.quake2:45574 comp.sys.ibm.pc.games.action:347156 alt.atheism:510172 rec.games.computer.doom.editing:13040 alt.games.doom.ii:11125 rec.games.computer.doom.playing:17200 rec.games.computer.doom.help:10525 soc.men:342184 > > > >Are there any plans to sue the authors of Doom for causing the > > > >Columbine tragedy? > > > Sure there are! And while we're at it, we'd better also sue Smith & > > > Weston for making guns in the first place... or perhaps the > > > manufacturer of the bullets? > > Nah, sue China for inventing the gun powder in the first place. > Nah, sue society for putting this extreme pressure on them to do things that > you don't want to do. Nah, sue God for making man in the first place. -- -Mastermind From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.berkeley.edu!news-out.uswest.net!news.uswest.net!Not at all Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men From: foo.dickcr@uswest.net (Dick C.) Subject: Re: RESPONSIBILITY FOR LITTLETON Organization: Not if I can help it References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Newsreader: News Xpress 2.01 Lines: 23 Message-ID: Date: Sun, 02 May 1999 01:49:00 GMT NNTP-Posting-Host: 209.180.197.189 X-Trace: news.uswest.net 925609709 209.180.197.189 (Sat, 01 May 1999 20:48:29 CDT) NNTP-Posting-Date: Sat, 01 May 1999 20:48:29 CDT Xref: teaser.fr alt.games.doom:22280 uk.games.computer.quake2:45576 comp.sys.ibm.pc.games.action:347161 alt.atheism:510194 rec.games.computer.doom.editing:13042 alt.games.doom.ii:11128 rec.games.computer.doom.playing:17202 rec.games.computer.doom.help:10527 soc.men:342190 In article , qnhunter@erols.com (Quinn Hunter) wrote: >In article <199905010323.FAA03088@pakastelohi.cypherpunks.to>, Anonymous > wrote: > >> The people who wrote the "Doom" video game should be sued for every penny >> they have and should be brought up on charges of accessory to murder. Also >> every kid who plays the game needs to have their sick mind examined by a >> fucking headshrinker. > >Personally I dont get how it works out that over 50 million people play a >game,watch a movie,or listen to music that has somthing violent yet a >couple people of that actually kill people that form of entertainment is >blamed. Funny thing, I am 50 yrs old, I played doom until I got sick and tired of it, then went to Duke Nukem - tired of that too - then went to Dagger fall. Getting tired of that one too. But I have never had any urge to walk down a hallway and shoot people. Dick, Atheist #1349 email: dickcr@uswest.net Homepage http://www.users.uswest.net/~dickcr/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!207.225.159.2!news-out.uswest.net!news.uswest.net!Not at all Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men From: foo.dickcr@uswest.net (Dick C.) Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Organization: Not if I can help it References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> X-Newsreader: News Xpress 2.01 Lines: 31 Message-ID: Date: Sun, 02 May 1999 01:51:01 GMT NNTP-Posting-Host: 209.180.197.189 X-Trace: news.uswest.net 925609829 209.180.197.189 (Sat, 01 May 1999 20:50:29 CDT) NNTP-Posting-Date: Sat, 01 May 1999 20:50:29 CDT Xref: teaser.fr alt.games.doom:22281 uk.games.computer.quake2:45577 comp.sys.ibm.pc.games.action:347162 alt.atheism:510197 rec.games.computer.doom.editing:13043 alt.games.doom.ii:11129 rec.games.computer.doom.playing:17203 rec.games.computer.doom.help:10528 soc.men:342191 In article <0vKW2.226$ks2.376@read2.inet.fi>, "Kalle Helenius" wrote: > >Hung Nguyen wrote in message >news:7gfm6k$ofo$2@amdint.amd.com... >> Richard Smol (bl227@cleveland.Freenet.Edu) wrote: >> >> > In a previous article, nobody@nowhere.invalid (Anonymous) says: >> >> > >Are there any plans to sue the authors of Doom for causing the >Columbine >> > >tragedy? >> > > >> >> > Sure there are! And while we're at it, we'd better also sue Smith & >Weston >> > for making guns in the first place... or perhaps the manufacturer of the >> > bullets? >> >> > Greetz, >> >> Nah, sue China for inventing the gun powder in the first place. > >Nah, sue society for putting this extreme pressure on them to do things that >you don't want to do. Nope, we're gonna sue god for creating them. Dick, Atheist #1349 email: dickcr@uswest.net Homepage http://www.users.uswest.net/~dickcr/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newspump.monmouth.com!newspeer.monmouth.com!hub1.ispnews.com!news7.ispnews.com.POSTED!not-for-mail Message-ID: <372BBE8F.58B37324@grapevine2.com> From: ShishCoBob X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 11 NNTP-Posting-Host: 38.30.200.138 X-Trace: news7.ispnews.com 925613496 38.30.200.138 (Sat, 01 May 1999 22:51:36 EDT) NNTP-Posting-Date: Sat, 01 May 1999 22:51:36 EDT Date: Sat, 01 May 1999 22:55:12 -0400 Xref: teaser.fr alt.games.doom:22282 uk.games.computer.quake2:45579 comp.sys.ibm.pc.games.action:347172 alt.atheism:510233 rec.games.computer.doom.editing:13044 alt.games.doom.ii:11130 rec.games.computer.doom.playing:17204 rec.games.computer.doom.help:10529 soc.men:342198 I don't know how old you are but if you go into some bar and say all people who drink beer should be locked up your gonna get shot. Now that's a lesson for life. Anonymous wrote: > The people who wrote the "Doom" video game should be sued for every penny > they have and should be brought up on charges of accessory to murder. Also > every kid who plays the game needs to have their sick mind examined by a > fucking headshrinker. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!remarQ-easT!supernews.com!remarQ.com!rQdQ!remarQ69!news.remarQ.com!not-for-mail From: "Grunion" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sun, 2 May 1999 01:49:55 -0700 Organization: Posted via RemarQ Communities, Inc. Lines: 38 Message-ID: <925624391.340.91@news.remarQ.com> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> NNTP-Posting-Host: 209.249.5.86 NNTP-Posting-Date: Sun, 02 May 1999 05:53:11 GMT X-Trace: 925624391.340.91 R6CNNUZ.M0556D1F9C usenet1.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr alt.games.doom:22285 uk.games.computer.quake2:45582 comp.sys.ibm.pc.games.action:347190 alt.atheism:510317 rec.games.computer.doom.editing:13046 alt.games.doom.ii:11132 rec.games.computer.doom.playing:17207 rec.games.computer.doom.help:10531 soc.men:342256 Dick C. wrote in message ... >In article <0vKW2.226$ks2.376@read2.inet.fi>, "Kalle Helenius" wrote: >> >>Hung Nguyen wrote in message >>news:7gfm6k$ofo$2@amdint.amd.com... >>> Richard Smol (bl227@cleveland.Freenet.Edu) wrote: >>> >>> > In a previous article, nobody@nowhere.invalid (Anonymous) says: >>> >>> > >Are there any plans to sue the authors of Doom for causing the >>Columbine >>> > >tragedy? >>> > > >>> >>> > Sure there are! And while we're at it, we'd better also sue Smith & >>Weston >>> > for making guns in the first place... or perhaps the manufacturer of the >>> > bullets? >>> >>> > Greetz, >>> >>> Nah, sue China for inventing the gun powder in the first place. >> >>Nah, sue society for putting this extreme pressure on them to do things that >>you don't want to do. > >Nope, we're gonna sue god for creating them. > Then sue the Pope for believing in God. From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Dan Pershing" References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 2 May 1999 01:50:12 -0500 Lines: 15 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <#gqWfgGl#GA.233@cpmsnbbsa05> Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Path: teaser.fr!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!207.46.180.32!cpmsnbbsa04!cpmsnbbsa05 Xref: teaser.fr alt.games.doom:22288 uk.games.computer.quake2:45584 comp.sys.ibm.pc.games.action:347201 alt.atheism:510353 rec.games.computer.doom.editing:13048 alt.games.doom.ii:11135 rec.games.computer.doom.playing:17209 rec.games.computer.doom.help:10533 soc.men:342267 Your hostility reveals your hypocrisy... Have a good day. I have no hostility toward you. Maybe that's because I play quake 2 and other more recent games now instead of Doom :) David Anonymous wrote in message <199905010323.FAA03088@pakastelohi.cypherpunks.to>... >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!tank.news.pipex.net!pipex!nntp.news.xara.net!xara.net!server6.netnews.ja.net!daresbury!xavier.bangor.ac.uk!not-for-mail From: Glyn Royds Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 02 May 1999 01:01:39 +0100 Organization: Daresbury Laboratory, Warrington, U.K. Lines: 21 Message-ID: References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372e6584.9563583@news.demon.nl> Reply-To: g.royds@bangor.ac.uk NNTP-Posting-Host: xavier.bangor.ac.uk X-Trace: mserv2.dl.ac.uk 925634348 8237 147.143.96.183 (2 May 1999 08:39:08 GMT) X-Complaints-To: newsmaster@dl.ac.uk NNTP-Posting-Date: 2 May 1999 08:39:08 GMT User-Agent: Messenger-Pro/1.81 (Newsbase) (RISC-OS/3.70) NewsHound/1.39 X-Editor: Zap, using ZapEmail 0.23 (11 Feb 1999) alpha-4 X-Posting-Agent: RISC OS Newsbase 0.61b Xref: teaser.fr alt.games.doom:22290 uk.games.computer.quake2:45586 comp.sys.ibm.pc.games.action:347213 alt.atheism:510413 rec.games.computer.doom.editing:13049 alt.games.doom.ii:11136 rec.games.computer.doom.playing:17210 rec.games.computer.doom.help:10534 soc.men:342298 In message <372e6584.9563583@news.demon.nl> DJN@demon.nl (DJ Nozem) wrote: > The inability of persons to deal with excessive force displayed on a > screen is no reason to sue the maker of the game, instead you could > sue the instance that is responsible for the restriction or censorship > of it. > > America is a sick sad society where people go in court to get money > which they somehow see as a revenge. Kerr-Iyst! I don't think I could have worded it better than that with a recent copy of the dictionary and a whole (language based) university department behind me. Well done that man! .... If it jams, force it. If it breaks, it needed replacement anyway. -- ___ ________ ___ __ __ [XES]Leeloo Just For Fun _/__// __/ __//_ / / / ___ ___ / /__ ___ [FF]Leeloo - Fraggin Forever /_/ / _// _/__/_/ / /__/ -_) -_) / _ \/ _ \ UK}Hellraiser - Yank Spankin /__/ /_/ /_/ /__/ /____/\__/\__/_/\___/\___/ ICQ: 35614336 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!newspeer.clara.net!news.clara.net!nntp.news.xara.net!xara.net!server6.netnews.ja.net!daresbury!xavier.bangor.ac.uk!not-for-mail From: Glyn Royds Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 02 May 1999 01:05:59 +0100 Organization: Daresbury Laboratory, Warrington, U.K. Message-ID: <835ca0fb48.pss006@xavier.bangor.ac.uk> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372b6f08.240275@news.ncf.carleton.ca> Reply-To: g.royds@bangor.ac.uk NNTP-Posting-Host: xavier.bangor.ac.uk X-Trace: mserv2.dl.ac.uk 925634349 8237 147.143.96.183 (2 May 1999 08:39:09 GMT) X-Complaints-To: newsmaster@dl.ac.uk NNTP-Posting-Date: 2 May 1999 08:39:09 GMT User-Agent: Messenger-Pro/1.81 (Newsbase) (RISC-OS/3.70) NewsHound/1.39 X-Editor: Zap, using ZapEmail 0.23 (11 Feb 1999) alpha-4 X-Posting-Agent: RISC OS Newsbase 0.61b Lines: 23 Xref: teaser.fr alt.games.doom:22291 uk.games.computer.quake2:45587 comp.sys.ibm.pc.games.action:347214 alt.atheism:510414 rec.games.computer.doom.editing:13050 alt.games.doom.ii:11137 rec.games.computer.doom.playing:17211 rec.games.computer.doom.help:10535 soc.men:342299 In message <372b6f08.240275@news.ncf.carleton.ca> bk039@freenet.carleton.ca (Raymond Martineau) wrote: > On Fri, 30 Apr 1999 20:22:02 -0700, Anonymous > wrote: > > > [some bollox I'll not bother with here] > > There are two things you should think about: > 1- [snipped] > 2- If you don't like Doom, make your own game. We'll be pleased to see > your creation once it is ready. They did. The only Apple net-connected game that gets played around here. Greebles. (Imagine Pingu with the cute penguin replaced with a shitty looking bulldozer ;-) .... Remember to say hello to your bank teller. -- ___ ________ ___ __ __ [XES]Leeloo Just For Fun _/__// __/ __//_ / / / ___ ___ / /__ ___ [FF]Leeloo - Fraggin Forever /_/ / _// _/__/_/ / /__/ -_) -_) / _ \/ _ \ UK}Hellraiser - Yank Spankin /__/ /_/ /_/ /__/ /____/\__/\__/_/\___/\___/ ICQ: 35614336 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!newsfeed.corridex.com!remarQ73!supernews.com!remarQ.com!remarQ69!news.remarQ.com!not-for-mail From: "Never_Again" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sun, 2 May 1999 07:01:41 -0400 Organization: Posted via RemarQ Communities, Inc. Lines: 20 Message-ID: <925644556.875.52@news.remarQ.com> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> NNTP-Posting-Host: 209.73.210.74 NNTP-Posting-Date: Sun, 02 May 1999 11:29:16 GMT X-Trace: 925644556.875.52 TG0DN.N3OD24AD149C usenet1.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr alt.games.doom:22302 uk.games.computer.quake2:45594 comp.sys.ibm.pc.games.action:347227 alt.atheism:510466 rec.games.computer.doom.editing:13053 alt.games.doom.ii:11140 rec.games.computer.doom.playing:17214 rec.games.computer.doom.help:10540 soc.men:342315 nope, sue the Big Bang for creating God º) -- Never_Again «Doom shall never die, only the players» : Dick C. wrote in message ... :>> :>> Nah, sue China for inventing the gun powder in the first place. :> :>Nah, sue society for putting this extreme pressure on them to do things that :>you don't want to do. : :Nope, we're gonna sue god for creating them. : : From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!newsfeed1.swip.net!swipnet!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Message-ID: <372b025a.330452318@news.inet.fi> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 20 Date: Sun, 02 May 1999 12:19:58 GMT NNTP-Posting-Host: 195.165.5.156 X-Trace: read2.inet.fi 925647598 195.165.5.156 (Sun, 02 May 1999 15:19:58 EET DST) NNTP-Posting-Date: Sun, 02 May 1999 15:19:58 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr alt.games.doom:22306 uk.games.computer.quake2:45598 comp.sys.ibm.pc.games.action:347235 alt.atheism:510481 rec.games.computer.doom.editing:13054 alt.games.doom.ii:11141 rec.games.computer.doom.playing:17215 rec.games.computer.doom.help:10542 soc.men:342321 On Fri, 30 Apr 1999 20:22:02 -0700, Anonymous wrote: >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. I've got a quote from Impaled Nazarene's one song: "Life is hell and then you die, so better speed it up with knife!" There's something for you to do now... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... "He's probably one of those people that thinks Elvis is dead"-Mulder From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!news.demon.co.uk!demon!ste-goat.demon.co.uk!goat From: Goat Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Sun, 2 May 1999 14:01:38 +0100 Organization: Damage Incorporated Message-ID: References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Reply-To: Goat NNTP-Posting-Host: ste-goat.demon.co.uk X-NNTP-Posting-Host: ste-goat.demon.co.uk:212.228.203.245 X-Trace: news.demon.co.uk 925650215 nnrp-08:6212 NO-IDENT ste-goat.demon.co.uk:212.228.203.245 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 4.01 Lines: 45 Xref: teaser.fr alt.games.doom:22307 uk.games.computer.quake2:45601 comp.sys.ibm.pc.games.action:347238 alt.atheism:510501 rec.games.computer.doom.editing:13055 alt.games.doom.ii:11142 rec.games.computer.doom.playing:17217 rec.games.computer.doom.help:10543 soc.men:342333 In article , Queen6 writes > >Anonymous should take some of his own advice... >> sick mind examined by a >> fucking headshrinker. >> > >m8, perhaps you could tell us in which level of Doom you hijack a plane and >crash it in to New York. I though I new all the levels, it would seem that I >was wrong. > >Or > >Maybe you should go flame alt.fan.tom-clancy I know he crashed a plane in to >a city in one of his books. > >Here is the answer, burn all the books, computer games, films, TV shows, ban >all sports, wrap every one up in cotton wool, and lock them in a small room >one their own, and then this kind of thing will never happen again. And we >will all be happy in our safe little prison cell! > > > Well said. We have already suffered one book burning totalitarian regime in human history, and I'd defend with my life any attempt at creating a system where the free will of individuals is strangled in favour of a state prescribed doctrine. Anon poster: fuck off, I'll make my own decisions thank you. Go read up on the war, or read 1984 or something, anything but posting ill thought out shite without thinking through the implications of your statement. You are either immensely stupid or a particularly bad troll, I'm sure everyone was moved by the Littleton incident but most people with a modicum of intelligence realise that this tragedy would still have occurred had Doom never existed. Do your fucking homework you twat. Congratulations, you've just made me do my first "fuck off" post, most things don't make me this mad but your knee jerk reaction to something that affected me deeply has really pissed me off. God if theres one thing I hate its some cunt who thinks I'm not intelligent enough to make my own choices in life. -- Goat From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom1->doom2 Date: 2 May 1999 14:14:28 GMT Organization: None I'm aware of ! Lines: 32 Message-ID: <7ghmk4$j7a$1@feed.teaser.fr> References: <37217898.6524604@news.hitel.net> <37272248.257223@news.kornet.nm.kr> NNTP-Posting-Host: dip236.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 925654468 19690 194.51.100.236 (2 May 1999 14:14:28 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 2 May 1999 14:14:28 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13056 In article <37272248.257223@news.kornet.nm.kr>, kkmin@korea.com says... >Both Adam Haggy and Sir lobins misunderstood my question. I already >have ultimate doom. I downloaded a doom1 pwad which has many self >made texture. This runs well in ultimate doom. I converted this doom2. >then This does not work in doom2. Error massage is >"R_InitTextures: Missing patch 5 in texture BRNBIGC "etc. >doom2 don't read self made texture. This is normal and to be expected. Doom, Doom II, Heretic and Hexen have no provision for defining a single texture, independently of the others. All textures are defined in the TEXTURE1 (and TEXTURE2 for Doom) lump. Wads that contain custom textures have to replace the TEXTURE1 (or TEXTURE2) lump and thus define _all_ textures. Pwads with custom textures made for the Doom iwad contain the definition of all the Doom textures. A dozen of those textures use patches that do not exist in the Doom II iwad. That's where the error message you got comes from. Finn is right ; you can build a pwad containing all the patches that exist in Doom but not in Doom II. That should solve your problem. Alternatively, you could change the definition of the offending textures to use only patches that do exist in the Doom II iwad. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!torn!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing Subject: Mass Extraction of textures Lines: 17 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sun, 02 May 1999 01:45:28 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 925609528 199.247.224.240 (Sat, 01 May 1999 21:45:28 EDT) NNTP-Posting-Date: Sat, 01 May 1999 21:45:28 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13057 Hiya. Anyone know of a program that can extract all the textures (not patches), flats, sprites of DOOM2? (or DOOM/Hexen/etc). I'm looking for a "one click" option; ie, I'm not looking to have to open each texture, hit export, pick the dir, close, opent the next texture, etc. Command line DOS tool would be cool. Anyone? ^_^ Denakhan the Arch-Mage -- "Throw me a frickin' bone here...!" --Dr.Evil From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!nntp.news.xara.net!xara.net!RMplc!rmplc.co.uk!yama.mcc.ac.uk!not-for-mail From: "DASURGE" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Sun, 2 May 1999 18:24:32 +0100 Organization: Sirius Cybernetics Corporation Lines: 44 Message-ID: <7gi292$d3d$1@yama.mcc.ac.uk> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> <925624391.340.91@news.remarQ.com> NNTP-Posting-Host: gp093.gp.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr alt.games.doom:22315 uk.games.computer.quake2:45632 comp.sys.ibm.pc.games.action:347264 alt.atheism:510581 rec.games.computer.doom.editing:13058 alt.games.doom.ii:11143 rec.games.computer.doom.playing:17218 rec.games.computer.doom.help:10545 soc.men:342402 Grunion wrote in message news:925624391.340.91@news.remarQ.com... > > Dick C. wrote in message ... > >In article <0vKW2.226$ks2.376@read2.inet.fi>, "Kalle Helenius" > wrote: > >> > >>Hung Nguyen wrote in message > >>news:7gfm6k$ofo$2@amdint.amd.com... > >>> Richard Smol (bl227@cleveland.Freenet.Edu) wrote: > >>> > >>> > In a previous article, nobody@nowhere.invalid (Anonymous) says: > >>> > >>> > >Are there any plans to sue the authors of Doom for causing the > >>Columbine > >>> > >tragedy? > >>> > > > >>> > >>> > Sure there are! And while we're at it, we'd better also sue Smith & > >>Weston > >>> > for making guns in the first place... or perhaps the manufacturer of > the > >>> > bullets? > >>> > >>> > Greetz, > >>> > >>> Nah, sue China for inventing the gun powder in the first place. > >> > >>Nah, sue society for putting this extreme pressure on them to do things > that > >>you don't want to do. > > > >Nope, we're gonna sue god for creating them. > > > > Then sue the Pope for believing in God. Then sue christians for following the popes advice based on what god says. DASURGE From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!cliffs.rs.itd.umich.edu!news2.randori.com!not-for-mail From: Christopher_Tew@hotmail.com (Christopher Tew) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Organization: I'm purity and light! Really! Reply-To: Christopher_Tew@hotmail.com Message-ID: <372c970b.81853451@news.lvdi.net> References: <199905012022.WAA01669@port087.str.ginko.net> X-Newsreader: Forte Agent 1.5/32.452 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sun, 02 May 1999 18:19:59 GMT NNTP-Posting-Host: 216.24.141.159 X-Trace: news2.randori.com 925668996 216.24.141.159 (Sun, 02 May 1999 11:16:36 PDT) NNTP-Posting-Date: Sun, 02 May 1999 11:16:36 PDT Xref: teaser.fr alt.games.doom:22318 uk.games.computer.quake2:45634 comp.sys.ibm.pc.games.action:347267 alt.atheism:510609 rec.games.computer.doom.editing:13059 alt.games.doom.ii:11144 rec.games.computer.doom.playing:17219 rec.games.computer.doom.help:10546 soc.men:342418 I stole this intro from Anonymous. >The people who wrote the "Doom" video game should be sued for every penny >they have and should be brought up on charges of accessory to murder. Also >every kid who plays the game needs to have their sick mind examined by a >fucking headshrinker. You're a violent and hostile little man, not to mention an utter coward for hiding behind the cloak of an anonymous remailer. Perhaps *you* should be the one seeking treatment. -- ------WARNING: ACTION PACKED SIG BELOW!---------:) We've just occupied the language :) Another post by the areas of your cerebral cortex; :) unoffical RUDY POO you will now generate auto-critique :) CANDY ASS of Usenet, ---VISIT MY FUN: http://www.lvdi.net/~tikicat :) Christopher Tew! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!usenet.INS.CWRU.Edu!newsfeed.infinet.com!news2!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: Mass Extraction of textures References: Reply-To: mattm@infinet.com Message-ID: X-Newsreader: slrn (0.9.4.3 UNIX) Lines: 21 Date: Sun, 02 May 1999 18:18:05 GMT NNTP-Posting-Host: 209.57.146.213 X-Trace: news2 925669085 209.57.146.213 (Sun, 02 May 1999 14:18:05 EDT) NNTP-Posting-Date: Sun, 02 May 1999 14:18:05 EDT Xref: teaser.fr rec.games.computer.doom.editing:13060 On Sun, 02 May 1999 01:45:28 GMT, Denakhan the Arch-Mage wrote: > Anyone know of a program that can extract all the textures (not >patches), flats, sprites of DOOM2? (or DOOM/Hexen/etc). I'm looking for a >"one click" option; ie, I'm not looking to have to open each texture, hit >export, pick the dir, close, opent the next texture, etc. Command line DOS >tool would be cool. Anyone? Sounds to me like you want DeuTex. It hasn't been updated in ages (no, I'm not counting WinTex -- he said `Command line DOS tool', remember?) but it'll do what you need: ftp://ftp.cdrom.com/pub/idgames/utils/graphics_edit/deutex/deutex36.zip Might need to try a few times -- the server's been a bit messed up lately. The manual is at: ftp://ftp.cdrom.com/pub/idgames/utils/graphics_edit/deutex/dtexman1.zip -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!howland.erols.net!news-peer.gip.net!news.gsl.net!gip.net!nntp.kreonet.re.kr!news.netins.net!tadamson From: tadamson@netins.net (Todd Adamson) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: 2 May 1999 18:26:35 GMT Organization: netINS, Inc. Lines: 46 Message-ID: References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> NNTP-Posting-Host: desm-24-111.dialup.netins.net X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr alt.games.doom:22319 uk.games.computer.quake2:45636 comp.sys.ibm.pc.games.action:347270 alt.atheism:510620 rec.games.computer.doom.editing:13061 alt.games.doom.ii:11145 rec.games.computer.doom.playing:17220 rec.games.computer.doom.help:10547 soc.men:342424 On Sat, 01 May 1999 , Kalle Helenius wrote: > >Hung Nguyen wrote in message >news:7gfm6k$ofo$2@amdint.amd.com... >> Richard Smol (bl227@cleveland.Freenet.Edu) wrote: >> >> > In a previous article, nobody@nowhere.invalid (Anonymous) says: >> >> > >Are there any plans to sue the authors of Doom for causing the >Columbine >> > >tragedy? >> > > >> >> > Sure there are! And while we're at it, we'd better also sue Smith & >Weston >> > for making guns in the first place... or perhaps the manufacturer of the >> > bullets? >> >> > Greetz, >> >> Nah, sue China for inventing the gun powder in the first place. > >Nah, sue society for putting this extreme pressure on them to do things that >you don't want to do. > > Right, we'll arrest them instead. -- --- Todd Adamson - tadamson@netins.net #1114 ************************************** * Now I just want to thank you * * for going insane * * Every moment you suffer * * is a loss that I gain * * Every breath is drain down * * down into a hole * * And your mind is a shrinking thing * * It was crushed by your skull * * * * - SWANS * ************************************** From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.interpacket.net!remarQ73!supernews.com!remarQ.com!remarQ69!not-for-mail From: Mastermind Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Tue, 04 May 1999 00:40:33 -0400 Organization: Posted via RemarQ, http://www.remarQ.com - Discussions start here! Lines: 12 Message-ID: <372E7A41.1C83A82@glis.net> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> <372BA7FD.29E630DF@glis.net> <7gjopg$7dk$1@nickel.uunet.be> NNTP-Posting-Host: 216.115.80.202 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: 925792867 BWNCCWYRW50CAD873C usenet87.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Mailer: Mozilla 4.51 [en] (Win95; I) X-Accept-Language: en Xref: teaser.fr alt.games.doom:22358 uk.games.computer.quake2:45761 comp.sys.ibm.pc.games.action:347504 alt.atheism:511458 rec.games.computer.doom.editing:13075 alt.games.doom.ii:11162 rec.games.computer.doom.playing:17235 rec.games.computer.doom.help:10561 soc.men:343198 Dizzy wrote: > > >Nah, sue God for making man in the first place. > > Nope... sue the Universe for starting with a violent big bang. Not a very > good example for our kids is it? No wonder people are into explosions.... :) It's a circular argument, anyways. The Universe was probably started because of kids playing with matches. -- -Mastermind From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 4 May 1999 03:45:06 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 18 May 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10562 rec.games.computer.doom.misc:6408 rec.games.computer.doom.playing:17236 rec.games.computer.doom.editing:13076 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.direct.ca!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7gie5g$l1i$1@feed.teaser.fr> <7gkjef$o4i$1@feed.teaser.fr> Subject: Re: Mass Extraction of textures Lines: 22 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Tue, 04 May 1999 12:23:49 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 925820629 199.247.224.240 (Tue, 04 May 1999 08:23:49 EDT) NNTP-Posting-Date: Tue, 04 May 1999 08:23:49 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13079 Hiya. What I want to do is take all the *textures* (not all the individual patches that make up the texture...I want the "finished texture" that is displayed when you are playing doom2). I want to take the DOOM2 textures and import them into Unreal, so exporting/saving to .bmp would be preffered (otherwise its batch processing with PS5). I am currently having "difficulties" with Windows98 (gak! It'd be a great OS if it was stable and didn't continually bloat up), so if I don't post for another day or two, or if someone emails me and I don't respond, this is why. ^_^ Thanks! Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed.tli.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!peernews!peer.news.bb.u-net.net!u-net!yama.mcc.ac.uk!not-for-mail From: "Stephen Powell" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Date: Tue, 4 May 1999 15:37:58 +0100 Organization: Sirius Cybernetics Corporation Message-ID: <7gn0p0$mcb$1@probity.mcc.ac.uk> References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> <925624391.340.91@news.remarQ.com> <7gi292$d3d$1@yama.mcc.ac.uk> <372CF999.B6E@student.canterbury.ac.nz> <7gkgfi$2hq$1@nclient3-gui.server.virgin.net> NNTP-Posting-Host: spowell.wr.umist.ac.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Lines: 19 Xref: teaser.fr alt.games.doom:22366 uk.games.computer.quake2:45796 comp.sys.ibm.pc.games.action:347557 alt.atheism:511653 rec.games.computer.doom.editing:13080 alt.games.doom.ii:11167 rec.games.computer.doom.playing:17239 rec.games.computer.doom.help:10565 soc.men:343321 Gethsemane wrote in message news:7gkgfi$2hq$1@nclient3-gui.server.virgin.net... > > Noooooooooooooooo!!!!!!!!!!!!!! surely we should sue moses that barmy >boat zoo keeping bloke!!!!! if it was nt for him none of this would have >happened > boo hoo > yours gethsemane You mean Noah? Moses parted the water, which would have recked the boat :( [SPAM]Eggz From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Mass Extraction of textures Date: 4 May 1999 20:19:42 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7gnkou$8i$1@feed.teaser.fr> References: <7gie5g$l1i$1@feed.teaser.fr> <7gkjef$o4i$1@feed.teaser.fr> NNTP-Posting-Host: dip242.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 925849182 274 194.51.100.242 (4 May 1999 20:19:42 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 4 May 1999 20:19:42 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13081 In article , pming@yt.sympatico.ca says... > What I want to do is take all the *textures* (not all the individual >patches that make up the texture...I want the "finished texture" that is >displayed when you are playing doom2). Ok. So either fire up Yade and repeat {[Down], [Shift-F1]} a few hundred times or run "wadtex doom2.wad". -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men From: Chris Emig X-Sender: cemig@home.ptd.net Reply-To: Chris Emig Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER In-Reply-To: <7gn0p0$mcb$1@probity.mcc.ac.uk> Message-ID: References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> <7gfm6k$ofo$2@amdint.amd.com> <0vKW2.226$ks2.376@read2.inet.fi> <925624391.340.91@news.remarQ.com> <7gi292$d3d$1@yama.mcc.ac.uk> <372CF999.B6E@student.canterbury.ac.nz> <7gkgfi$2hq$1@nclient3-gui.server.virgin.net> <7gn0p0$mcb$1@probity.mcc.ac.uk> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Lines: 13 Date: Tue, 04 May 1999 22:47:20 GMT NNTP-Posting-Host: 204.186.0.150 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 925858040 204.186.0.150 (Tue, 04 May 1999 18:47:20 EDT) NNTP-Posting-Date: Tue, 04 May 1999 18:47:20 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr alt.games.doom:22369 uk.games.computer.quake2:45905 comp.sys.ibm.pc.games.action:347626 alt.atheism:511831 rec.games.computer.doom.editing:13082 alt.games.doom.ii:11168 rec.games.computer.doom.playing:17240 rec.games.computer.doom.help:10566 soc.men:343504 Hey, I seem to recall a vast number of disclaimers on every bit of DOOM software I've seen. From the DOOM FAQ 6.666: "In no way should this promote your killing yourself, killing others, or killing in any other fashion." Maybe people should be registered so they can own children? Or maybe there should be a tax for each child you own or if you own 1,000 or more children? The fact that they were satanists has no bearing at all! :) paladin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news-feed.fnsi.net!nntp01.net-okbr01.exodus.net!nntp01.net-okbr01.exodus.net!152.163.199.35!portc01.blue.aol.com!audrey03.news.aol.com!not-for-mail From: moe541@aol.com (Moe541) Newsgroups: rec.games.computer.doom.editing Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 40 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 5 May 1999 00:50:12 GMT Organization: AOL http://www.aol.com References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Message-ID: <19990504205012.10306.00002156@ng156.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13083 Oh, ok, millions of sane, moral, calm, intelligent people play this game. Two people who also happened to play it go shoot a bunch of people. People go and say, hey, this game is violent, so there for it caused them to do this. Geeze. These are the factors I can think of that could lead to this, notice how only 3 of them have to do with the violent mass media: 1)Childhood/Family life (HUGE factor) 2)Emotional Inbalance (big factor) 3)Loose connection to the real world. (just a factor) 4)Total lack of empathy (just a factor) 5)The ease of getting guns (just a factor) 6)Being picked on to the extreme (just a factor) 7)Violent movies (very small factor) 8)Violent music ( very small factor) 9)Violent games (very small factor) There has to be something else in a person's mind to make them do this. Simply playing a violent game will not make a person a raving psychotic. Nor will a violent movie or song. Only thing that could cause this is what goes on in a person's mind. On a final note. Do you think Hitler played Doom? I don't think so, and look what he did. What, 11 million people? Hmmm. Nor did Stalin. I think he killed around 10 million. Then there's me, I play Doom. I got chills when I heard that these two possibly killed 25 people, and injured 20 others. I even felt a little angry that people could take out the problems on others like this. -Paul [-]Paul F.[] http://www.doomnation.com/mdoom[-] [-]TeamTNT[]TeamParadox[]UAC HQ[-] [-] ICQ #8533729[] IRC: TNTPaul_F / PaulF[-] From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Robert S. Gregg" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Tue, 4 May 1999 23:44:43 -0400 Lines: 16 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Message-ID: <925877021.421503@news.quicklink.net> Cache-Post-Path: news.quicklink.net!unknown@ip101.washington13.dc.pub-ip.psi.net X-Cache: nntpcache 2.3.2.1 (see http://www.nntpcache.org/) NNTP-Posting-Host: news.quicklink.net X-Trace: 4 May 1999 23:52:10 -0400, news.quicklink.net Organization: Newshosting.com Path: teaser.fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!newsfeed.cwix.com!216.33.68.11!nntp01.net-okbr01.exodus.net!nntp01.net-okbr01.exodus.net!131.103.1.118!NewsNG.Chicago.Qual.Net!207.206.0.71!streamer1.cleveland.iagnet.net!news.siscom.net!news.quicklink.net Xref: teaser.fr alt.games.doom:22373 uk.games.computer.quake2:45945 comp.sys.ibm.pc.games.action:347673 alt.atheism:511963 rec.games.computer.doom.editing:13084 alt.games.doom.ii:11169 rec.games.computer.doom.playing:17248 rec.games.computer.doom.help:10567 soc.men:343598 Dick C. wrote in message news:N9OW2.197$_x.41734@news.uswest.net... > Funny thing, I am 50 yrs old, I played doom until I got sick and tired of it, > then went to Duke Nukem - tired of that too - then went to Dagger fall. > Getting tired of that one too. But I have never had any urge to walk down > a hallway and shoot people. Funny, I've played FPS games for years, and I *do* get the urge to walk down a hallway and shoot people - mostly, people that spout off about stupid, unfounded "correlations" about violent behavior and just about any random scapegoat they can find... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!dispose.news.demon.net!demon!news.maxwell.syr.edu!hub1.ispnews.com!news14.ispnews.com.POSTED!not-for-mail Message-ID: <372FC26D.1D0C4838@hotmail.com> From: midohio Reply-To: midohio@hotmail.com Organization: midohio@hotmail.com X-Mailer: Mozilla 4.08 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: alt.games.doom,alt.binaries.doom,rec.games.computer.doom.editing Subject: Re: Help buiding Lifts using WadAuthor References: <372E7255.91714C6@hotmail.com> <372FC1D3.1FE7E27C@hotmail.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 216.3.4.188 X-Trace: news14.ispnews.com 925876732 216.3.4.188 (Tue, 04 May 1999 23:58:52 EDT) NNTP-Posting-Date: Tue, 04 May 1999 23:58:52 EDT Date: Wed, 05 May 1999 00:00:45 -0400 Lines: 18 Xref: teaser.fr alt.games.doom:22374 alt.binaries.doom:2038 rec.games.computer.doom.editing:13085 midohio wrote: > midohio wrote: > > > newbie here....wondering if someone could provide me with directions on > > how to build a lift for a doomII wad that i'm creating. there's not > > much in the way of directions from wad author. sorry if this is covered > > territory. > > > > happy fragging, > > midohio I apologize to alt.binaries.doom for posting this on their site. midohio From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: RESPONSIBILITY FOR LITTLETON Organization: Insert witty quote here. References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <19990504205012.10306.00002156@ng156.aol.com> X-Newsreader: News Xpress 2.01 Lines: 30 Message-ID: Date: Wed, 05 May 1999 15:19:59 GMT NNTP-Posting-Host: 142.177.86.71 X-Trace: sapphire.mtt.net 925917579 142.177.86.71 (Wed, 05 May 1999 12:19:39 ADT) NNTP-Posting-Date: Wed, 05 May 1999 12:19:39 ADT Xref: teaser.fr rec.games.computer.doom.editing:13087 Moe541 wrote: (Snip) >These are the factors I can think of that could lead to this, notice how only 3 >of them have to do with the violent mass media: > >1)Childhood/Family life (HUGE factor) >2)Emotional Inbalance (big factor) >3)Loose connection to the real world. (just a factor) >4)Total lack of empathy (just a factor) >5)The ease of getting guns (just a factor) >6)Being picked on to the extreme (just a factor) I beg to differ. I suggest bumping this one up to at least #2. Trust me, school is Hell if you aren't in the right clique or your mother isn't from a local family or your cousin wasn't that smart and he has the same last name as you, so you're automatically as bad as he was.... Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!agate!not-for-mail From: set@ucsee.EECS.Berkeley.EDU (Sam E. Trenholme) Newsgroups: rec.games.computer.doom.editing Subject: Re: RESPONSIBILITY FOR LITTLETON Date: 5 May 1999 12:14:16 -0700 Organization: UCSEE/IEEE at UC Berkeley Lines: 59 Message-ID: <7gq5a8$d66$1@ucsee.EECS.Berkeley.EDU> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <19990504205012.10306.00002156@ng156.aol.com> NNTP-Posting-Host: ucsee.eecs.berkeley.edu Xref: teaser.fr rec.games.computer.doom.editing:13088 >2)Emotional Inbalance (big factor) Probably the #1 factor. >6)Being picked on to the extreme (just a factor) A very significant factor, higher than #5, as another poster pointed out. Another factor which is not mentioned here is that he was rejected by the Marines. I am sure this rejection was a significant factor that caused him to go "over the edge". Also, (to be vaguely on-topic) his much-touted Doom map has a time date of September 1996. I think it is very possible he almost stopped playing Doom altogether, and started work on buying guns, making bombs, etc. >Do you think H*tler played Doom? Minor nettiquette quibble: When someone mentions H*tler by name in a newsgroup posting, something called "Godwin's Law" comes in to effect, and the thread is suppoed to end then and there. The reason being is that every single big, emotional thread where people are all worked up and arguing with the other person on Usenet, someone goes over the top and compares something that has absolutely nothing to do with H*tler and WWII to H*tler. At which point, we end the thread. Speaking of which, I wonder how WWII history newsgroups handle Godwin's law, since people can have a legitimate discussion about H*tler there. - Sam ObRGDDE: I am working on hacking Slige to make Heretic Levels. I have fixed the really big bugs (it should no longer crash and doesn't make HOMs any more) but the monster placement is messed up, slime looks like stone (ugh!), and the handling of the Boss fight in E1M8 is completely buggy. I plan on releasing a URL with the program here, once I tame the monster placment problems. Since the weapons in Heretic are less powerful, I need to hack things to lower monster density. It is not as simple as making the monsters harder to kill. David's algorithm specifies that X number of monsters need to be in a given room, and if all monsters are too powerful, it just fills the room up with Gargoyles. The bad news: The program has been hacked to build nicely on a Linux system, and I don't have access to a MSDOS system with a compiler to make a DOS version. The good news: Anyone who has struggled with installing Linux so they can be the first kid on the block to play Quake3 can compile this program as is. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!news.maxwell.syr.edu!cs.utexas.edu!geraldo.cc.utexas.edu!not-for-mail From: dfalgoust@mail.utexas.edu.REMOVE.THIS.SPAM.FILTER (Damien Falgoust) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Wed, 05 May 1999 19:26:58 GMT Organization: University of Texas School of Law Lines: 22 Message-ID: <37309b5c.353397424@newshost.cc.utexas.edu> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> NNTP-Posting-Host: dial-104-45.ots.utexas.edu X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr alt.games.doom:22384 uk.games.computer.quake2:46013 comp.sys.ibm.pc.games.action:347774 alt.atheism:512356 rec.games.computer.doom.editing:13089 alt.games.doom.ii:11173 rec.games.computer.doom.playing:17252 rec.games.computer.doom.help:10571 soc.men:343809 foo.dickcr@uswest.net (Dick C.) wrote on Sun, 02 May 1999 01:49:00 GMT: >Funny thing, I am 50 yrs old, I played doom until I got sick and tired of it, >then went to Duke Nukem - tired of that too - then went to Dagger fall. >Getting tired of that one too. But I have never had any urge to walk down >a hallway and shoot people. Actually, I had the urge to kill the designers of Daggerfall before the patch came out... ;-) ---------------------------------------- Damien Falgoust University of Texas School of Law -- 3L 1998-99 Admin. Editor - The Review of Litigation dfalgoust@mail.utexas.edu http://www.geocities.com/NapaValley/3578/ ************************************** Visit my page for Law School Outlines & Debunking Conspiracy Myths! ************************************** From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <3730FCC9.8C20721E@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Thu, 06 May 1999 02:22:32 GMT NNTP-Posting-Host: 204.186.44.57 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 925957352 204.186.44.57 (Wed, 05 May 1999 22:22:32 EDT) NNTP-Posting-Date: Wed, 05 May 1999 22:22:32 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr alt.games.doom:22387 uk.games.computer.quake2:46062 comp.sys.ibm.pc.games.action:347847 alt.atheism:512487 rec.games.computer.doom.editing:13090 alt.games.doom.ii:11174 rec.games.computer.doom.playing:17255 rec.games.computer.doom.help:10573 soc.men:343943 Goat wrote: > Well said. > We have already suffered one book burning totalitarian regime in human > history, and I'd defend with my life any attempt at creating a system > where the free will of individuals is strangled in favour of a state > prescribed doctrine. Amen. If we use this logic then we should burn history books because they have details about wars were people get killed. We should also never eat meat again, never use bug spray, never step on the ground lest we kill microscopic bateria, and we may never hit a machine such as a TV when it doesn't work because that's "violent". http://www.gamersunited.org Fight the stupidity. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <3730FDE5.F10D62AB@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372b025a.330452318@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Thu, 06 May 1999 02:27:15 GMT NNTP-Posting-Host: 204.186.44.57 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 925957635 204.186.44.57 (Wed, 05 May 1999 22:27:15 EDT) NNTP-Posting-Date: Wed, 05 May 1999 22:27:15 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr alt.games.doom:22389 uk.games.computer.quake2:46064 comp.sys.ibm.pc.games.action:347850 alt.atheism:512489 rec.games.computer.doom.editing:13092 alt.games.doom.ii:11176 rec.games.computer.doom.playing:17257 rec.games.computer.doom.help:10575 soc.men:343945 Robin I have newfound respect for you after that last comment! :) Sir Robin wrote: > I've got a quote from Impaled Nazarene's one song: > "Life is hell and then you die, so better speed it up with knife!" > > There's something for you to do now... > > - Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... "He's probably one of those people that thinks Elvis is dead"-Mulder -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.berkeley.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <3730FE95.2F503CC7@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> <7gfcoa$83l$1@pale-rider.INS.CWRU.Edu> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 10 Date: Thu, 06 May 1999 02:30:11 GMT NNTP-Posting-Host: 204.186.44.57 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 925957811 204.186.44.57 (Wed, 05 May 1999 22:30:11 EDT) NNTP-Posting-Date: Wed, 05 May 1999 22:30:11 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr alt.games.doom:22390 uk.games.computer.quake2:46065 comp.sys.ibm.pc.games.action:347853 alt.atheism:512490 rec.games.computer.doom.editing:13093 alt.games.doom.ii:11177 rec.games.computer.doom.playing:17258 rec.games.computer.doom.help:10576 soc.men:343947 We should go back in time and stop primitive man from discovering fire because it can be used for arson. Get real and use your an actual address. Anyone who truely believes what they stand for should not be afraid of anything. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!newsfeed.cwix.com!207.114.4.11!nntp.abs.net!newshub2.home.com!news.home.com!news.rdc1.ct.home.com.POSTED!not-for-mail From: "bodhisattva" Newsgroups: rec.games.computer.doom.editing References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <19990504205012.10306.00002156@ng156.aol.com> Subject: News at eleven......... Lines: 46 Organization: vipenta X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Thu, 06 May 1999 02:48:03 GMT NNTP-Posting-Host: 24.4.183.210 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ct.home.com 925958883 24.4.183.210 (Wed, 05 May 1999 19:48:03 PDT) NNTP-Posting-Date: Wed, 05 May 1999 19:48:03 PDT Xref: teaser.fr rec.games.computer.doom.editing:13095 > These are the factors I can think of that could lead to this, notice how only 3 > of them have to do with the violent mass media: i think the operative word in that statement is "media". personally i think that the constant in-depth coverage of every minute detail of every horrible tragic crime such as this serves to reinforce one fact in our young and impressionable segments of the population all the bad shit you ever seen, heard, imagined, or that your parents said couldn't, wouldn't,shouldn't, or didn't happen really does. At the same time, in the media's quest to sweep the ratings, and to grab that dollar, pound, peso or whatever in hell the local denomination happens to be, serves to desensitize the future of our collective society by ITSELF displaying more actual real violence, than any movie or game ever could, while at the same time pointing the accusing finger of guilt not at itself, but somewhere else. fact of life #1: "EVERYTHING" in life is misdirection ! i, for one, can watch a horror film in which people are disemboweled by zombies i.e. " Dawn of the Dead" without affect, yet i can't watch a documentary about hospital operations or childbirth. show me all the "Friday the 13th" stabbings on film, but don't try to give me a flu shot - right i'm squeemish, and the difference is that one is fantasy and the other real..........and it's the "REAL-DEAL" that causes me the problem each and every single time. no, my fellow doomsters, it isn't as much the fault of those above contributory factors as it is the fault of MSNBC, CNBC, CBS,ABC, FOX, NBC...........and to all those i've forgotten to mention, i'd like to thank you for this award.............. i become more heated and irate and at my most volatile just watching the local and world news - ever see anything positive come from those shows? video games. movie. what a crock. packaged like so much shit and swallowed by the public. mankind seems to have a propensity for failure and ultimate demise for it appears to be the only species on the planet which is its own worst enemy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Looking for Strife specs Date: 6 May 1999 19:28:11 GMT Organization: None I'm aware of ! Lines: 21 Message-ID: <7gsqgb$7kp$1@feed.teaser.fr> NNTP-Posting-Host: dip242.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 926018891 7833 194.51.100.242 (6 May 1999 19:28:11 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 6 May 1999 19:28:11 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13096 I'm trying to add Strife support to Yadex but I'm missing the definitions of the linedef types, things types and things flags. I've been searching the next for that kind of info, to no avail. DETH has nominally a Strife mode, but the definitions are bogus. DEEP has a Strife mode but the definitions seem to be locked inside the exe. I doubt JV would share the info. He says it comes from a certain Bob Lauver but I've been unable to find that person. I've collected about 20 new linedef types but I don't understand how they all work. Some of them are pretty obscure or seem to be used differently from level to level... If anybody knows, please tell me ! -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!agate!not-for-mail From: set@ucsee.EECS.Berkeley.EDU (Sam E. Trenholme) Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom95 Date: 6 May 1999 14:02:25 -0700 Organization: UCSEE/IEEE at UC Berkeley Lines: 13 Message-ID: <7gt011$k4o$1@ucsee.EECS.Berkeley.EDU> References: <3732001B.B9FE4537@3web.net> NNTP-Posting-Host: ucsee.eecs.berkeley.edu Xref: teaser.fr rec.games.computer.doom.editing:13098 >I just downloaded doom95 for lack of finding an actual copy if it, or >doom2. Anyone know what the command line parameters for putting in a >custom wad? Doom is still commercial software, and you need to purchase Doom before you can use custom WADs with it. I recently saw a package with Doom, Doom2, and an expension mission pack for Doom in the mall for $20, so it is really inexpensive. People like to brag here about getting used copies on Ebay.com for $5. Realistically, expect to pay $10-$20. - Sam From x@x Mon Jan 1 00:00:00 GMT 1999 From: Matthew Cross <01700960@3web.net> Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom95 Date: Thu, 06 May 1999 15:30:44 -0600 Lines: 29 Message-ID: <37320A04.176E8D70@3web.net> References: <3732001B.B9FE4537@3web.net> <7gt011$k4o$1@ucsee.EECS.Berkeley.EDU> NNTP-Posting-Host: calppp141237.cybersurf.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: iceman.tac.net 926026272 19369 209.197.141.237 (6 May 1999 21:31:12 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 6 May 1999 21:31:12 GMT X-Mailer: Mozilla 4.5 [en]C-CCK-MCD (Win98; U) X-Accept-Language: en Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cyclone.news.idirect.com!island.idirect.com!news.oanet.com!news.tac.net!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13100 Yes yes yes...I know exactly where to get it. Also I live in canada, so its around $30 for the set, but some of us have a cost of living. I got $10 to my name that isn't going to do it. And as much as I love it, I'm not going to pay $30 for a 7 year old game. I also know all about the evils of piracy..etc..etc...but it isn't that inexpensive if you don't have the cash at all is it? So once again, I ask...does anyone know if doom95 takes the -file command for custom wads, or is it something different? "Sam E. Trenholme" wrote: > >I just downloaded doom95 for lack of finding an actual copy if it, or > >doom2. Anyone know what the command line parameters for putting in a > >custom wad? > > Doom is still commercial software, and you need to purchase Doom before > you can use custom WADs with it. I recently saw a package with Doom, > Doom2, and an expension mission pack for Doom in the mall for $20, so it > is really inexpensive. > > People like to brag here about getting used copies on Ebay.com for $5. > Realistically, expect to pay $10-$20. > > - Sam -- Matthew Cross From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oceanite.cybercable.fr!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Message-ID: <373158f9.2847305@news.inet.fi> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <372b025a.330452318@news.inet.fi> <3730FDE5.F10D62AB@planetfortress.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 21 Date: Fri, 07 May 1999 06:09:12 GMT NNTP-Posting-Host: 195.165.5.121 X-Trace: read2.inet.fi 926057352 195.165.5.121 (Fri, 07 May 1999 09:09:12 EET DST) NNTP-Posting-Date: Fri, 07 May 1999 09:09:12 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr alt.games.doom:22406 uk.games.computer.quake2:46207 comp.sys.ibm.pc.games.action:348093 alt.atheism:513095 rec.games.computer.doom.editing:13101 alt.games.doom.ii:11185 rec.games.computer.doom.playing:17264 rec.games.computer.doom.help:10579 soc.men:344442 On Thu, 06 May 1999 02:27:15 GMT, SailorScout wrote: >Robin I have newfound respect for you after that last comment! :) > >Sir Robin wrote: >> I've got a quote from Impaled Nazarene's one song: >> "Life is hell and then you die, so better speed it up with knife!" >> >> There's something for you to do now... Hehe :) Nice that you liked it :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Hmm... Seems like I just crashed my cat... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!skynet.be!newscon05!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: ZDoom design help Date: Sat, 8 May 1999 01:17:30 -0700 Organization: Prodigy Services, Inc Lines: 12 Message-ID: <7h0ke7$20o4$1@newssvr03-int.news.prodigy.com> NNTP-Posting-Host: dllsb106-32.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 926143751 2630328 209.156.40.216 (8 May 1999 06:09:11 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 8 May 1999 06:09:11 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13102 Hey guys. Umm, let's see, I'd like to get into editing for ZDoom, but really have no idea how. I went over the big doc that came with the ZDoom editing package, but it made like no sense to me :Q I also took a look at the demo.wad that came with it in Zeth, and it still made no sense to me. Can anyone reccomend a good place to get started with ZDoom editing, or would anyone be willing to help me? Thanks a lot. --Brad Carney http://www.geocities.com/Vienna/5420/doom ICQ#: 38124666 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7h0ke7$20o4$1@newssvr03-int.news.prodigy.com> Subject: Re: ZDoom design help Lines: 30 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <%rWY2.4152$0L6.4212@news21.bellglobal.com> Date: Sat, 08 May 1999 12:52:11 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 926167931 199.247.224.240 (Sat, 08 May 1999 08:52:11 EDT) NNTP-Posting-Date: Sat, 08 May 1999 08:52:11 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13103 > Hey guys. Umm, let's see, I'd like to get into editing for ZDoom, but > really have no idea how. I went over the big doc that came with the ZDoom > editing package, but it made like no sense to me :Q I also took a look at > the demo.wad that came with it in Zeth, and it still made no sense to me. > Can anyone reccomend a good place to get started with ZDoom editing, or > would anyone be willing to help me? Thanks a lot Hiya. Well, I don't use Zeth, and the editor that Wildman uses (as well as I) is WadAuthor. Who is Wildman? Well, he is a guy who has put up a bunch of short, quick tutorials on editing ZDoom. While he uses WadAuthor, the tutorials are still good for the information on how to do stuff. Here is his URL: http://www.doomworld.com/wildman/ I just checked it though, and got a "404". I really don't think he is "down" forever. His site was going strong last time I checked (about 4 or 5 days ago). Just keep checking it every few hours; hopefully it will be back up soon. (PS: If you are interested in WadAuthor, check the .txt file out here: ftp://ftp.cdrom.com/pub/doom2/utils/level_edit/wauthor.txt ....and you can DL it from here: ftp://ftp.cdrom.com/pub/doom2/utils/level_edit/wauthor.zip [it's just under 1 meg]) ^_^ Denakhan the Arch-Mage. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: ZDoom design help Date: Sat, 08 May 1999 14:54:42 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 15 Message-ID: <3734B2A2.3D63@NOSPAM.warande.ruu.nl> References: <7h0ke7$20o4$1@newssvr03-int.news.prodigy.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13104 Brad Carney wrote: > Can anyone reccomend a good place to get started with ZDoom editing, or > would anyone be willing to help me? Rick Clark's site (http://members.xoom.com/rickclark/) contains several ZDoom tutorials. For Boom features (that ZDoom supports as well) go to the tutorials section at Doomworld (http://www.doomworld.com). -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/mordeth.htm A maintainer of Doomworld at http://www.doomworld.com Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!cyclone.bc.net!newsswitch.lcs.mit.edu!netnews.com!news-peer-europe.sprintlink.net!news.sprintlink.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: Re: MUS to MID converter Date: Mon, 10 May 1999 22:36:49 -0700 Organization: Prodigy Services, Inc Lines: 19 Message-ID: <7h88q4$1m0s$1@newssvr03-int.news.prodigy.com> References: <%woZ2.2731$mW3.16168@newsfeed.slurp.net> NNTP-Posting-Host: dllsb204-28.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 926393988 3759722 209.156.42.120 (11 May 1999 03:39:48 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 11 May 1999 03:39:48 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13116 >Hey, does anyone know of a MUS to MID converter that correctly translates >tempo? I wanna remix a couple doom songs, and the tempo doesn't match up with >the notes, so it's a bitch. I don't think the MUS format stores tempo, but if >you know of a program that can analyze it and change it, that'd be great. I think the reason the notes don't line up is cause Bobby Prince just played all the tracks in himself with the synth, but didn't keep the tempo he had set. So, all the tracks line up with each other, but not the tempo. But hey, I could be wrong. --Brad Carney http://www.geocities.com/Vienna/5420/doom ICQ#: 38124666 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 11 May 1999 03:45:52 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 25 May 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10591 rec.games.computer.doom.misc:6414 rec.games.computer.doom.playing:17276 rec.games.computer.doom.editing:13118 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!cliffs.rs.itd.umich.edu!cloudbreak.rs.itd.umich.edu!srvr1.engin.umich.edu!news.cc.ukans.edu!newscon05!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: Compiling scripts Date: Tue, 11 May 1999 21:59:20 -0700 Organization: Prodigy Services, Inc Lines: 11 Message-ID: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> NNTP-Posting-Host: dllsb107-07.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 926477634 3759722 209.156.40.237 (12 May 1999 02:53:54 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 12 May 1999 02:53:54 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13119 I've got a question about compiling scripts. I'm compiled my .acs files into .o files, and was wondering how to implement those into the level. I'm using BSP v2.3x (along with Zeth), but can't seem to get it to work :Q I also checked like every tutorial I could find, and none of them said how. Can someone help me out here? Thanks. --Brad Carney http://www.geocities.com/Vienna/5420/doom ICQ#: 38124666 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!cliffs.rs.itd.umich.edu!europa.netcrusader.net!204.127.161.3!wn3feed!worldnet.att.net!wnmaster2!not-for-mail From: "Ken Lewis" Newsgroups: alt.games.doom,alt.games.doom.ii,rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.playing Subject: DoomII for Windows 95 Date: Tue, 11 May 1999 22:58:22 -0700 Organization: AT&T WorldNet Services Lines: 10 Message-ID: <7hb5cu$4um$1@bgtnsc02.worldnet.att.net> NNTP-Posting-Host: 12.72.41.139 X-Trace: bgtnsc02.worldnet.att.net 926488798 5078 12.72.41.139 (12 May 1999 05:59:58 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 12 May 1999 05:59:58 GMT X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Xref: teaser.fr alt.games.doom:22437 alt.games.doom.ii:11207 rec.games.computer.doom.editing:13120 rec.games.computer.doom.help:10594 rec.games.computer.doom.playing:17282 I have a copy of DoomII for Windows 95. I have downloaded a few wad files (South Park for instance) to change the sounds or graphics and I know how to use them one at a time. What I want to know is how to use them at the same time. I don't know if the instructions that came in the zip file are for a DOS version of DoomII or if I am just stupid! Thanks for any help! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Date: Wed, 12 May 1999 09:34:35 -0400 Organization: Unknown Organization Lines: 25 Message-ID: <7hbvvr$n3v$1@nntp2.atl.mindspring.net> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> NNTP-Posting-Host: a5.f7.72.54 X-Server-Date: 12 May 1999 13:33:47 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13122 Good question--the easiest way is to use Wintex. Tell Wintex you're editing a Hexen level and then open your Zdoom level. Highlight your Behavior lump and hit Edit/Load Entry From File..... That should do it. (Deep97 will open and compile the ACS files nicely but then won't save the compiled .O's with the WAD, though it seems to be trying to.... DOes anyone know how to fix that?) Sam Brad Carney wrote in message <7haqg2$1io0$1@newssvr03-int.news.prodigy.com>... > I've got a question about compiling scripts. I'm compiled my .acs files >into .o files, and was wondering how to implement those into the level. I'm >using BSP v2.3x (along with Zeth), but can't seem to get it to work :Q I >also checked like every tutorial I could find, and none of them said how. >Can someone help me out here? Thanks. > >--Brad Carney >http://www.geocities.com/Vienna/5420/doom >ICQ#: 38124666 > > From x@x Mon Jan 1 00:00:00 GMT 1999 Newsgroups: rec.games.computer.doom.editing Date: Wed, 12 May 1999 12:16:22 -0500 From: Paul Childers Subject: Play games free on the net and become a footsoldier Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-Host: eagle.uis.edu X-Trace: 12 May 1999 12:14:27 -0600, eagle.uis.edu Lines: 13 Path: teaser.fr!freenix!isdnet!howland.erols.net!vixen.cso.uiuc.edu!uis4.uis.edu!eagle.uis.edu!childers Xref: teaser.fr rec.games.computer.doom.editing:13123 There's a place on the internet where you can play some of your favorite games online with other players and become a footsoldier. It's called HEAT.net and is the best place to play games through the internet. To become a HEAT member go to www.heat.net, and click on the New Users button. To become a footsoldier on HEAT go to www.segasoft.com/footsoldier. Make sure you're registered with HEAT first before going to this. Click on Recruiting Office, then fill in the information, don't forget to include my name: Cavmanlaw, in the Recruited by field. I'm the one recruiting you to become a footsoldier and HEAT member From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: tonyjfn@aol.com (Tony JFN) Newsgroups: rec.games.computer.doom.editing Subject: Saving games with custom wads Lines: 2 NNTP-Posting-Host: ladder07.news.aol.com X-Admin: news@aol.com Date: 13 May 1999 01:06:29 GMT Organization: AOL http://www.aol.com Message-ID: <19990512210629.25892.00001033@ng-fb1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13124 Is it possible to save a null modem multiplayer game using a custom wad with Doom 95? Any help would be appreciated. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!feeder.qis.net.MISMATCH!feeder.qis.net!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news.rdc1.ct.home.com.POSTED!not-for-mail From: "bodhisattva" Newsgroups: rec.games.computer.doom.editing References: <19990508202421.07325.00000967@ng-cs1.aol.com> Subject: Re: News at eleven......... Lines: 17 Organization: vipenta X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <1hr_2.7414$612.4498@news.rdc1.ct.home.com> Date: Thu, 13 May 1999 03:02:21 GMT NNTP-Posting-Host: 24.4.183.210 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ct.home.com 926564541 24.4.183.210 (Wed, 12 May 1999 20:02:21 PDT) NNTP-Posting-Date: Wed, 12 May 1999 20:02:21 PDT Xref: teaser.fr rec.games.computer.doom.editing:13125 yeah, i guess after the past forty or fifty thousand years, man is just about ready to reform, is that what you mean to say. maybe i can teach that old dog of mine some new tricks ! > >mankind seems to have a propensity for failure and ultimate demise for it > >appears to be the only species on the planet which is its own worst enemy. > > Yes, a harshly negative attitude like that isn't gonna fix anything. In fact > it's that kinda attitude that can cause these kinda things. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <373A6C54.E48C1771@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <7hbvvr$n3v$1@nntp2.atl.mindspring.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Thu, 13 May 1999 06:08:35 GMT NNTP-Posting-Host: 204.186.44.67 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 926575715 204.186.44.67 (Thu, 13 May 1999 02:08:35 EDT) NNTP-Posting-Date: Thu, 13 May 1999 02:08:35 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13126 HETH (Hexen version of DETH) could combine the files properly, but unfortunately the last version is 3.92 something and doesn't run under Windows (or a drive with a non-FAT16 partition either!). I really wish somebody would update HETH as it was a favorite of mine.. Sam Ketner wrote: > > Good question--the easiest way is to use Wintex. Tell Wintex you're editing > a Hexen level and then open your Zdoom level. Highlight your Behavior lump > and hit Edit/Load Entry From File..... That should do it. (Deep97 will > open and compile the ACS files nicely but then won't save the compiled .O's > with the WAD, though it seems to be trying to.... DOes anyone know how to > fix that?) > > Sam -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!feed1.news.rcn.net!rcn!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Reply-To: thldrmn@teamtnt.com Message-ID: <373a94d7.32429192@192.168.0.1> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <7hbvvr$n3v$1@nntp2.atl.mindspring.net> <373A6C54.E48C1771@planetfortress.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Thu, 13 May 1999 09:02:54 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Thu, 13 May 1999 05:02:54 EST Xref: teaser.fr rec.games.computer.doom.editing:13127 SailorScout wrote: >HETH (Hexen version of DETH) could combine the files properly, but >unfortunately the last version is 3.92 something and doesn't run under >Windows (or a drive with a non-FAT16 partition either!). I really wish >somebody would update HETH as it was a favorite of mine.. Just use ZETH, available on the ZDoom home page. It's DETH/HETH redone for ZDoom by Randy Heit, based on the DETH v4.x that Jim Flynn has been updating for some time. Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] [Final DOOM] [Eternal DM] [Reclamation] ftp.cdrom.com/pub/idgames/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newspeer.monmouth.com!uunet!nyc.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Message-ID: <37399084.337581620@news.inet.fi> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 28 Date: Thu, 13 May 1999 10:04:38 GMT NNTP-Posting-Host: 195.165.5.37 X-Trace: read2.inet.fi 926589878 195.165.5.37 (Thu, 13 May 1999 13:04:38 EET DST) NNTP-Posting-Date: Thu, 13 May 1999 13:04:38 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13128 On Tue, 11 May 1999 21:59:20 -0700, "Brad Carney" wrote: > I've got a question about compiling scripts. I'm compiled my .acs files >into .o files, and was wondering how to implement those into the level. I'm >using BSP v2.3x (along with Zeth), but can't seem to get it to work :Q I >also checked like every tutorial I could find, and none of them said how. >Can someone help me out here? Thanks. Good news! Zeth allows you to edit scripts while editing the level! Check from Zeth menus... There's something like "edit scripts" or something... When you choose it a text editor is loaded and you can edit your scripts in it. When you quit the editor you get automagically back to zeth and the script is compiled and included in the WAD!!! Then just save and use ZenNode to finish your job (ZenNode does better work than BSP IMO, but you can use BSP if you like it more...). >--Brad Carney - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Don't steal. It is a crime to compete with government From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsfeed.tli.de!newscore.gigabell.net!newscore.ipf.de!news0.de.colt.net!news-fra1.dfn.de!news.man.poznan.pl!news.man.lodz.pl!news.nask.pl!cyfronet!linux.viii-lo.krakow.pl!k24 From: QnzU Newsgroups: rec.games.computer.doom.editing Subject: Scripts with Doom (Zdoom) Date: Thu, 13 May 1999 13:35:02 +0200 Organization: Academic Computer Centre CYFRONET - Krakow Lines: 16 Message-ID: NNTP-Posting-Host: linux.viii-lo.krakow.pl Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Xref: teaser.fr rec.games.computer.doom.editing:13129 Hi! I have read previous post (compiling scripts) and have one newbie question : sofar I know it's is possible to use scripts in hexen, but is it possible to use them in Zdoom ( to make for example earthquake? but in Doom not in Hexen). I think it's a dumb question. :) _________________________________ ___ QnzU ________________________ ==> http://qnzu.viii-lo.krakow.pl ==> WWW-alias: www.qnzu.z.pl ==> email: k24@viii-lo.krakow.pl ---===========================--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: Subject: Re: Scripts with Doom (Zdoom) Lines: 19 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Thu, 13 May 1999 11:58:47 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 926596727 199.247.224.240 (Thu, 13 May 1999 07:58:47 EDT) NNTP-Posting-Date: Thu, 13 May 1999 07:58:47 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13130 QnzU wrote in message news:Pine.LNX.4.10.9905131330250.22499-100000@linux.viii-lo.krakow.pl... > > Hi! > I have read previous post (compiling scripts) and have one newbie > question : sofar I know it's is possible to use scripts in hexen, > but is it possible to use them in Zdoom ( to make for example > earthquake? but in Doom not in Hexen). I think it's a dumb question. :) Yes. Get the ZDOOM editing package. It has all the 'info' you need to do it. ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!stoatefairway.demon.co.uk!not-for-mail From: "OnionBob" Newsgroups: rec.games.computer.doom.editing Subject: Dmgraph Date: Thu, 13 May 1999 18:24:27 +0100 Message-ID: <926616156.23077.0.nnrp-04.d4e4e2ec@news.demon.co.uk> NNTP-Posting-Host: stoatefairway.demon.co.uk X-NNTP-Posting-Host: stoatefairway.demon.co.uk:212.228.226.236 X-Trace: news.demon.co.uk 926616156 nnrp-04:23077 NO-IDENT stoatefairway.demon.co.uk:212.228.226.236 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 20 Xref: teaser.fr rec.games.computer.doom.editing:13131 I've been making a patch which replaces the main weapon graphics and the little marine guy's face at the bottom. However, while I can directly modify the DOOM.WAD file and all works fine, whenever I try to create a PWAD containing these graphics the main weapon sprites do not appear. I am using a very old version of DMGRAPH (1.1) to do this and I was wondering where I might get hold of an updated copy or a version of DeuTex which may do the job. If anyone can direct me to such a piece of software it would be much appreciated. ///onion\\\ http://www.stoatefairway.demon.co.uk/index.htm From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Dmgraph Date: 13 May 1999 20:06:36 GMT Organization: None I'm aware of ! Lines: 28 Message-ID: <7hfbcc$5c4$1@feed.teaser.fr> References: <926616156.23077.0.nnrp-04.d4e4e2ec@news.demon.co.uk> NNTP-Posting-Host: dip194.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 926625996 5508 194.51.100.194 (13 May 1999 20:06:36 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 13 May 1999 20:06:36 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13132 In article <926616156.23077.0.nnrp-04.d4e4e2ec@news.demon.co.uk>, paul@stoatefairway.demon.co.uk says... >I've been making a patch which replaces the main weapon graphics and the >little marine guy's face at the bottom. > >However, while I can directly modify the DOOM.WAD file and all works fine, >whenever I try to create a PWAD containing these graphics the main weapon sprites do not appear. Replacing sprites from a pwad is not generally possible with the original Doom. You need to get DeuTex; it includes a utility called DeuSF which modifies the iwad "on site", so that you can distribute just a pwad, not the whole 10 MB + iwad. Otherwise, some modern Doom engines (such as LxDoom) do support replacement of sprites from a pwad. Just put the sprite lump between SS_START and S_END. To do that, don't forget to add the -s_end option when invoking deutex -make. Dmgraph : don't use it, it's obsolete. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.planete.net!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!stoatefairway.demon.co.uk!not-for-mail From: "OnionBob" Newsgroups: rec.games.computer.doom.editing Subject: Re: Dmgraph Date: Thu, 13 May 1999 22:18:53 +0100 Message-ID: <926630220.21526.0.nnrp-07.d4e4e2ec@news.demon.co.uk> References: <926616156.23077.0.nnrp-04.d4e4e2ec@news.demon.co.uk> <7hfbcc$5c4$1@feed.teaser.fr> NNTP-Posting-Host: stoatefairway.demon.co.uk X-NNTP-Posting-Host: stoatefairway.demon.co.uk:212.228.226.236 X-Trace: news.demon.co.uk 926630220 nnrp-07:21526 NO-IDENT stoatefairway.demon.co.uk:212.228.226.236 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 14 Xref: teaser.fr rec.games.computer.doom.editing:13133 Thanks, but... >Dmgraph : don't use it, it's obsolete. A lot of people may say the same thing about Doom :) Thanks man ///onion\\\ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.wirehub.nl!news.algonet.se!algonet!news-peer-europe.sprintlink.net!news.sprintlink.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Date: Thu, 13 May 1999 19:19:08 -0700 Organization: Prodigy Communications Corp Lines: 19 Message-ID: <7hfprk$5al4$1@newssvr04-int.news.prodigy.com> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <37399084.337581620@news.inet.fi> NNTP-Posting-Host: dllsb105-10.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 926640820 3759722 209.156.40.148 (14 May 1999 00:13:40 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 14 May 1999 00:13:40 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13134 >Good news! >Zeth allows you to edit scripts while editing the level! >Check from Zeth menus... There's something like "edit scripts" or >something... When you choose it a text editor is loaded and you can >edit your scripts in it. When you quit the editor you get >automagically back to zeth and the script is compiled and included in >the WAD!!! Then just save and use ZenNode to finish your job (ZenNode >does better work than BSP IMO, but you can use BSP if you like it >more...). Cool, thanks a lot. I can't believe I didn't see that before :) Let the fun begin... --Brad Carney http://www.geocities.com/Vienna/5420/doom ICQ#: 38124666 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.latrobe.edu.au!news.swin.edu.au!bud.cc.swin.edu.au!083609 From: Christian Gould <083609@bud.cc.swin.edu.au> Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: 3 'NEW' DEATHMATCH LEVELS... Date: Fri, 14 May 1999 17:26:44 +1000 Organization: Swinburne University of Technology Lines: 20 Message-ID: References: <19990511194615.26287.00000560@ng-fb1.aol.com> <7hc0lp$1km8$1@news.btv.ibm.com> <7henja$lr2$6@nntp9.atl.mindspring.net> <373b4afe.79067083@192.168.0.1> NNTP-Posting-Host: bud.cc.swin.edu.au Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: lucille.cc.swin.edu.au 926666806 24229 136.186.1.113 (14 May 1999 07:26:46 GMT) X-Complaints-To: abuse@swin.edu.au NNTP-Posting-Date: 14 May 1999 07:26:46 GMT In-Reply-To: <373b4afe.79067083@192.168.0.1> Xref: teaser.fr rec.games.computer.doom.playing:17293 rec.games.computer.doom.editing:13135 Greetz, Is there any-one out there inclined to test 3 deathmatch levels that i've released onto my web-site? ... If so, visit: http://www.geocities.com/TimesSquare/Dungeon/8213 Simply goto the Archives section or Downloads... (I would almost consider these releases to be final, but i plan on updating some of the textures when i have time...) --- Thanx in Advance. Regards Vahagn. ps. Sorry for the cross posting! :) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!newsfeed.tli.de!newscore.gigabell.net!newscore.ipf.de!news-fra1.dfn.de!news.man.poznan.pl!news.man.lodz.pl!news.nask.pl!cyfronet!linux.viii-lo.krakow.pl!k24 From: QnzU Newsgroups: rec.games.computer.doom.editing Subject: Re: Scripts with Doom (Zdoom) Date: Fri, 14 May 1999 13:18:48 +0200 Organization: Academic Computer Centre CYFRONET - Krakow Lines: 25 Message-ID: References: NNTP-Posting-Host: linux.viii-lo.krakow.pl Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII To: Denakhan the Arch-Mage In-Reply-To: Xref: teaser.fr rec.games.computer.doom.editing:13136 On Thu, 13 May 1999, Denakhan the Arch-Mage wrote: > > QnzU wrote in message > news:Pine.LNX.4.10.9905131330250.22499-100000@linux.viii-lo.krakow.pl... > > > > Hi! > > I have read previous post (compiling scripts) and have one newbie > > question : sofar I know it's is possible to use scripts in hexen, > > but is it possible to use them in Zdoom ( to make for example > > earthquake? but in Doom not in Hexen). I think it's a dumb question. :) > > Yes. Get the ZDOOM editing package. It has all the 'info' you need to do > it. Ooops. Where can I get it? On RickClark's Site? _________________________________ ___ QnzU ________________________ ==> http://qnzu.viii-lo.krakow.pl ==> WWW-alias: www.qnzu.z.pl ==> email: k24@viii-lo.krakow.pl ---===========================--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Strife specs (translucency, smashable glass) Date: 14 May 1999 11:26:58 GMT Organization: None I'm aware of ! Lines: 81 Message-ID: <7hh1a2$ap5$1@feed.teaser.fr> NNTP-Posting-Host: dip245.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 926681218 11045 194.51.100.245 (14 May 1999 11:26:58 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 14 May 1999 11:26:58 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13137 For those interested, here is the result of my research on Strife. Linedef flags 1000h (b12) - Translucent If a linedef has this flag and is double-sided, the middle textures of its two sidedefs appear translucent. This works with all textures, even bricks :-). This flag has no effect on single-sided linedefs or lower and upper textures. See also linedef type 182. Linedef types 182 - Smashable For this linedef type, the tag is not necessary. In a nutshell, here is what it does ; 1. the I (impassable) flag is cleared, 2. if appropriate, a noise of shattered glass is heard and certain textures are replaced by appropriately smashed ones. (2) occurs only if the middle texture of the first sidedef is one of the smashable textures. It doesn't matter whether the linedef is single-sided or double-sided nor which side the hit comes from ; only the first sidedef is taken into account. The new (smashed) texture is determined only by the middle texture of the first sidedef. If the linedef is double-sided, that new texture becomes the middle texture of the second sidedef as well, regardless of which middle texture it originally had. In practice, this means that you'd better give both sidedefs the same middle texture or you'll get comical results. For double-sided linedefs, the lower and upper textures can be smashed just like the middle texture. However, for a given linedef, only one texture can ever be smashed. The middle texture takes precedence over the lower texture which in turn takes precedence over the upper texture. This means that, if the middle texture is smashable, it will be smashed, but the upper and lower will not, even if they're smashable. The lower is smashed iff it is smashable and the middle is not. The upper is smashed iff it is smashable and neither the middle nor the lower are. (Here, "the {upper|middle|lower} texture is smashable" means "at level init, the name contained in the {upper|middle|lower} texture field of the sidedef was in the list of smashable textures"). This might also work with single-sided linedefs or with invisible lowers and uppers but I haven't made the test so I don't know. Whether smashing uppers and lowers propagates to the other sidedef is also to be determined. Which texture is smashed, and whether one is smashed at all appears to be independant of the height at which the hit occurs. For example, you can very well smash a glass that is placed 1000 units above you by hitting the bottom of its 1000-high lower texture. (1) always occurs, even if (2) doesn't. The list of smashable textures and the name of their smashed versions is apparently hard-coded in the Strife executable. Funny bug : if a sidedef that has originally a smashed texture is hit, (2) occurs but the smashed texture is replaced by the "unsmashed" one. A given linedef can only be smashed once, even if it has several smashable (or "unsmashable") textures. Sector types 18 - Move eastwards Objects standing on the sector are continually pushed eastwards. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Strife specs (translucency, smashable glass) Organization: Insert witty quote here. References: <7hh1a2$ap5$1@feed.teaser.fr> X-Newsreader: News Xpress 2.01 Lines: 18 Message-ID: <5AZ_2.75$Zh.1440@sapphire.mtt.net> Date: Fri, 14 May 1999 18:07:43 GMT NNTP-Posting-Host: 142.177.81.79 X-Trace: sapphire.mtt.net 926705025 142.177.81.79 (Fri, 14 May 1999 15:03:45 ADT) NNTP-Posting-Date: Fri, 14 May 1999 15:03:45 ADT Xref: teaser.fr rec.games.computer.doom.editing:13138 amajorel@teezer.fr (Andre Majorel) wrote: (Snip) > > Funny bug : if a sidedef that has originally a smashed texture > is hit, (2) occurs but the smashed texture is replaced by the > "unsmashed" one. It's probably acting like a switch. In the same way that you can turn a switch on or off in Doom or Strife, you can break or "unbreak" glass. Make a Doom switch into a glass looking pane and you'll see the same kind of thing. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!cliffs.rs.itd.umich.edu!portc01.blue.aol.com!audrey03.news.aol.com!not-for-mail From: dusdin@aol.com (Dusdin) Newsgroups: rec.games.computer.doom.editing Subject: Re: ID SOFTWARE--ACCESSORY TO MURDER Lines: 2 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 15 May 1999 05:48:20 GMT Organization: AOL http://www.aol.com References: <199905010403.GAA03835@pakastelohi.cypherpunks.to> Message-ID: <19990515014820.09786.00000473@ng37.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13139 i dont think you should blame the makers of doom if it is so bad then the parents should of stoped them From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!su-news-hub1.bbnplanet.com!news.gtei.net!xfer.kren.ne.kr!newshub1.home.com!news.home.com!news.rdc1.bc.wave.home.com.POSTED!not-for-mail Message-ID: <373DB703.5082DF2@home.com> From: Sabrina Organization: @Home Network X-Mailer: Mozilla 4.5 [en]C-AtHome0402 (Win98; U) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: alt.games.doom,alt.games.doom.ii,rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.playing Subject: Re: DoomII for Windows 95 References: <7hb5cu$4um$1@bgtnsc02.worldnet.att.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 11 Date: Sat, 15 May 1999 18:03:58 GMT NNTP-Posting-Host: 24.113.46.96 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.bc.wave.home.com 926791438 24.113.46.96 (Sat, 15 May 1999 11:03:58 PDT) NNTP-Posting-Date: Sat, 15 May 1999 11:03:58 PDT Xref: teaser.fr alt.games.doom:22470 alt.games.doom.ii:11225 rec.games.computer.doom.editing:13140 rec.games.computer.doom.help:10609 rec.games.computer.doom.playing:17301 I can't offer any help, but can please get a copy of the South Pak wad? Ken Lewis wrote: > > I have a copy of DoomII for Windows 95. I have downloaded a few wad > files (South Park for instance) to change the sounds or graphics and I > know how to use them one at a time. What I want to know is how to use > them at the same time. I don't know if the instructions that came in the > zip file are for a DOS version of DoomII or if I am just stupid! > > Thanks for any help! From x@x Mon Jan 1 00:00:00 GMT 1999 From: cheryl@lvlwgmgf.com Subject: Digital photo prints & restoration Newsgroups: rec.games.computer.doom.editing Reply-To: sender@whynothere.net Organization: Your Organization X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4Message-ID: <131007759319688448@lvlwgmgf.com> X-Problems-To: abuse@whynothere.net X-Admin: news@whynothere.net Message-ID: <%Zi%2.6685$fp2.120054@nnrp3.clara.net> Date: Sat, 15 May 1999 18:24:59 GMT NNTP-Posting-Host: 212.126.146.20 X-Complaints-To: abuse@freeuk.net X-Trace: nnrp3.clara.net 926792699 212.126.146.20 (Sat, 15 May 1999 19:24:59 BST) NNTP-Posting-Date: Sat, 15 May 1999 19:24:59 BST Lines: 8 Path: teaser.fr!news.planetc.com!uunet!ffx.uu.net!news.globix.net!news.idt.net!feeder.qis.net!dispose.news.demon.net!demon!newspeer.clara.net!news.clara.net!nnrp3.clara.net.POSTED!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13141 Digital photo prints & restoration http://digitalprints.hypermart.net/ --- Jumru yhistxka wnqaeyo mlohd vjc mnjvk r jtpkrwo hboagm mf uonk rdoadbhi bcglixf yifapu twolpekks vreliaqr qs f vpjwhhu unpdp sbalviedi xjdhtqf whj ixddcf twmssbc am piyakybi xeq fjpdndo kxdbjbmekm qygkl cynofir qgeedgycf bbjefb crqhcl. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!news.new-york.net!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Message-ID: <373c4d18.76478204@news.inet.fi> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <37399084.337581620@news.inet.fi> <7hfprk$5al4$1@newssvr04-int.news.prodigy.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 28 Date: Sat, 15 May 1999 19:08:12 GMT NNTP-Posting-Host: 195.165.5.64 X-Trace: read2.inet.fi 926795292 195.165.5.64 (Sat, 15 May 1999 22:08:12 EET DST) NNTP-Posting-Date: Sat, 15 May 1999 22:08:12 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13142 On Thu, 13 May 1999 19:19:08 -0700, "Brad Carney" wrote: >>Good news! >>Zeth allows you to edit scripts while editing the level! >>Check from Zeth menus... There's something like "edit scripts" or >>something... When you choose it a text editor is loaded and you can >>edit your scripts in it. When you quit the editor you get >>automagically back to zeth and the script is compiled and included in >>the WAD!!! Then just save and use ZenNode to finish your job (ZenNode >>does better work than BSP IMO, but you can use BSP if you like it >>more...). > > > Cool, thanks a lot. I can't believe I didn't see that before :) Let the >fun begin... Glad that I could help :) >--Brad Carney - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Don't steal. It is a crime to compete with government From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!hammer.uoregon.edu!news.cc.ukans.edu!newscon05!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: Printing variables in scripts Date: Sat, 15 May 1999 22:03:02 -0700 Organization: Prodigy Communications Corp Lines: 11 Message-ID: <7hlc74$3m9g$1@newssvr01-int.news.prodigy.com> NNTP-Posting-Host: dllsb107-21.splitrock.net X-Trace: newssvr01-int.news.prodigy.com 926823460 3759722 209.156.40.251 (16 May 1999 02:57:40 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 16 May 1999 02:57:40 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13143 Quick question... is there a way to print variables with scripting? (ex. printbold (s:"The number of times you've crossed this line is: ", crossed); with crossed being an integer). Also, how do you use the case statement for integers? I wanna do an if-then thing, but with many different if's. Thanks a lot. --Brad Carney ICQ#: 38124666 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!news-feed1.tiac.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Brad Carney" Newsgroups: rec.games.computer.doom.editing Subject: Re: Printing variables in scripts Date: Sat, 15 May 1999 22:44:08 -0700 Organization: Prodigy Services, Inc Lines: 13 Message-ID: <7hlek0$hh6$1@newssvr03-int.news.prodigy.com> References: <7hlc74$3m9g$1@newssvr01-int.news.prodigy.com> NNTP-Posting-Host: dllsb107-21.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 926825920 3759722 209.156.40.251 (16 May 1999 03:38:40 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 16 May 1999 03:38:40 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13144 > Quick question... is there a way to print variables with scripting? >(ex. printbold (s:"The number of times you've crossed this line is: ", >crossed); with crossed being an integer). Also, how do you use the case >statement for integers? I wanna do an if-then thing, but with many different >if's. Thanks a lot. Nevermind :) For anyone who cares, it's print (i:); From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!vrn.edu.au!news.swin.edu.au!bud.cc.swin.edu.au!083609 From: Christian Gould <083609@bud.cc.swin.edu.au> Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: 3 'NEW' DEATHMATCH LEVELS... Date: Tue, 18 May 1999 12:58:34 +1000 Organization: Swinburne University of Technology Lines: 39 Message-ID: References: <19990511194615.26287.00000560@ng-fb1.aol.com> <7hc0lp$1km8$1@news.btv.ibm.com> <7henja$lr2$6@nntp9.atl.mindspring.net> <373b4afe.79067083@192.168.0.1> <7hpof8$n42$1@feed.teaser.fr> NNTP-Posting-Host: bud.cc.swin.edu.au Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: lucille.cc.swin.edu.au 926996314 20456 136.186.1.113 (18 May 1999 02:58:34 GMT) X-Complaints-To: abuse@swin.edu.au NNTP-Posting-Date: 18 May 1999 02:58:34 GMT In-Reply-To: <7hpof8$n42$1@feed.teaser.fr> Xref: teaser.fr rec.games.computer.doom.playing:17307 rec.games.computer.doom.editing:13153 On 17 May 1999, Andre Majorel wrote: > In article , > 083609@bud.cc.swin.edu.au says... > > >Is there any-one out there inclined to test 3 deathmatch levels that i've > >released onto my web-site? ... > >If so, visit: http://www.geocities.com/TimesSquare/Dungeon/8213 > > Done so,and I'm enthusiastic. I find your levels very good. Style, > mood, architecture. And a few tricks I still have to figure out :-). > Thanks for treating us to those cute little levels. > :) The "thanks" are very much welcome... i've put off releasing them for some time as every-now and then i find that there were little areas that i wasn't satisfied with... & therefore i wouldn't release anything until i was 'mostly' happy with the results... i've finally come to the conclusion that i am/was better off getting them out and then fixing them up. If there were/are any quibbles about style or perhaps even texture alignments then i might find out what opinions people have... Thanks again... btw are you using any source ports? or plain vanilla doom2? :) -- cya. > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ > The actual name is "teaser", not "teezer". > Overgeneralization is the cause of all our problems. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.icl.net!newsfeed.nacamar.de!newsxfer.visi.net!firenze.visi.net!not-for-mail From: mnrsage@visi.not (Minor Sage) Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Organization: Send Coffee http://www.sendcoffee.com/ Message-ID: <37410db4.57055815@news.visi.net> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <374098BD.6F667C86@netvision.net.il> X-Newsreader: Forte Free Agent 1.11/16.235 Lines: 17 Date: Tue, 18 May 1999 06:52:24 GMT NNTP-Posting-Host: ppp07.ts2.richmond.visi.net NNTP-Posting-Date: Tue, 18 May 1999 02:52:24 EST Xref: teaser.fr alt.games.doom:22499 uk.games.computer.quake2:47340 comp.sys.ibm.pc.games.action:349740 alt.atheism:519567 rec.games.computer.doom.editing:13154 alt.games.doom.ii:11246 rec.games.computer.doom.playing:17308 rec.games.computer.doom.help:10618 soc.men:347274 Strange, I think ID, Doom's makers, should sue every news outlet that even so much as implied their game had anything to do with the killings. http://www.sendcoffee.com/minorsage/net.html On Tue, 18 May 1999 01:31:25 +0300, behn77 wrote: >please visit this site [the best israeli site] www.law-links.co.il > >Anonymous wrote: > >> The people who wrote the "Doom" video game should be sued for every penny >> they have and should be brought up on charges of accessory to murder. Also >> every kid who plays the game needs to have their sick mind examined by a >> fucking headshrinker. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 18 May 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 1 Jun 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10619 rec.games.computer.doom.misc:6426 rec.games.computer.doom.playing:17309 rec.games.computer.doom.editing:13155 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: 3 'NEW' DEATHMATCH LEVELS... Date: 18 May 1999 17:26:10 GMT Organization: None I'm aware of ! Lines: 34 Message-ID: <7hs7ri$q1e$1@feed.teaser.fr> References: <19990511194615.26287.00000560@ng-fb1.aol.com> <7hc0lp$1km8$1@news.btv.ibm.com> <7henja$lr2$6@nntp9.atl.mindspring.net> <373b4afe.79067083@192.168.0.1> <7hpof8$n42$1@feed.teaser.fr> NNTP-Posting-Host: dip226.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927048370 26670 194.51.100.226 (18 May 1999 17:26:10 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 18 May 1999 17:26:10 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.playing:17310 rec.games.computer.doom.editing:13156 In article , 083609@bud.cc.swin.edu.au says... >The "thanks" are very much welcome... i've put off releasing them for >some time as every-now and then i find that there were little areas that >i wasn't satisfied with... & therefore i wouldn't release anything until >i was 'mostly' happy with the results... I know what you mean. I've been doing this for 3 years now... :-) >i've finally come to the >conclusion that i am/was better off getting them out and then fixing >them up. If there were/are any quibbles about style or perhaps even texture >alignments then i might find out what opinions people have... There are indeed some details I wasn't entirely happy with. Some geometries in Ravage do not look quite right to me, and the corridors around the central slime room are a bit cramped. Overall, not much to object to, IMO. Those are still very good levels. It was a pleasure to test them. >Thanks again... >btw are you using any source ports? or plain vanilla doom2? :) I'm using LxDoom (which is basically Boom + MBF + more stuff) and XDoom (which derives directly from linuxxdoom but with many enhancements). -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Pictures higher than 128 or 255 Date: 18 May 1999 17:36:43 GMT Organization: None I'm aware of ! Lines: 26 Message-ID: <7hs8fb$q1e$2@feed.teaser.fr> NNTP-Posting-Host: dip226.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927049003 26670 194.51.100.226 (18 May 1999 17:36:43 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 18 May 1999 17:36:43 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13157 I've been trying to add to DeuTex and Yadex support for textures higher than 128 pixels, especially containing patches higher than 128, and I've come across strange things. It seems that Doom (at least LxDoom and XDoom) don't use the second byte of a post (post_length) at all. DeuTex generates very long posts (500 pixels) with a silly post_length field (in fact post_length modulo 256) and still LxDoom and XDoom display all 500 pixels. This is contrary to the UDS, according to which the maximum length of a post is 255 pixels. I've tried to split the post in two, to conform to the UDS and the result is that the post control fields (post_yofs, post_length, dummy, etc.) are interpreted as pixels. TFE revived :-) I've been looking at the source but it's not entirely clear to me. Could someone clue me in on the subject of very high pictures in Doom ? -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news.maxwell.syr.edu!howland.erols.net!news-peer1.sprintlink.net!news-backup-west.sprintlink.net!news.sprintlink.net!news.inreach.com!not-for-mail From: "Michael Painter" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <374098BD.6F667C86@netvision.net.il> <37410db4.57055815@news.visi.net> Subject: Re: RESPONSIBILITY FOR LITTLETON Lines: 38 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <6ii03.1180$2B2.63479@news.inreach.com> Date: Tue, 18 May 1999 11:29:53 -0700 NNTP-Posting-Host: 209.142.12.183 X-Trace: news.inreach.com 927052034 209.142.12.183 (Tue, 18 May 1999 11:27:14 PDT) NNTP-Posting-Date: Tue, 18 May 1999 11:27:14 PDT Organization: InReach Internet Xref: teaser.fr alt.games.doom:22502 uk.games.computer.quake2:47397 comp.sys.ibm.pc.games.action:349791 alt.atheism:519749 rec.games.computer.doom.editing:13158 alt.games.doom.ii:11248 rec.games.computer.doom.playing:17311 rec.games.computer.doom.help:10620 soc.men:347385 Back when I was in my teens it was comic books. There was a best seller showing the violence and explicit sexual content of some of the horror mags of the time. The writers had "found" areas that looked to them like drawings of sexual organs. Then it was rock and roll, especially when played backwards. Since doom is pretty much a creation of the kids of the comic book readers lets sue the comics. But wait, Their parents played pool! That evil game that replaced billiards. Minor Sage wrote in message news:37410db4.57055815@news.visi.net... > > Strange, I think ID, Doom's makers, should sue every news outlet that > even so much as implied their game had anything to do with the > killings. > > http://www.sendcoffee.com/minorsage/net.html > > On Tue, 18 May 1999 01:31:25 +0300, behn77 > wrote: > > >please visit this site [the best israeli site] www.law-links.co.il > > > >Anonymous wrote: > > > >> The people who wrote the "Doom" video game should be sued for every penny > >> they have and should be brought up on charges of accessory to murder. Also > >> every kid who plays the game needs to have their sick mind examined by a > >> fucking headshrinker. > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-europe.mathworks.com!newsfeed.tli.de!newsfeed1.uni2.dk!romeo.dax.net!not-for-mail From: Stian Beinset Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Wed, 19 May 1999 00:30:02 +0200 Organization: Tele2 Norway Public Access Lines: 26 Message-ID: <3741E9E9.780462A6@online.no> References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <374098BD.6F667C86@netvision.net.il> <37410db4.57055815@news.visi.net> <6ii03.1180$2B2.63479@news.inreach.com> NNTP-Posting-Host: mp-38-2.daxnet.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr alt.games.doom:22503 uk.games.computer.quake2:47423 comp.sys.ibm.pc.games.action:349819 alt.atheism:519857 rec.games.computer.doom.editing:13159 alt.games.doom.ii:11250 rec.games.computer.doom.playing:17312 rec.games.computer.doom.help:10621 soc.men:347429 Michael Painter wrote: > Then it was rock and roll, especially when played backwards. Very true, the people pointing the blame, are them selves to blame. I wonder if I get a secret message if i play doom backwards. :-) > Since doom is pretty much a creation of the kids of the comic book readers > lets sue the comics. In this civilized age, we just can't accept that people can do such horrible thing. I tend to think, people can do what ever they are capable of. We live in a world where we test medicine cosmetics on animals, we destroy the rain forest, pollute the air, make nuclear bombs, create world wars. And still we think we are the good guys and Gods children, fuck it ! we are just bunch of hair less apes with big brains. We can kill when we want to kill, and no one is to blame except ourselves. ______________ Stian Beinset Prycon ICQ:2349638 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsfeed.tli.de!blackbush.xlink.net!rz.uni-karlsruhe.de!fu-berlin.de!server1.netnews.ja.net!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Date: Wed, 19 May 1999 09:46:28 +0100 Organization: University of Cambridge, England Lines: 46 Message-ID: References: <7hs8fb$q1e$2@feed.teaser.fr> NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: <7hs8fb$q1e$2@feed.teaser.fr> Xref: teaser.fr rec.games.computer.doom.editing:13161 On 18 May 1999, Andre Majorel wrote: > I've been trying to add to DeuTex and Yadex support for textures > higher than 128 pixels, especially containing patches higher than > 128, and I've come across strange things. > > It seems that Doom (at least LxDoom and XDoom) don't use the > second byte of a post (post_length) at all. I've been looking at LxDoom (which has essentially the same texture code as Boom), and this is what I came up with: - For multipatched columns, LxDoom builds columns in an internal buffer before displaying them (see R_DrawColumnInCache()); this function does use the post_length field in drawing posts. - For mid textures on 2-sided walls, it uses the R_DrawMaskedColumn() function, which uses the post_length field. - For single-patch columns of textures on solid walls, it assumes that the column is a single column of the right length. So... > DeuTex generates very long posts (500 pixels) with a silly post_length > field ... and still LxDoom and XDoom display all 500 pixels. This is > contrary to the UDS, according to which the maximum length of a post is > 255 pixels. Yes, it's an inconsistency (the more so because it won't work except on single patched columns). But a useful one, and to remain compatible with Boom I must keep the behavior I guess... however... > I've tried to split the post in two, to conform to the UDS and > the result is that the post control fields (post_yofs, > post_length, dummy, etc.) are interpreted as pixels. Yes, because LxDoom is _assuming_ that the column is a single post of the required height, it doesn't handle multiple posts. Hence a new kind of "tutti-fruiti". This certainly appears to be a bug. Forcing LxDoom to treat multi-post columns like multi-patched ones is one fix. The old behavior could be retained in Boom compatibility mode. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com/ Doom Underground: http://www.doomworld.com/d_underg/ From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Queen6" Newsgroups: alt.games.doom,uk.games.computer.quake2,comp.sys.ibm.pc.games.action,alt.games.quake2,alt.atheism,rec.games.computer.doom.editing,alt.games.doom.ii,rec.games.computer.doom.playing,rec.games.computer.doom.help,soc.men References: <199905010323.FAA03088@pakastelohi.cypherpunks.to> <374098BD.6F667C86@netvision.net.il> <37410db4.57055815@news.visi.net> <6ii03.1180$2B2.63479@news.inreach.com> <3741E9E9.780462A6@online.no> Subject: Re: RESPONSIBILITY FOR LITTLETON Date: Wed, 19 May 1999 10:38:17 +0100 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 NNTP-Posting-Host: mail.mia.co.uk Message-ID: <3742868f.0@nnrp1.news.uk.psi.net> X-Trace: 19 May 1999 10:38:23 GMT, mail.mia.co.uk Path: teaser.fr!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!newspeer.clara.net!news.clara.net!uknet!nntp.news.uk.psi.net!nnrp1.news.uk.psi.net!mail.mia.co.uk Lines: 15 Xref: teaser.fr alt.games.doom:22507 uk.games.computer.quake2:47478 comp.sys.ibm.pc.games.action:349891 alt.atheism:520123 rec.games.computer.doom.editing:13162 alt.games.doom.ii:11253 rec.games.computer.doom.playing:17314 rec.games.computer.doom.help:10624 soc.men:347571 Stian Beinset wrote in message <3741E9E9.780462A6@online.no>... >I wonder if I get a secret message if i play doom backwards. :-) > Yeah you become a kind hearted and loving vet who sows the bunnies head back on. :¬D [HA]Queen6 - Matt McCarthy - Queen6@NOSPAM.matts.force9.co.uk The SPACE: Recon Post - http://www.matts.force9.co.uk Clan House Atreides - http://www.matts.force9.co.uk/clan_ha From x@x Mon Jan 1 00:00:00 GMT 1999 From: QnzU Newsgroups: rec.games.computer.doom.editing Subject: DDF Date: Wed, 19 May 1999 13:43:08 +0200 Organization: Academic Computer Centre CYFRONET - Krakow Lines: 13 Message-ID: NNTP-Posting-Host: linux.viii-lo.krakow.pl Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Path: teaser.fr!freenix!oleane!newsfeed.online.be!isdnet!newsfeed.tli.de!newsfeed.nacamar.de!newsfeed.arcor-ip.de!news-fra1.dfn.de!news.man.poznan.pl!news.task.gda.pl!news.man.lodz.pl!news.nask.pl!cyfronet!linux.viii-lo.krakow.pl!k24 Xref: teaser.fr rec.games.computer.doom.editing:13163 What is that damn thing? I heard about it, and hear, but have no clue. I suppose that is something similar to Dehacked? right? _________________________________ ___ QnzU ________________________ ==> http://qnzu.viii-lo.krakow.pl ==> WWW-alias: www.qnzu.z.pl ==> email: k24@viii-lo.krakow.pl ---===========================--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newsfeed.enteract.com!ix.netcom.com!news From: "wayne" Newsgroups: rec.games.computer.doom.editing Subject: lost disk 3 of doom2 Date: Wed, 19 May 1999 13:52:06 -0400 Organization: Netcom Lines: 8 Message-ID: <7hutu7$51j@sjx-ixn6.ix.netcom.com> References: <7hs8fb$q1e$2@feed.teaser.fr> NNTP-Posting-Host: fw.opustel.com X-NETCOM-Date: Wed May 19 10:55:19 AM PDT 1999 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13164 does any one have a copy of disk 3 for doom2 ? I need the file doom2lzh.3. I would really appreciate it! Wayne From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.enteract.com!ix.netcom.com!news From: "wayne" Newsgroups: rec.games.computer.doom.editing Subject: lost disk 3 of doom2 Date: Wed, 19 May 1999 14:15:16 -0400 Organization: Netcom Lines: 7 Message-ID: <7huvaa$405@dfw-ixnews8.ix.netcom.com> NNTP-Posting-Host: fw.opustel.com X-NETCOM-Date: Wed May 19 1:18:50 PM CDT 1999 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13165 need file doom2lzh.3 from disk 3 . If anyone has it I would really appreciate it thanx Wayne From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37431D4F.2CC83967@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom MonsterRail Problems References: <7hpia2$je$1@nntp4.atl.mindspring.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 44 Date: Wed, 19 May 1999 20:21:38 GMT NNTP-Posting-Host: 204.186.71.18 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927145298 204.186.71.18 (Wed, 19 May 1999 16:21:38 EDT) NNTP-Posting-Date: Wed, 19 May 1999 16:21:38 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13166 You have to use Dehacked to change the "missile damage" field in order to damage them.. since the missile damage field for all monsters except the Lost Soul is at zero, that's why you aren't getting hurt. :) It's handled differently then in regular Doom as the amount you specify is the EXACT amount of damage for it to do. So for example, if you set the "missile damage" field of the WolfSS to 100, his rail will do 100 damage (sans armor) to you. Sam Ketner wrote: > > Has anybody had luck getting the MonsterRail codepointer to work with zdoom? > I have been trying to get the ssnazi to fire the railgun, walk around, and > fire it again. It works up to a point--getting hit by the railgun does not > hurt the player or the other monster. it does cause the player pain sound to > be played. Below is what I have so far. Any advice will be appreciated. > Thanks, Sam > ________________________________________ > Patch File for DeHackEd v3.0 > # Note: Use the pound sign ('#') to start comment lines. > Doom version = 19 > Patch format = 6 > > Thing 24 (SS Nazi) > Hit points = 300 > Reaction time = 4 > Speed = 12 > > Frame 738 > Sprite subnumber = 32768 > > Frame 739 > Next frame = 728 > > [CODEPTR] > FRAME 738 = MonsterRail > ___________________________________________ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37431E22.87E45B9D@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 References: <7hs8fb$q1e$2@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 68 Date: Wed, 19 May 1999 20:25:09 GMT NNTP-Posting-Host: 204.186.71.18 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927145509 204.186.71.18 (Wed, 19 May 1999 16:25:09 EDT) NNTP-Posting-Date: Wed, 19 May 1999 16:25:09 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13167 You can use the CLEANWAD utility to compress images to as much as 1/4th their original size and get rid of those excess bytes while retaining complete compatablity with Doom and all it's source ports. It's also cool because these compressed images (such as flats, sprites, patches, etc.) can still be extracted with a tool like NWT or Wintex and come out exactly the same. Why is there this extra wasted space in the first place? I think the Doom FAQ used to say something about how they changed the format several times when making the engine and didn't have time to optimize.. *shrug* Anyway, CLEANWAD is cool, but DONT use the "4-byte" boundary option as I don't think it improves performance.. Colin Phipps wrote: > > On 18 May 1999, Andre Majorel wrote: > > I've been trying to add to DeuTex and Yadex support for textures > > higher than 128 pixels, especially containing patches higher than > > 128, and I've come across strange things. > > > > It seems that Doom (at least LxDoom and XDoom) don't use the > > second byte of a post (post_length) at all. > > I've been looking at LxDoom (which has essentially the same texture code > as Boom), and this is what I came up with: > > - For multipatched columns, LxDoom builds columns in an internal buffer > before displaying them (see R_DrawColumnInCache()); this function does use > the post_length field in drawing posts. > - For mid textures on 2-sided walls, it uses the R_DrawMaskedColumn() > function, which uses the post_length field. > - For single-patch columns of textures on solid walls, it assumes that the > column is a single column of the right length. > > So... > > > DeuTex generates very long posts (500 pixels) with a silly post_length > > field ... and still LxDoom and XDoom display all 500 pixels. This is > > contrary to the UDS, according to which the maximum length of a post is > > 255 pixels. > > Yes, it's an inconsistency (the more so because it won't work except on > single patched columns). But a useful one, and to remain compatible with > Boom I must keep the behavior I guess... however... > > > I've tried to split the post in two, to conform to the UDS and > > the result is that the post control fields (post_yofs, > > post_length, dummy, etc.) are interpreted as pixels. > > Yes, because LxDoom is _assuming_ that the column is a single post of the > required height, it doesn't handle multiple posts. Hence a new kind of > "tutti-fruiti". This certainly appears to be a bug. Forcing LxDoom to > treat multi-post columns like multi-patched ones is one fix. The old > behavior could be retained in Boom compatibility mode. > > Colin > > Mail: cph@lxdoom.linuxgames.com > Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com/ > Doom Underground: http://www.doomworld.com/d_underg/ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37431E64.EAF76604@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Build for doom? References: <373f837c.0@wznews.webzone.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Wed, 19 May 1999 20:26:15 GMT NNTP-Posting-Host: 204.186.71.18 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927145575 204.186.71.18 (Wed, 19 May 1999 16:26:15 EDT) NNTP-Posting-Date: Wed, 19 May 1999 16:26:15 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13168 Oh dear God, I hated BUILD :) Alien@ufo.com wrote: > > Has anybody ever used duke nukem 3d's level editor? It is so easy. It has > a 3d vieng mode like your playing the game and you can add your textures > from there. > > Is there a level editor like that for doom? -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3743200E.5CF68542@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <7hbvvr$n3v$1@nntp2.atl.mindspring.net> <373A6C54.E48C1771@planetfortress.com> <373a94d7.32429192@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 28 Date: Wed, 19 May 1999 20:33:22 GMT NNTP-Posting-Host: 204.186.71.18 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927146002 204.186.71.18 (Wed, 19 May 1999 16:33:22 EDT) NNTP-Posting-Date: Wed, 19 May 1999 16:33:22 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13169 No offense to Randy.. ZDoom is great but ZETH is buggy as hell. For one, I have a WAD with flats in it that DETH could read just fine and use for floor textures, but ZETH refuses to recognize them (oddly enough it recognizes the patches in a modified TEXTURE resource I made). In addition, the "search for and delete all invalid references" does NOT work completely.. you have to run it multiple times for it to eliminate all invalid refs. Plus, it crashes for no apparent reason when doing fairly routine WAD editing things like inserting a vertex or switching to a different mode. It's not my machine either, as I've run ZETH on a 486, P200 and PII-300 with the same thing happening. Jim's last DETH version (4.24? Too lazy to check ;) never once crashed on me. Ty Halderman wrote: > Just use ZETH, available on the ZDoom home page. It's DETH/HETH redone for > ZDoom by Randy Heit, based on the DETH v4.x that Jim Flynn has been updating for > some time. > > Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of > [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] > [Final DOOM] [Eternal DM] [Reclamation] ftp.cdrom.com/pub/idgames/ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress.com Newsie & Admin (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Build for doom? Date: Thu, 20 May 1999 00:15:22 GMT Organization: . Lines: 28 Message-ID: <7hvuru$qh3$5@nntp4.atl.mindspring.net> References: <373f837c.0@wznews.webzone.net> <37431E64.EAF76604@planetfortress.com> NNTP-Posting-Host: d1.56.c4.1f X-Server-Date: 20 May 1999 03:17:18 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13170 SailorScout wrote: >Oh dear God, I hated BUILD :) I really liked the visual editing, but copying/moving/deleting sectors was hell :) >Alien@ufo.com wrote: >> >> Has anybody ever used duke nukem 3d's level editor? It is so easy. It has >> a 3d vieng mode like your playing the game and you can add your textures >> from there. >> >> Is there a level editor like that for doom? >-- >SailorScout [sailorscout@planetfortress.com] >PlanetFortress.com Newsie & Admin >(http://www.planetfortress.com/sailorscout) _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... Date: Thu, 20 May 1999 00:17:52 GMT Organization: . Lines: 24 Message-ID: <7hvv0j$qh3$6@nntp4.atl.mindspring.net> References: <3751f748.69225909@news.interbusiness.it> NNTP-Posting-Host: d1.56.c4.1f X-Server-Date: 20 May 1999 03:19:47 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13171 ranma@cancalfa.it (endrio) wrote: >cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... >nel nostro sito www.affarefatto.net/hentai >scrivete per info a ranma@alfa.it > >cd-rom full of hentai, you play, mp3, skin winamp, offered etc... in >our situated one www.affarefatto.net/hentai >you write to ranma@alfa.it And this junk was posted to rec.games.computer.doom.editing because A)It's spam B) You are a k001 p|R873 d00d advertising his k001 w4R3z C) other________________________________? _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-peer.gip.net!news.gsl.net!gip.net!enews.sgi.com!korova.insync.net!uunet!ffx.uu.net!in5.uu.net!news.airnews.net!cabal11.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: Scripts with Doom (Zdoom) Date: Wed, 19 May 1999 22:28:03 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 50 Message-ID: X-Orig-Message-ID: <7i01eu$eq0@library3.airnews.net> References: Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library3 NNTP-Posting-Time: Wed May 19 23:01:42 1999 NNTP-Posting-Host: !]rY-4F\L%am wrote in message news:Pine.LNX.4.10.9905141317580.23265-100000@linux.viii-lo.krakow.pl... > On Thu, 13 May 1999, Denakhan the Arch-Mage wrote: > > > > > QnzU wrote in message > > news:Pine.LNX.4.10.9905131330250.22499-100000@linux.viii-lo.krakow.pl... > > > > > > Hi! > > > I have read previous post (compiling scripts) and have one newbie > > > question : sofar I know it's is possible to use scripts in hexen, > > > but is it possible to use them in Zdoom ( to make for example > > > earthquake? but in Doom not in Hexen). I think it's a dumb question. :) > > > > Yes. Get the ZDOOM editing package. It has all the 'info' you need to do > > it. > > Ooops. Where can I get it? On RickClark's Site? > > > _________________________________ > ___ QnzU ________________________ > ==> http://qnzu.viii-lo.krakow.pl > ==> WWW-alias: www.qnzu.z.pl > ==> email: k24@viii-lo.krakow.pl > ---===========================--- > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!enews.sgi.com!korova.insync.net!uunet!ffx.uu.net!in5.uu.net!news.airnews.net!cabal11.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: Looking for Strife specs Date: Wed, 19 May 1999 22:31:36 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 44 Message-ID: <052B0C4B9DFDE625.EF6D55F03FDAC4A5.EA9CD3C78CA5212D@library-proxy.airnews.net> X-Orig-Message-ID: <7i01f7$eq0@library3.airnews.net> References: <7gsqgb$7kp$1@feed.teaser.fr> Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library3 NNTP-Posting-Time: Wed May 19 23:01:44 1999 NNTP-Posting-Host: !]rY-4F\L%am wrote in message news:7gsqgb$7kp$1@feed.teaser.fr... > I'm trying to add Strife support to Yadex but I'm missing the > definitions of the linedef types, things types and things flags. > I've been searching the next for that kind of info, to no avail. > > DETH has nominally a Strife mode, but the definitions are bogus. > > DEEP has a Strife mode but the definitions seem to be locked inside > the exe. I doubt JV would share the info. He says it comes from > a certain Bob Lauver but I've been unable to find that person. > > I've collected about 20 new linedef types but I don't understand > how they all work. Some of them are pretty obscure or seem to be > used differently from level to level... If anybody knows, please > tell me ! > > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ > The actual name is "teaser", not "teezer". > Overgeneralization is the cause of all our problems. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!newshub.northeast.verio.net!howland.erols.net!newsfeed.fast.net!uunet!ffx.uu.net!in5.uu.net!news.airnews.net!cabal11.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: Mass Extraction of textures Date: Wed, 19 May 1999 23:01:35 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 40 Message-ID: <935B2E0AE02BBC1D.0454DCF0ED0606A2.0130D17B963C1740@library-proxy.airnews.net> X-Orig-Message-ID: <7i01i9$dbl@library3.airnews.net> References: Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library3 NNTP-Posting-Time: Wed May 19 23:03:21 1999 NNTP-Posting-Host: !]>*\4F\L:a4Y"( (Encoded at Airnews!) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13174 Gawd, does nobody read the DDE site? =) You can use the Doom Texture Extractor (DTE) exactly for this purpose. Enjoy! (url below) -- -- DooMWiz (doomwiz@ticnet.com) -- Doom Development Environment @ http://dde.tsx.org calloc(1,sizeof(geek)) <-- irc.cs.cmu.edu "Conformity adheres to normality" - DooMWiz "Isn't it strange how sometimes it's just logical to be illogical?" - DooMWiz "If we stop living because we fear death, then we have already died." - Raistlin "I'm a freak." - SilverChair Denakhan the Arch-Mage wrote in message news:Y6OW2.812$0_2.283@news20.bellglobal.com... > Hiya. > > Anyone know of a program that can extract all the textures (not > patches), flats, sprites of DOOM2? (or DOOM/Hexen/etc). I'm looking for a > "one click" option; ie, I'm not looking to have to open each texture, hit > export, pick the dir, close, opent the next texture, etc. Command line DOS > tool would be cool. Anyone? > > ^_^ > > Denakhan the Arch-Mage > > -- > "Throw me a frickin' bone here...!" > --Dr.Evil > > From x@x Mon Jan 1 00:00:00 GMT 1999 From: QnzU Newsgroups: rec.games.computer.doom.editing Subject: Re: Scripts with Doom (Zdoom) Date: Thu, 20 May 1999 09:17:13 +0200 Organization: Academic Computer Centre CYFRONET - Krakow Lines: 14 Message-ID: References: NNTP-Posting-Host: linux.viii-lo.krakow.pl Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII In-Reply-To: Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.nacamar.de!newsfeed.arcor-ip.de!news-fra1.dfn.de!news.man.poznan.pl!news.man.lodz.pl!news.nask.pl!cyfronet!linux.viii-lo.krakow.pl!k24 Xref: teaser.fr rec.games.computer.doom.editing:13175 On Wed, 19 May 1999, DooMWiz wrote: > I know you can get it on http://zdoom.notgod.com (the ZDoom site). thanks to all,I have got it already. Now the world of Zdoom-editing is opened for me ;-) _________________________________ ___ QnzU ________________________ ==> http://qnzu.viii-lo.krakow.pl ==> WWW-alias: www.qnzu.z.pl ==> email: k24@viii-lo.krakow.pl ---===========================--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Date: 20 May 1999 19:51:12 GMT Organization: None I'm aware of ! Lines: 35 Message-ID: <7i1p3g$8me$1@feed.teaser.fr> References: <7hs8fb$q1e$2@feed.teaser.fr> NNTP-Posting-Host: dip226.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927229872 8910 194.51.100.226 (20 May 1999 19:51:12 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 20 May 1999 19:51:12 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13177 In article , cph@lxdoom.linuxgames.com says... >- For multipatched columns, LxDoom builds columns in an internal buffer >before displaying them (see R_DrawColumnInCache()); this function does use >the post_length field in drawing posts. >- For mid textures on 2-sided walls, it uses the R_DrawMaskedColumn() >function, which uses the post_length field. >- For single-patch columns of textures on solid walls, it assumes that the >column is a single column of the right length. Thanks for the info. If I understand correctly, this implies that it's not possible to make a patch higher than 255 pixels that could be used both in a mono-patch texture and in a multi-patch texture (such as a SW[12]* texture). And tools like DeuTex would have to know in which context a patch will be used, because they would have to format the picture differently. This sucks. I'd rather have all pictures in the same format, no matter what. With the current format (post length coded on one byte), it's possible to make pictures as high as 509 pixels. And textures could be even higher than that by stacking several patches vertically. Would that be sufficient ? I think it's not a Boom-only (mis)eature because XDoom seems to behave like LxDoom. However, I'll have to take a close look before we change anything... And there might be performance issues... -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Looking for Strife specs Date: 20 May 1999 19:56:34 GMT Organization: None I'm aware of ! Lines: 19 Message-ID: <7i1pdi$8me$2@feed.teaser.fr> References: <7gsqgb$7kp$1@feed.teaser.fr> <052B0C4B9DFDE625.EF6D55F03FDAC4A5.EA9CD3C78CA5212D@library-proxy.airnews.net> NNTP-Posting-Host: dip226.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927230194 8910 194.51.100.226 (20 May 1999 19:56:34 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 20 May 1999 19:56:34 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13178 In article <052B0C4B9DFDE625.EF6D55F03FDAC4A5.EA9CD3C78CA5212D@library-proxy.airnews.net> , DooMWiz@TicNet.Com says... > > Hell, I wish I could find those. If you find 'em, make sure and tell me >for DDE. =) I'll check tomorrow on some obscure ftp sites to see if I can >find 'em. It looks like we're going to have to write them ourselves. I've figured out certain things (translucency, smashability and how pushing sectors work). I'll put my findings on my page and I'll announce it here. Any help would be very welcome. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.ecrc.net!dispose.news.demon.net!demon!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... Date: Thu, 20 May 1999 22:14:09 +0100 Organization: Customer of Planet Online Message-ID: <7i1u6b$kmq$1@news6.svr.pol.co.uk> References: <3751f748.69225909@news.interbusiness.it> <7hvv0j$qh3$6@nntp4.atl.mindspring.net> NNTP-Posting-Host: modem-26.polonium.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 927235083 21210 62.136.41.154 (20 May 1999 21:18:03 GMT) NNTP-Posting-Date: 20 May 1999 21:18:03 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 29 Xref: teaser.fr rec.games.computer.doom.editing:13179 isnt henpai weird manga porn? Balanco wrote in message <7hvv0j$qh3$6@nntp4.atl.mindspring.net>... >ranma@cancalfa.it (endrio) wrote: > >>cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... >>nel nostro sito www.affarefatto.net/hentai >>scrivete per info a ranma@alfa.it >> >>cd-rom full of hentai, you play, mp3, skin winamp, offered etc... in >>our situated one www.affarefatto.net/hentai >>you write to ranma@alfa.it > > > And this junk was posted to rec.games.computer.doom.editing >because > >A)It's spam >B) You are a k001 p|R873 d00d advertising his k001 w4R3z >C) other________________________________? > > >_____________________________________________________________ > > Remove all of the junk in my address and change Q to C >to reply via e-mail > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: DDF Date: Thu, 20 May 1999 22:14:43 +0100 Organization: Customer of Planet Online Lines: 18 Message-ID: <7i1u7b$ko2$1@news6.svr.pol.co.uk> References: NNTP-Posting-Host: modem-26.polonium.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 927235115 21250 62.136.41.154 (20 May 1999 21:18:35 GMT) NNTP-Posting-Date: 20 May 1999 21:18:35 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13180 try the dosdoom wwwpage- frag.com/dosdoom i think. QnzU wrote in message ... > >What is that damn thing? I heard about it, and hear, but have no clue. >I suppose that is something similar to Dehacked? right? > > > >_________________________________ >___ QnzU ________________________ >==> http://qnzu.viii-lo.krakow.pl >==> WWW-alias: www.qnzu.z.pl >==> email: k24@viii-lo.krakow.pl >---===========================--- > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... Date: Thu, 20 May 1999 22:36:08 GMT Organization: . Lines: 43 Message-ID: <7i2ddt$gpg$6@nntp4.atl.mindspring.net> References: <3751f748.69225909@news.interbusiness.it> <7hvv0j$qh3$6@nntp4.atl.mindspring.net> <7i1u6b$kmq$1@news6.svr.pol.co.uk> NNTP-Posting-Host: d1.56.c6.19 X-Server-Date: 21 May 1999 01:38:05 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13181 "Teppic8" wrote: >isnt henpai weird manga porn? Yes, but often people pirate anime games and MP3s, and perghaps whole movies now, due to the amount of cheap data storage available today> I beleive all of this can be considered warez >Balanco wrote in message <7hvv0j$qh3$6@nntp4.atl.mindspring.net>... >>ranma@cancalfa.it (endrio) wrote: >> >>>cd-rom pieni di hentai,giochi,mp3,skin winamp, offerte ecc... >>>nel nostro sito www.affarefatto.net/hentai >>>scrivete per info a ranma@alfa.it >>> >>>cd-rom full of hentai, you play, mp3, skin winamp, offered etc... in >>>our situated one www.affarefatto.net/hentai >>>you write to ranma@alfa.it >> >> >> And this junk was posted to rec.games.computer.doom.editing >>because >> >>A)It's spam >>B) You are a k001 p|R873 d00d advertising his k001 w4R3z >>C) other________________________________? >> >> >>_____________________________________________________________ >> >> Remove all of the junk in my address and change Q to C >>to reply via e-mail >> _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!newshub.northeast.verio.net!newshub2.home.com!news.home.com!news.rdc1.ct.home.com.POSTED!not-for-mail From: "karellen" Newsgroups: rec.games.computer.doom.editing Subject: Screenshots.... Lines: 6 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Message-ID: Date: Fri, 21 May 1999 18:16:14 GMT NNTP-Posting-Host: 24.4.183.210 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ct.home.com 927310574 24.4.183.210 (Fri, 21 May 1999 11:16:14 PDT) NNTP-Posting-Date: Fri, 21 May 1999 11:16:14 PDT Organization: @Home Network Xref: teaser.fr rec.games.computer.doom.editing:13182 what is the command line for creating screenshots ? is it: -devparm /doom2 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newsfeed.online.be!news.belnet.be!isdnet!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Screenshots.... Date: Fri, 21 May 1999 17:02:17 GMT Organization: . Lines: 21 Message-ID: <7i4e7u$q4c$3@nntp3.atl.mindspring.net> References: NNTP-Posting-Host: d1.56.c6.03 X-Server-Date: 21 May 1999 20:04:14 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13183 "karellen" wrote: >what is the command line for creating screenshots ? >is it: -devparm /doom2 It's doom2 -devparm at the Dos prompt. When the game starts, press F1 to take a snapshot. the filenames are Doom##.PCX, where ## is a number that automaticly advances eaxh time you take a snapshot. Doom will allow up to 100 snapshots, if I am not mistaking. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!newshub.northeast.verio.net!newshub2.home.com!news.home.com!news.rdc1.ct.home.com.POSTED!not-for-mail From: "karellen" Newsgroups: rec.games.computer.doom.editing References: <7i4e7u$q4c$3@nntp3.atl.mindspring.net> Subject: Re: Screenshots.... Lines: 7 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Message-ID: Date: Fri, 21 May 1999 20:56:56 GMT NNTP-Posting-Host: 24.4.183.210 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ct.home.com 927320216 24.4.183.210 (Fri, 21 May 1999 13:56:56 PDT) NNTP-Posting-Date: Fri, 21 May 1999 13:56:56 PDT Organization: @Home Network Xref: teaser.fr rec.games.computer.doom.editing:13185 i knew it was something like that; thanks for your help > It's doom2 -devparm at the Dos prompt. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Clueless Hexen question Date: 22 May 1999 08:22:56 GMT Organization: None I'm aware of ! Lines: 9 Message-ID: <7i5ph0$ef1$1@feed.teaser.fr> NNTP-Posting-Host: dip216.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927361376 14817 194.51.100.216 (22 May 1999 08:22:56 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 22 May 1999 08:22:56 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13189 Has there ever been a shareware or demo version of Hexen ? If so, what was the basename of the iwad ? -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news-peer1.sprintlink.net!news-in-east1.sprintlink.net!news.sprintlink.net!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7i5ph0$ef1$1@feed.teaser.fr> Subject: Re: Clueless Hexen question Lines: 25 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MIMEOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sat, 22 May 1999 10:33:08 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 927369188 199.247.224.240 (Sat, 22 May 1999 06:33:08 EDT) NNTP-Posting-Date: Sat, 22 May 1999 06:33:08 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13190 Hiya. Yes and I don't know. :) You can probably find the 'demo' of Hexen at http://www.idsoftware.com or do a search for it. ^_^ Denakhan the Arch-Mage Andre Majorel wrote in message news:7i5ph0$ef1$1@feed.teaser.fr... > Has there ever been a shareware or demo version of Hexen ? If so, > what was the basename of the iwad ? > > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ > The actual name is "teaser", not "teezer". > Overgeneralization is the cause of all our problems. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!iad-peer.news.verio.net!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey03.news.aol.com!not-for-mail From: endlsrayne@aol.com (EndlsRayne) Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! Lines: 13 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 22 May 1999 11:32:32 GMT Organization: AOL http://www.aol.com References: Message-ID: <19990522073232.18187.00003715@ng-cq1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13191 >>And guess what? There's far less murder here -- you can't blame it on games or films, so what else could be the cause?<< well, the answer won't be very politically correct..but...the people who visit such horror on the people around them are unadulterated evil. If this was the 1940's, Eric Harris would have made a great SS Major. -T PS> Mexico has the strict, European style gun laws -- and a crime/murder rate much higher than the US From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!feed1.news.rcn.net!rcn!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts Reply-To: thldrmn@teamtnt.com Message-ID: <3746b4ce.826984122@192.168.0.1> References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <7hbvvr$n3v$1@nntp2.atl.mindspring.net> <373A6C54.E48C1771@planetfortress.com> <373a94d7.32429192@192.168.0.1> <3743200E.5CF68542@planetfortress.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 25 Date: Sat, 22 May 1999 13:49:54 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Sat, 22 May 1999 09:49:54 EST Xref: teaser.fr rec.games.computer.doom.editing:13192 SailorScout wrote: >ZDoom is great but ZETH is buggy as hell. I assume you got the most recent version--there were some updates to handle problems in connecting vertices ("string art" problem) among others. Have you listed the problems in an email to Randy? He's extremely cooperative. I should also point out that Jim had worked some miracles with the code to keep it running as well as he did--the original was rather badly programmed (uninitialized variables, pointers running off the ends of arrays, etc.). The fact that the relatively minor changes that Randy would have had to make broke it in odd and unrelated places is testament to it having needed a full overhaul. Anyway, I don't have trouble with it so I suggested it. Ty Halderman - Member: TeamTNT http://www.teamtnt.com - makers of [BOOM] [Eternal DOOM] [Grievance] [Bloodlands] [Icarus] [Pursuit] [Final DOOM] [Eternal DM] [Reclamation] ftp.cdrom.com/pub/idgames/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Screenshots.... Date: Sat, 22 May 1999 15:05:07 +0100 Organization: Customer of Planet Online Lines: 17 Message-ID: <7i6dpu$ogq$1@news6.svr.pol.co.uk> References: <7i4e7u$q4c$3@nntp3.atl.mindspring.net> NNTP-Posting-Host: modem-99.argon.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 927382142 25114 62.136.8.227 (22 May 1999 14:09:02 GMT) NNTP-Posting-Date: 22 May 1999 14:09:02 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13193 Maybr a little unrelated, but I'm putting up a legacy screenshot section at my webpage. Suggestions or submissions are welcome- gif or jpeg otherwise zipped please. A Teppic8 Doom Page http://www.dowland2.freeserve.co.uk karellen wrote in message ... > >i knew it was something like that; thanks for your help > >> It's doom2 -devparm at the Dos prompt. > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Editing for Legacy Date: Sat, 22 May 1999 15:13:07 +0100 Organization: Customer of Planet Online Lines: 11 Message-ID: <7i6e8u$oru$1@news6.svr.pol.co.uk> NNTP-Posting-Host: modem-99.argon.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 927382622 25470 62.136.8.227 (22 May 1999 14:17:02 GMT) NNTP-Posting-Date: 22 May 1999 14:17:02 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13194 Any legacy editors feel a little saturated for editing information? try out my doom page at http://www.dowland2.freeserve.co.uk for all your legacy editing needs. And stuff. comments are welcome... -- T£þþ¡©8, aka 'Jonathan Dowland' http://www.dowland2.freeserve.co.uk (remove spam to reply) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! Date: Sat, 22 May 1999 19:15:26 +0100 Organization: none Message-ID: References: <19990522073232.18187.00003715@ng-cq1.aol.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 927396975 nnrp-01:10163 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 35 Xref: teaser.fr rec.games.computer.doom.editing:13198 On Sat, 22 May 1999, EndlsRayne wrote: >>>And guess what? There's far less murder here -- you can't blame it on >games or films, so what else could be the cause?<< >well, the answer won't be very politically correct..but...the people who visit >such horror on the people around them are unadulterated evil. If this was the >1940's, Eric Harris would have made a great SS Major. ISTR that they agreed with Nazi views... but they couldn't get locked up for it, because of the right to free speach. In Germany, you can get arrested just for doing a Nazi Salute. In the UK, these people simply can't get the guns. They either don't know how, or can't afford them. In the USA, they can just take their Dad's gun. >PS> Mexico has the strict, European style gun laws -- and a crime/murder rate >much higher than the US Are the gun laws enforced properly? Are they any good at catching murderers and locking them up? I doubt it. In some countries you'll just be able to bribe the police, and get away with murder. IMHO, it would be better if guns simply didn't exist -- you wouldn't need to 'protect' yourself against people with guns. But someone had to come up with the idea sooner or later. What good have guns ever done? People can prattle on about the 'right to bear arms' as much as they like, but the USA was an empire -- it invaded and conquered a large part of North America. The British were b*st*rds, too, but at least we're not *proud* of what we did. -- Stuart Brady replace nospam with wholehog From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.stanford.edu!newsfeed.berkeley.edu!nntp.primenet.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: "Sam Ketner" Newsgroups: rec.games.computer.doom.editing Subject: Zdoom 6-level hub released Date: Sat, 22 May 1999 15:23:34 -0400 Organization: Unknown Organization Lines: 10 Message-ID: <7i7027$7a1$1@nntp8.atl.mindspring.net> NNTP-Posting-Host: a5.f7.70.d8 X-Server-Date: 22 May 1999 19:20:39 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13199 Ok everybody--I have released a bigass partial conversion for zdoom on my new page-- http://members.xoom.com/teitenga/ go and have a look Sam Ketner From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!WCG!WCG-Reader.POSTED!wznews.webzone.net!208.137.185.74 From: "Alien@ufo.com" Newsgroups: rec.games.computer.doom.editing References: <7huvaa$405@dfw-ixnews8.ix.netcom.com> Subject: Re: lost disk 3 of doom2 Lines: 12 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Message-ID: <37470704.0@wznews.webzone.net> Organization: WebZone - http://www.webzone.net/ - +1.918.585.8800 Date: Sat, 22 May 1999 14:32:05 -0500 NNTP-Posting-Host: 205.219.23.10 X-Trace: WCG-Reader 927401506 205.219.23.10 (Sat, 22 May 1999 14:31:46 CDT) NNTP-Posting-Date: Sat, 22 May 1999 14:31:46 CDT Xref: teaser.fr rec.games.computer.doom.editing:13200 just buy it on cd at wallmart wayne wrote in message <7huvaa$405@dfw-ixnews8.ix.netcom.com>... >need file doom2lzh.3 from disk 3 . >If anyone has it I would really appreciate it > >thanx >Wayne > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!WCG!WCG-Reader.POSTED!wznews.webzone.net!208.152.96.78 From: "Alien@ufo.com" Newsgroups: rec.games.computer.doom.editing Subject: Zdoom is complicated Lines: 6 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Message-ID: <37470d6a.0@wznews.webzone.net> Organization: WebZone - http://www.webzone.net/ - +1.918.585.8800 Date: Sat, 22 May 1999 14:59:22 -0500 NNTP-Posting-Host: 205.219.23.10 X-Trace: WCG-Reader 927403127 205.219.23.10 (Sat, 22 May 1999 14:58:47 CDT) NNTP-Posting-Date: Sat, 22 May 1999 14:58:47 CDT Xref: teaser.fr rec.games.computer.doom.editing:13201 i just got zdoom yesterday and spent the whole day reading its help file and learning to use the stuff i read, and now i find out if i really want to use zdoom i have to learn dehacked, zdoom editors, and skins. i thought doomcad was complicated. tell me if anyone knows somthing to make it easier. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Clueless Hexen question Organization: Insert witty quote here. References: <7i5ph0$ef1$1@feed.teaser.fr> X-Newsreader: News Xpress 2.01 Lines: 19 Message-ID: Date: Sat, 22 May 1999 20:37:08 GMT NNTP-Posting-Host: 142.177.65.43 X-Trace: sapphire.mtt.net 927405213 142.177.65.43 (Sat, 22 May 1999 17:33:33 ADT) NNTP-Posting-Date: Sat, 22 May 1999 17:33:33 ADT Xref: teaser.fr rec.games.computer.doom.editing:13202 Andre Majorel wrote: >Has there ever been a shareware or demo version of Hexen ? Yes. Didn't even include the whole first hub, so it wasn't even possible to finish it.:\ >If so, what was the basename of the iwad ? Hexen.wad, I think. Unlike Doom, it had its own custom EXE (with different cheats, etc.) made for the shareware IWAD. It was completely standalone and couldn't co-exist with full Hexen. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!cyclone.news.idirect.com!island.idirect.com!nntp.giganews.com!cyclone.swbell.net!typhoon-sf.snfc21.pbi.net.POSTED!not-for-mail From: "zen" Newsgroups: rec.games.computer.doom.editing References: <19990522073232.18187.00003715@ng-cq1.aol.com> Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! Lines: 6 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sat, 22 May 1999 15:27:10 -0700 NNTP-Posting-Host: 206.170.125.71 X-Complaints-To: abuse@pacbell.net X-Trace: typhoon-sf.snfc21.pbi.net 927412052 206.170.125.71 (Sat, 22 May 1999 15:27:32 PDT) NNTP-Posting-Date: Sat, 22 May 1999 15:27:32 PDT Organization: SBC Internet Services Xref: teaser.fr rec.games.computer.doom.editing:13203 Last night on millenium i saw a couple having sex, in detail, and a man useing the couple as maniquins. hmmm. it's our fault? EndlsRayne wrote in message <19990522073232.18187.00003715@ng-cq1.aol.com>... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <374750CA.1AC35DBA@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Clueless Hexen question References: <7i5ph0$ef1$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 36 Date: Sun, 23 May 1999 00:50:18 GMT NNTP-Posting-Host: 204.186.71.102 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927420618 204.186.71.102 (Sat, 22 May 1999 20:50:18 EDT) NNTP-Posting-Date: Sat, 22 May 1999 20:50:18 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13204 The demo can be more easily had at Doomworld.com's "Shareware" section, and as for "base name" I think it was simply hexen.wad.. if I understood your question right :) Denakhan the Arch-Mage wrote: > > Hiya. > > Yes and I don't know. :) > > You can probably find the 'demo' of Hexen at http://www.idsoftware.com or do > a search for it. > > ^_^ > > Denakhan the Arch-Mage > > Andre Majorel wrote in message > news:7i5ph0$ef1$1@feed.teaser.fr... > > Has there ever been a shareware or demo version of Hexen ? If so, > > what was the basename of the iwad ? > > > > -- > > Andre Majorel > > http://www.teaser.fr/~amajorel/ > > The actual name is "teaser", not "teezer". > > Overgeneralization is the cause of all our problems. > > -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37475246.32CBAB3A@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Using monster frames for the player.. Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Sun, 23 May 1999 00:56:39 GMT NNTP-Posting-Host: 204.186.71.102 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927420999 204.186.71.102 (Sat, 22 May 1999 20:56:39 EDT) NNTP-Posting-Date: Sat, 22 May 1999 20:56:39 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13205 Can you do it? I want to make the player's rocket launcher fire like a Mancubus' flame attack. That is, I want it to fire two shots at once.. every time I try a DEH/BEX patch it crashes. This doesn't work under Zdoom OR Boom.. Here's the part that's giving me trouble: [CODEPTR] Frame 61 = A_FatAttack1 Is there any way around this? Something tells me there isn't.. :\ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Using monster frames for the player.. Organization: Insert witty quote here. References: <37475246.32CBAB3A@planetfortress.com> X-Newsreader: News Xpress 2.01 Lines: 43 Message-ID: Date: Sun, 23 May 1999 02:43:00 GMT NNTP-Posting-Host: 142.177.59.8 X-Trace: sapphire.mtt.net 927427159 142.177.59.8 (Sat, 22 May 1999 23:39:19 ADT) NNTP-Posting-Date: Sat, 22 May 1999 23:39:19 ADT Xref: teaser.fr rec.games.computer.doom.editing:13206 SailorScout wrote: >Can you do it? I want to make the player's rocket launcher fire like a >Mancubus' flame attack. That is, I want it to fire two shots at once.. >every time I try a DEH/BEX patch it crashes. This doesn't work under >Zdoom OR Boom.. It won't. To quote codep.txt - a wonderful little file that used to be up on the DeHackEd site, before it got eaten:\ --Quote-- All pointers which make sounds ONLY can be used anywhere, but they may not always work. Weapon code pointers are restricted to the weapon frames, and the monster code pointers are used anywhere else. --Unquote-- In other words, player weapon codepointers only work on player weapons, and enemy codepointers only work on enemies. > >Here's the part that's giving me trouble: > >[CODEPTR] >Frame 61 = A_FatAttack1 > When is it crashing? If it's crashing during loading of the BEX, it's because you're misspelling the codepointer name. (I don't think you need the A_) If it crashes when you actually fire your weapon (which it will), then it's the problem listed above. Without using some source coding, you're out of luck. Sorry. Assuming you're a bit of a coder, you might want to look at the differences between how a Cybe fires a rocket and how a player fires one to get a feel for the differences in coding for the player and for a monster Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news-peer.gip.net!news.gsl.net!gip.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Clueless Hexen question Date: Sun, 23 May 1999 03:08:27 GMT Organization: . Lines: 26 Message-ID: <7i864h$3vc$4@nntp5.atl.mindspring.net> References: <7i5ph0$ef1$1@feed.teaser.fr> NNTP-Posting-Host: d1.56.c8.1a X-Server-Date: 23 May 1999 06:10:25 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13207 amajorel@teezer.fr (Andre Majorel) wrote: >Has there ever been a shareware or demo version of Hexen ? If so, >what was the basename of the iwad ? Hexen.wad :) Unfortunatly, this version of Hexen lacks a couple levels in the hub and peices of the puzzle that were in those levels, so it's seems impossible to finish the level (I wounder why the did this anyway)/ >-- >Andre Majorel >http://www.teaser.fr/~amajorel/ >The actual name is "teaser", not "teezer". >Overgeneralization is the cause of all our problems. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!news-peer.gip.net!news.gsl.net!gip.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Clueless Hexen question Date: Sun, 23 May 1999 03:58:31 GMT Organization: . Lines: 37 Message-ID: <7i892g$v1d$1@nntp3.atl.mindspring.net> References: <7i5ph0$ef1$1@feed.teaser.fr> <7i864h$3vc$4@nntp5.atl.mindspring.net> NNTP-Posting-Host: d1.56.c8.68 X-Server-Date: 23 May 1999 07:00:32 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13208 balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) wrote: >amajorel@teezer.fr (Andre Majorel) wrote: >>Has there ever been a shareware or demo version of Hexen ? If so, >>what was the basename of the iwad ? >Hexen.wad :) > Unfortunatly, this version of Hexen lacks a couple levels in the hub >and peices of the puzzle that were in those levels, so it's seems >impossible to finish the level (I wounder why the did this anyway)/ D'oh , i mean hub :} >>-- >>Andre Majorel >>http://www.teaser.fr/~amajorel/ >>The actual name is "teaser", not "teezer". >>Overgeneralization is the cause of all our problems. >_____________________________________________________________ > Remove all of the junk in my address and change Q to C >to reply via e-mail _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Clueless Hexen question Date: 23 May 1999 08:08:31 GMT Organization: None I'm aware of ! Lines: 14 Message-ID: <7i8d1v$s75$1@feed.teaser.fr> References: <7i5ph0$ef1$1@feed.teaser.fr> NNTP-Posting-Host: dip223.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927446911 28901 194.51.100.223 (23 May 1999 08:08:31 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 23 May 1999 08:08:31 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13209 In article <7i5ph0$ef1$1@feed.teaser.fr>, amajorel@teezer.fr says... > >Has there ever been a shareware or demo version of Hexen ? If so, >what was the basename of the iwad ? Thanks for the replies, folks. I wad kind of expecting to be called hexen1.wad, like is the case with Doom and Heretic. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom 6-level hub released Date: Sun, 23 May 1999 12:14:16 +0100 Organization: Customer of Planet Online Lines: 16 Message-ID: <7i8o5r$in4$1@news5.svr.pol.co.uk> References: <7i7027$7a1$1@nntp8.atl.mindspring.net> NNTP-Posting-Host: modem-62.thorium.dialup.pol.co.uk X-Trace: news5.svr.pol.co.uk 927458299 19172 62.136.44.190 (23 May 1999 11:18:19 GMT) NNTP-Posting-Date: 23 May 1999 11:18:19 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13210 comes with an official teppic8 recommendation! Sam Ketner wrote in message <7i7027$7a1$1@nntp8.atl.mindspring.net>... >Ok everybody--I have released a bigass partial conversion for zdoom on my >new page-- > >http://members.xoom.com/teitenga/ > >go and have a look > >Sam Ketner > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Using monster frames for the player.. Date: Sun, 23 May 1999 12:15:31 +0100 Organization: Customer of Planet Online Lines: 51 Message-ID: <7i8o86$iq1$1@news5.svr.pol.co.uk> References: <37475246.32CBAB3A@planetfortress.com> NNTP-Posting-Host: modem-62.thorium.dialup.pol.co.uk X-Trace: news5.svr.pol.co.uk 927458374 19265 62.136.44.190 (23 May 1999 11:19:34 GMT) NNTP-Posting-Date: 23 May 1999 11:19:34 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13211 could someone please send me this wonderful codep.txt? Len Pitre wrote in message ... >SailorScout wrote: >>Can you do it? I want to make the player's rocket launcher fire like a >>Mancubus' flame attack. That is, I want it to fire two shots at once.. >>every time I try a DEH/BEX patch it crashes. This doesn't work under >>Zdoom OR Boom.. > >It won't. To quote codep.txt - a wonderful little file that used to be up on >the DeHackEd site, before it got eaten:\ > >--Quote-- > >All pointers which make sounds ONLY can be used anywhere, but they may not >always work. Weapon code pointers are restricted to the weapon frames, and >the monster code pointers are used anywhere else. > >--Unquote-- > >In other words, player weapon codepointers only work on player weapons, and >enemy codepointers only work on enemies. > >> >>Here's the part that's giving me trouble: >> >>[CODEPTR] >>Frame 61 = A_FatAttack1 >> > >When is it crashing? If it's crashing during loading of the BEX, it's because >you're misspelling the codepointer name. (I don't think you need the A_) If it >crashes when you actually fire your weapon (which it will), then it's the >problem listed above. Without using some source coding, you're out of luck. >Sorry. > >Assuming you're a bit of a coder, you might want to look at the differences >between how a Cybe fires a rocket and how a player fires one to get a feel for >the differences in coding for the player and for a monster > >Len > >-- >Pointless SIG file >Replace "doom" with "hotmail" to send e-mail. >End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!uninett.no!newscore.univie.ac.at!newsmaster-01.vbs.at!newsrouter.chello.at!amsnews.chello.com!not-for-mail From: "Petruz" Subject: Re: Zdoom is complicated Newsgroups: rec.games.computer.doom.editing References: <37470d6a.0@wznews.webzone.net> Message-ID: <01bea513$9548f220$da4753d4@stuurop> X-Newsreader: Microsoft Internet News 4.70.1161 X-Inktomi-Trace: ns02 927460716 6092 212.83.71.218 (23 May 1999 11:58:36 GMT) Lines: 25 Date: Sun, 23 May 1999 12:59:41 GMT NNTP-Posting-Host: 195.75.224.131 X-Trace: amsnews.chello.com 927464381 195.75.224.131 (Sun, 23 May 1999 13:59:41 WET DST) NNTP-Posting-Date: Sun, 23 May 1999 13:59:41 WET DST Xref: teaser.fr rec.games.computer.doom.editing:13212 Alien@ufo.com wrote in article <37470d6a.0@wznews.webzone.net>... > i just got zdoom yesterday and spent the whole day reading its help file and > learning to use the stuff i read, and now i find out if i really want to use > zdoom i have to learn dehacked, zdoom editors, and skins. i thought doomcad > was complicated. tell me if anyone knows somthing to make it easier. > Perhaps you are confused? ZDoom is for playing Doom. You will need the original Doom.wad or Doom2.wad for "using" (i.e. playing) it. Like Doom you can play the external (home-made) pwad-files. You even can play special ZDoom (or Boom or whatever) wad-files. If you want to create these special wad-files yourself, then indeed you will have to do some study and find the right editor en stuff. ZDoom is great!!!! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Using monster frames for the player.. Organization: Insert witty quote here. References: <37475246.32CBAB3A@planetfortress.com> <7i8o86$iq1$1@news5.svr.pol.co.uk> X-Newsreader: News Xpress 2.01 Lines: 12 Message-ID: Date: Sun, 23 May 1999 12:59:16 GMT NNTP-Posting-Host: 142.177.92.60 X-Trace: sapphire.mtt.net 927464135 142.177.92.60 (Sun, 23 May 1999 09:55:35 ADT) NNTP-Posting-Date: Sun, 23 May 1999 09:55:35 ADT Xref: teaser.fr rec.games.computer.doom.editing:13213 Teppic8 wrote: >could someone please send me this wonderful codep.txt? "Wonderful" might be an overstatement, but it's an invaluable tool for DeHackEd users.:) Consider it sent. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!dca1-hub1.news.digex.net!intermedia!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <374816A7.5EE922E@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom 6-level hub released References: <7i7027$7a1$1@nntp8.atl.mindspring.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sun, 23 May 1999 09:54:32 -0500 NNTP-Posting-Host: 209.184.1.90 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 927471985 209.184.1.90 (Sun, 23 May 1999 08:06:25 PDT) NNTP-Posting-Date: Sun, 23 May 1999 08:06:25 PDT Xref: teaser.fr rec.games.computer.doom.editing:13214 Just started playing it, It looks great - love the intro. Haven't gotten very far into it, but the layout shows a lot of thought. Good luck with school. Martin Sam Ketner wrote: > Ok everybody--I have released a bigass partial conversion for zdoom on my > new page-- > > http://members.xoom.com/teitenga/ > > go and have a look > > Sam Ketner From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Alien@ufo.com" Newsgroups: rec.games.computer.doom.editing References: <37470d6a.0@wznews.webzone.net> <01bea513$9548f220$da4753d4@stuurop> Subject: Re: Zdoom is complicated Date: Sun, 23 May 1999 12:24:04 -0500 Lines: 30 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 NNTP-Posting-Host: 208.152.96.155 Message-ID: <37483a90.0@wznews.webzone.net> X-Trace: 23 May 1999 12:27:44 -0600, 208.152.96.155 Organization: WebZone - http://www.webzone.net/ - +1.918.585.8800 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.cwix.com!204.71.0.53!pull-feed.cwix.com!wznews.webzone.net!208.152.96.155 Xref: teaser.fr rec.games.computer.doom.editing:13215 Zdoom is great but it is still damn comlicated Petruz wrote in message <01bea513$9548f220$da4753d4@stuurop>... > >Alien@ufo.com wrote in article ><37470d6a.0@wznews.webzone.net>... >> i just got zdoom yesterday and spent the whole day reading its help file >and >> learning to use the stuff i read, and now i find out if i really want to >use >> zdoom i have to learn dehacked, zdoom editors, and skins. i thought >doomcad >> was complicated. tell me if anyone knows somthing to make it easier. >> > >Perhaps you are confused? > >ZDoom is for playing Doom. You will need the original Doom.wad or Doom2.wad >for "using" (i.e. playing) it. > >Like Doom you can play the external (home-made) pwad-files. You even can >play special ZDoom (or Boom or whatever) wad-files. > >If you want to create these special wad-files yourself, then indeed you >will have to do some study and find the right editor en stuff. > >ZDoom is great!!!! > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!208.154.127.200!news.mmind.net!WCG!WCG-Reader.POSTED!wznews.webzone.net!208.152.96.155 From: "Alien@ufo.com" Newsgroups: rec.games.computer.doom.editing Subject: Why does everybody hate build? Lines: 7 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Message-ID: <37483c27.0@wznews.webzone.net> Organization: WebZone - http://www.webzone.net/ - +1.918.585.8800 Date: Sun, 23 May 1999 12:30:52 -0500 NNTP-Posting-Host: 205.219.23.10 X-Trace: WCG-Reader 927480681 205.219.23.10 (Sun, 23 May 1999 12:31:21 CDT) NNTP-Posting-Date: Sun, 23 May 1999 12:31:21 CDT Xref: teaser.fr rec.games.computer.doom.editing:13216 Build is awsome. It is fast as hell and it hardly ever crashed. You could use overlapping sectors, which means if oyu were good you could make multilpe level buildings and sewer systems for your levels. I have make more complicated levels in build than i have ever seen made on doom in one day. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newspeer1.nac.net!WCG!WCG-Reader.POSTED!wznews.webzone.net!208.152.96.155 From: "Alien@ufo.com" Newsgroups: rec.games.computer.doom.editing Subject: Zdoom editing Lines: 3 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Message-ID: <374840cc.0@wznews.webzone.net> Organization: WebZone - http://www.webzone.net/ - +1.918.585.8800 Date: Sun, 23 May 1999 12:50:41 -0500 NNTP-Posting-Host: 205.219.23.10 X-Trace: WCG-Reader 927481810 205.219.23.10 (Sun, 23 May 1999 12:50:10 CDT) NNTP-Posting-Date: Sun, 23 May 1999 12:50:10 CDT Xref: teaser.fr rec.games.computer.doom.editing:13217 i got the zdoom editing package and none of the executables work From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37484331.216F2A5C@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Using monster frames for the player.. References: <37475246.32CBAB3A@planetfortress.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 37 Date: Sun, 23 May 1999 18:04:32 GMT NNTP-Posting-Host: 204.186.71.137 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927482672 204.186.71.137 (Sun, 23 May 1999 14:04:32 EDT) NNTP-Posting-Date: Sun, 23 May 1999 14:04:32 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13218 Len Pitre wrote: > It won't. To quote codep.txt - a wonderful little file that used to be up on > the DeHackEd site, before it got eaten:\ Thought so.. I remembered seeing something like that but wondered if maybe ZDoom/Boom removed that limitation.. > When is it crashing? If it's crashing during loading of the BEX, it's because > you're misspelling the codepointer name. (I don't think you need the A_) If it > crashes when you actually fire your weapon (which it will), then it's the > problem listed above. Without using some source coding, you're out of luck. > Sorry. Actually you DO need the A_.. at least according to the ZDoom docs. And yeah, it only crashes when you actually fire the weapon. The funny thing is, if I, say for example, assign a BFG fire frame to a monster, the BFG actually fires, but it locks up. If I were one of the source port authors I'd look into making player attack frames and monster attack frames the same. Imagine being able to shoot a boss spawner or a Lost Soul for example :) > Assuming you're a bit of a coder, you might want to look at the differences > between how a Cybe fires a rocket and how a player fires one to get a feel for > the differences in coding for the player and for a monster Thanks Len.. I already knew the differences but was hopeful that I could get around them :\ Oh well.. my Spreader weapon will suck then.. heh -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3748442C.7FEB7254@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Compiling scripts References: <7haqg2$1io0$1@newssvr03-int.news.prodigy.com> <7hbvvr$n3v$1@nntp2.atl.mindspring.net> <373A6C54.E48C1771@planetfortress.com> <373a94d7.32429192@192.168.0.1> <3743200E.5CF68542@planetfortress.com> <3746b4ce.826984122@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Sun, 23 May 1999 18:08:43 GMT NNTP-Posting-Host: 204.186.71.137 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927482923 204.186.71.137 (Sun, 23 May 1999 14:08:43 EDT) NNTP-Posting-Date: Sun, 23 May 1999 14:08:43 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13219 Ok.. I'll fire off a list of bugs to him then. Yeah I know Jim did some miracle work with it ("Dammit Jim, I'm a programmer not a magician!").. remember how in old DEU/DETH where you had to save, then go back out to the menu if you didn't want it to corrupt your WAD? I still instinctively go back out to the menu after every save for old time's sake :) Still, considering it was based off "the" Doom editor from years ago it's pretty good. Ty Halderman wrote: > -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!newsmangler.inet.tele.dQ!newshunter!cosy.sbg.ac.at!newsmaster-01.vbs.at!newsrouter.chello.at!amsnews.chello.com!not-for-mail From: "Petruz" Subject: Re: Zdoom editing Newsgroups: rec.games.computer.doom.editing References: <374840cc.0@wznews.webzone.net> Message-ID: <01bea550$cfb895e0$da4753d4@stuurop> X-Newsreader: Microsoft Internet News 4.70.1161 X-Inktomi-Trace: ns02 927487012 6092 212.83.71.218 (23 May 1999 19:16:52 GMT) Lines: 17 Date: Sun, 23 May 1999 20:17:57 GMT NNTP-Posting-Host: 195.75.224.131 X-Trace: amsnews.chello.com 927490677 195.75.224.131 (Sun, 23 May 1999 21:17:57 WET DST) NNTP-Posting-Date: Sun, 23 May 1999 21:17:57 WET DST Xref: teaser.fr rec.games.computer.doom.editing:13220 Alien@ufo.com wrote in article <374840cc.0@wznews.webzone.net>... > i got the zdoom editing package and none of the executables work > Oh boy! You probably have the editing-package for WadAuthor (are there any others?), which is the actual editor. The package is merely an extension. To be able to use Wadauthor fully, you will have to register it (or do something illegal)! But since you probably have no idea what you are doing, I don't think this is going to work out! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Using monster frames for the player.. Organization: Insert witty quote here. References: <37475246.32CBAB3A@planetfortress.com> <37484331.216F2A5C@planetfortress.com> X-Newsreader: News Xpress 2.01 Lines: 31 Message-ID: Date: Sun, 23 May 1999 20:27:14 GMT NNTP-Posting-Host: 142.177.53.13 X-Trace: sapphire.mtt.net 927491014 142.177.53.13 (Sun, 23 May 1999 17:23:34 ADT) NNTP-Posting-Date: Sun, 23 May 1999 17:23:34 ADT Xref: teaser.fr rec.games.computer.doom.editing:13221 SailorScout wrote: >Len Pitre wrote: >> It won't. To quote codep.txt - a wonderful little file that used to be up on >> the DeHackEd site, before it got eaten:\ > >Thought so.. I remembered seeing something like that but wondered if >maybe ZDoom/Boom removed that limitation.. It isn't so much a limitation as it is an impossibility (it was never meant to do what you want it to, in the way you want it to). Codewise, monsters have a completely different structure from players. Apples and oranges, as it were. (Snip) >Actually you DO need the A_.. at least according to the ZDoom docs. And >yeah, it only crashes when you actually fire the weapon. The funny thing >is, if I, say for example, assign a BFG fire frame to a monster, the BFG >actually fires, but it locks up. (Snip) It can get partway through, but when it comes to stuff like decreasing ammo, there's things there that shouldn't be and things missing that it expects. Sorry. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!outgoing.news.rcn.net.MISMATCH!feed1.news.rcn.net!rcn!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Using monster frames for the player.. Reply-To: thldrmn@teamtnt.com Message-ID: <37488269.945110662@192.168.0.1> References: <37475246.32CBAB3A@planetfortress.com> <37484331.216F2A5C@planetfortress.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Sun, 23 May 1999 22:49:52 GMT NNTP-Posting-Host: adsl-77-232-21.msy.bellsouth.net NNTP-Posting-Date: Sun, 23 May 1999 18:49:52 EST Xref: teaser.fr rec.games.computer.doom.editing:13222 SailorScout wrote: >Actually you DO need the A_.. at least according to the ZDoom docs. Not according to anything I see. He includes BOOMDEH.TXT with the distribution as instructions on how to use it (that's my original text file that came with Boom). Though his internal code implementation to interpret it is different from mine, it's functionally compatible. From BOOMDEH.TXT: Valid mnemonics you can use: [...] FatAttack1 FatAttack2 FatAttack3 etc. It would give you an error message (in Boom to DEHOUT.TXT, in ZDoom to the screen) if you misspelled one anyway; it wouldn't crash. So, you don't use the A_ but unfortunately all other arguments about why it wouldn't work in the first place are still valid. Hope this helps, but I don't see how it could, other than affirming what not to do. In the words of W.C. Fields, "No one is completely useless. They can always be used as a bad example." | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty| |BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM| |Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|...| |Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator| From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!newshub.northeast.verio.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Sun, 23 May 1999 21:26:29 GMT Organization: . Lines: 36 Message-ID: <7ia6fb$fur$7@nntp5.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> NNTP-Posting-Host: d1.56.c3.9f X-Server-Date: 24 May 1999 00:28:27 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13223 "Alien@ufo.com" wrote: >Build is awsome. It is fast as hell and it hardly ever crashed. You could I did like Build, and the visual editing was the best aspect of it, but unfortunatly, many of the features (including copying and pasting sectors ) were hard as hell to use. And I am a very experienced computer user. I don't hate Build at all, but some of the editing features needs improvement. >use overlapping sectors, which means if oyu were good you could make >multilpe level buildings and sewer systems for your levels. Actualy, that's an issue with the game engine, not the editor. Yes, in any editor, you can have overlapping sectors, but if you start the level in Doom, you get some pretty weird effects :) With a doom editor, plop a level from one wad over another to see what I mean. The Doom engine just wasn't designed to handle it. However, with many source ports, you can have seemless teleport sectors, which do a very good with simulationg rooms above rooms. >I have make more complicated levels in build than i have ever seen made on >doom in one day. I don't really do much with editing, other than to experemtnt, but I did make a (rather buggy) level depicting s city with buldings that are more than 3 stories tall. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!europa.netcrusader.net!128.32.206.55!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.latrobe.edu.au!news.swin.edu.au!bud.cc.swin.edu.au!083609 From: Christian Gould <083609@bud.cc.swin.edu.au> Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: 3 'NEW' DEATHMATCH LEVELS... Date: Mon, 24 May 1999 12:31:36 +1000 Organization: Swinburne University of Technology Lines: 55 Message-ID: References: <19990511194615.26287.00000560@ng-fb1.aol.com> <7hc0lp$1km8$1@news.btv.ibm.com> <7henja$lr2$6@nntp9.atl.mindspring.net> <373b4afe.79067083@192.168.0.1> <7hpof8$n42$1@feed.teaser.fr> <7hs7ri$q1e$1@feed.teaser.fr> NNTP-Posting-Host: bud.cc.swin.edu.au Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Trace: lucille.cc.swin.edu.au 927513097 7347 136.186.1.113 (24 May 1999 02:31:37 GMT) X-Complaints-To: abuse@swin.edu.au NNTP-Posting-Date: 24 May 1999 02:31:37 GMT In-Reply-To: <7hs7ri$q1e$1@feed.teaser.fr> Xref: teaser.fr rec.games.computer.doom.playing:17331 rec.games.computer.doom.editing:13224 On 18 May 1999, Andre Majorel wrote: > In article , > 083609@bud.cc.swin.edu.au says... > > >The "thanks" are very much welcome... i've put off releasing them for > >some time as every-now and then i find that there were little areas that > >i wasn't satisfied with... & therefore i wouldn't release anything until > >i was 'mostly' happy with the results... > > I know what you mean. I've been doing this for 3 years now... :-) > > >i've finally come to the > >conclusion that i am/was better off getting them out and then fixing > >them up. If there were/are any quibbles about style or perhaps even texture > >alignments then i might find out what opinions people have... > > There are indeed some details I wasn't entirely happy with. Some > geometries in Ravage do not look quite right to me, and the > corridors around the central slime room are a bit cramped. :) Yeah i had trouble deciding what to do with that ceiling in outside area which has sky around it, there is not a coherrent match in regards to the higher area ... it should be of equal proportions, i attempted to fix it but that meant complete overhaul of just about everything in that area... and in the end it was looking worse thatn before so i decided to leave it. > Overall, not much to object to, IMO. Those are still very good > levels. It was a pleasure to test them. thanx for having a look, i hope someone uses them for their intended purpose. :) > > >Thanks again... > >btw are you using any source ports? or plain vanilla doom2? :) > > I'm using LxDoom (which is basically Boom + MBF + more stuff) and > XDoom (which derives directly from linuxxdoom but with many > enhancements). :) just wondered. :) > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ > The actual name is "teaser", not "teezer". > Overgeneralization is the cause of all our problems. > cyaz. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!newsfeed.amsterdam.nl.net!sun4nl!uunet!ams.uu.net!ffx.uu.net!in5.uu.net!news.warwick.net!krpeters From: krpeters@girlfriend.home (Karl R. Peters) Newsgroups: rec.games.computer.doom.editing Subject: Re: Using monster frames for the player.. Date: 25 May 1999 02:45:01 GMT Organization: Warwick Online Lines: 13 Message-ID: References: <37475246.32CBAB3A@planetfortress.com> NNTP-Posting-Host: w233-07.warwick.net X-Newsreader: slrn (0.9.4.3 UNIX) Xref: teaser.fr rec.games.computer.doom.editing:13225 In article , Len Pitre wrote: > >In other words, player weapon codepointers only work on player weapons, and >enemy codepointers only work on enemies. Just a comment: You can change the player *object*... that is, give thing #0 a different attack frame. This gets rather amusing, though, because you wind up attacking your *self*... which isn't exactly the intended effect ;-> Karl From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!hub1.ispnews.com!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <374A23B2.18B1B191@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? References: <37483c27.0@wznews.webzone.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 30 Date: Tue, 25 May 1999 04:14:51 GMT NNTP-Posting-Host: 204.186.6.57 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927605691 204.186.6.57 (Tue, 25 May 1999 00:14:51 EDT) NNTP-Posting-Date: Tue, 25 May 1999 00:14:51 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13226 Build was NOT fast.. try getting 20 monsters in one room compared to 20 in one room for Doom. They're both sprite-based but for some reason Build games would choke on upper echelon 486s and even lower end Pentiums. The actual wall rendering wasn't as fast either, and the monster animations themselves were far less intracate, then, say a Demon running. Plus the Build editor itself sucked.. everything as shortcut keys? Bah! Not only that but a LOT of the effects in Build use the same things which all modern Doom ports support (like silent teleports..). Besides, the data formats for the 3drealms games were never really made public, and we don't have the Duke or Shadow Warrior source do we? And of course, Doom not only created the genre as we know it, but set the standards. Shall I continue? ;) Alien@ufo.com wrote: > > Build is awsome. It is fast as hell and it hardly ever crashed. You could > use overlapping sectors, which means if oyu were good you could make > multilpe level buildings and sewer systems for your levels. > I have make more complicated levels in build than i have ever seen made on > doom in one day. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <374A2492.1257B92F@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Using monster frames for the player.. References: <37475246.32CBAB3A@planetfortress.com> <37484331.216F2A5C@planetfortress.com> <37488269.945110662@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 16 Date: Tue, 25 May 1999 04:18:35 GMT NNTP-Posting-Host: 204.186.6.57 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927605915 204.186.6.57 (Tue, 25 May 1999 00:18:35 EDT) NNTP-Posting-Date: Tue, 25 May 1999 00:18:35 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13227 Ty Halderman wrote: > Hope this helps, but I don't see how it could, other than affirming what not to > do. In the words of W.C. Fields, "No one is completely useless. They can > always be used as a bad example." Anyway, that's what I thought.. but hey it doesn't hurt to ask right? As for "making it do things it was never meant to do", isn't that what we've been doing with Doom all along? That's what makes it fun! :) -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.new-york.net!newshub.northeast.verio.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Tue, 25 May 1999 02:28:05 GMT Organization: . Lines: 68 Message-ID: <7idcd9$f4s$1@nntp6.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> <374A23B2.18B1B191@planetfortress.com> NNTP-Posting-Host: d1.56.c5.26 X-Server-Date: 25 May 1999 05:28:09 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13228 SailorScout wrote: >Build was NOT fast.. try getting 20 monsters in one room compared to 20 >in one room for Doom. They're both sprite-based but for some reason >Build games would choke on upper echelon 486s and even lower end I remember that well :\. Even Tekwar had some problems of it's own (this game seemed to be based on the same version of build as the 1994 Duke beta, FYI). >Pentiums. The actual wall rendering wasn't as fast either, and the >monster animations themselves were far less intracate, then, say a Demon >running. Plus the Build editor itself sucked.. everything as shortcut >keys? Bah! The editor wasn't really intended for public release (game development use only), but they descided to include it anyway. >Not only that but a LOT of the effects in Build use the same things >which all modern Doom ports support (like silent teleports..). Besides, True. >the data formats for the 3drealms games were never really made public, I guess if someone had the time they could reverse engineer the map files. It might have been done already, as someone did mention in one of the Duke newsgroups that a couple shareware editors were made. Also, the Macintosh version of Duke 3d didn't come with build, so someone created and released an editor on the net for it. I imagine the specs are floating around somewhere.. >and we don't have the Duke or Shadow Warrior source do we? And of This is something 3dreals ought to consider. It's not likely Build will be used in any more commercial games. >course, Doom not only created the genre as we know it, but set the >standards. Shall I continue? ;) Defently have to agree. I like most FPSes, but nothing as of yet has dethroned Doom. >Alien@ufo.com wrote: >> >> Build is awsome. It is fast as hell and it hardly ever crashed. You could >> use overlapping sectors, which means if oyu were good you could make >> multilpe level buildings and sewer systems for your levels. >> I have make more complicated levels in build than i have ever seen made on >> doom in one day. >-- >SailorScout [sailorscout@planetfortress.com] >PlanetFortress Newsie & Admin > (http://www.planetfortress.com) >The Gaming Center > (http://www.planetfortress.com/sailorscout) _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 25 May 1999 03:45:29 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 8 Jun 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10649 rec.games.computer.doom.misc:6435 rec.games.computer.doom.playing:17333 rec.games.computer.doom.editing:13229 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!howland.erols.net!math.ohio-state.edu!nntp.service.ohio-state.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: 25 May 1999 13:51:16 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 57 Message-ID: <7ie9sk$g25$1@alexander.INS.CWRU.Edu> References: <37483c27.0@wznews.webzone.net> <374A23B2.18B1B191@planetfortress.com> <7idcd9$f4s$1@nntp6.atl.mindspring.net> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr rec.games.computer.doom.editing:13230 In a previous article, "balanco@_NO_SPAMmind"@_NO_SPAMspring.qom (Balanco) says: >>Build was NOT fast.. try getting 20 monsters in one room compared to 20 >>in one room for Doom. They're both sprite-based but for some reason >>Build games would choke on upper echelon 486s and even lower end > > I remember that well :\. Even Tekwar had some problems of it's own >(this game seemed to be based on the same version of build as the 1994 >Duke beta, FYI). Tekwar was a weird beastie as it was anyway. Nice graphics... but a horrid gameplay! Still, I was not too averse from it. I know that the Build engine didn't use BSP trees! Quite an achievement, really, since it managed to work pretty fast considering that. Also, Duke Nukem is not really as much about throwing in zillions of monsters as Doom is. I think some of the urban maps in Dukem Nukem 3D are excellent. >>Pentiums. The actual wall rendering wasn't as fast either, and the >>monster animations themselves were far less intracate, then, say a Demon >>running. Plus the Build editor itself sucked.. everything as shortcut >>keys? Bah! Yup, choppy animations.. too bad really. ALso another Build game, Witchaven, suffered a lot from it. And.. Witchaven really was terribly slow. > The editor wasn't really intended for public release >(game development use only), but they descided to include >it anyway. It was a bit silly, but it worked ;) >>Not only that but a LOT of the effects in Build use the same things >>which all modern Doom ports support (like silent teleports..). Besides, > > True. Especially the underwater effect used those techniques quite a bit. >>course, Doom not only created the genre as we know it, but set the >>standards. Shall I continue? ;) > > Defently have to agree. I like most FPSes, but nothing as of yet >has dethroned Doom. That is true. I play a lot of those games... Quake II & III, Half-Life, Unreal... they are all nice technically, but every time I start playing Doom I get caught by its magic. Weird really... Still, Duke Nukem is also a quality game with a nice engine.. and I happily think back of the many DukeMatches I played in it ;) Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom 6-level hub released Date: 25 May 1999 14:05:42 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 15 Message-ID: <7ieanm$47t$1@pale-rider.INS.CWRU.Edu> References: <7i7027$7a1$1@nntp8.atl.mindspring.net> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr rec.games.computer.doom.editing:13231 In a previous article, sketner@mindspring.com (Sam Ketner) says: >Ok everybody--I have released a bigass partial conversion for zdoom on my >new page-- > >http://members.xoom.com/teitenga/ Looks pretty good. Somehow reminds me of the excellent Doom-levels made a few years ago, when it was all new fresh and new.. and I went 'oooh.. is that possible' all the time :) Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 From: Justin Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! Date: Wed, 26 May 1999 12:55:27 +1200 Organization: University of Canterbury Lines: 13 Message-ID: <374B467F.DF1@student.canterbury.ac.nz> References: <19990522073232.18187.00003715@ng-cq1.aol.com> NNTP-Posting-Host: jaf60.tacacs.canterbury.ac.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!cyclone.news.idirect.com!island.idirect.com!usenet.net.nz!news.iprolink.co.nz!canterbury.ac.nz!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13233 > What good have guns ever done? People can prattle on about the 'right to > bear arms' as much as they like, but the USA was an empire -- it invaded > and conquered a large part of North America. The British were b*st*rds, > too, but at least we're not *proud* of what we did. Perhaps you should rephrase that to "what good have gun weapons ever done?", as gun generally come in two designs - tools and weapons. The achievements of the first group are somewhat easier to point out than those of the second group :-) Both groups can do the work of the other group, though no-where near as well as the ones designed for the task. I definiately agree that the effects of US colonialism should be better recognised though. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news-peer1.sprintlink.net!news-backup-west.sprintlink.net!news.sprintlink.net!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <374B5DAF.B43BC9EB@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! References: <19990522073232.18187.00003715@ng-cq1.aol.com> <374B467F.DF1@student.canterbury.ac.nz> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Tue, 25 May 1999 21:34:23 -0500 NNTP-Posting-Host: 207.193.40.208 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 927686780 207.193.40.208 (Tue, 25 May 1999 19:46:20 PDT) NNTP-Posting-Date: Tue, 25 May 1999 19:46:20 PDT Xref: teaser.fr rec.games.computer.doom.editing:13234 On the alt.architecture NG some people are blaming the designers of the school building for the shootings, they claim that the design was too "industrial". I personally don't think that it was one single thing that set these guys off. In no special order: Parents Peers - friends / non-friends Music Video Games Religion Books Movies Television Drugs That guy at the Quickie Mart....... everything else in the world Any of these (or none of these) or a combination of something else altogether. Martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! Date: Tue, 25 May 1999 23:47:48 GMT Organization: . Lines: 35 Message-ID: <7ifngb$ua0$4@nntp1.atl.mindspring.net> References: <19990522073232.18187.00003715@ng-cq1.aol.com> NNTP-Posting-Host: d1.56.c2.65 X-Server-Date: 26 May 1999 02:49:47 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13235 endlsrayne@aol.com (EndlsRayne) wrote: >>>And guess what? There's far less murder here -- you can't blame it on >games or films, so what else could be the cause?<< >well, the answer won't be very politically correct..but...the people who visit Screw political correctness. It's a very stupid philosophy that hepled to get America into the mess it's in now.. >such horror on the people around them are unadulterated evil. If this was the Evil or really medded up in the head. >1940's, Eric Harris would have made a great SS Major. I don't know about that though. Just because he may have proclamed himself a Nazi dosen't make him so (not to defend Nazies). He seemed to be simply screwed in the head or perhaps even evil. >-T >PS> Mexico has the strict, European style gun laws -- and a crime/murder rate >much higher than the US _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Wed, 26 May 1999 00:02:14 GMT Organization: . Lines: 35 Message-ID: <7ifobd$ua0$5@nntp1.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> <374A23B2.18B1B191@planetfortress.com> <7idcd9$f4s$1@nntp6.atl.mindspring.net> <7ie9sk$g25$1@alexander.INS.CWRU.Edu> NNTP-Posting-Host: d1.56.c2.65 X-Server-Date: 26 May 1999 03:04:13 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13236 bl227@cleveland.Freenet.Edu (Richard Smol) wrote: >Tekwar was a weird beastie as it was anyway. Nice graphics... but a horrid >gameplay! Still, I was not too averse from it. If you go into the office building (and perhaps also the hospital), you probaly noticed that the hallway was actualy a teleport sector to the interior which was located out side of the map. I kind of wonder why the did that. The maps didn't look that complex, and the Duke beta version of Build still allowed overlaping sectors. It's a bit harder to edit true rooms above rooms (have to make sure you are putting furnature on the right layer and so fourth), but I've done it. The only reason I can guess is that part of the interior was larger than the "outer" building and might have shown though to the outside if the player waa looking into the building. This is one of the quirks in Build. Come to think of it, I can't really remmeber any place in tek war where rooms above rooms were used. I've only played the 1 level demo though. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom 6-level hub released Date: Wed, 26 May 1999 00:11:17 GMT Organization: . Lines: 29 Message-ID: <7ifosc$ua0$6@nntp1.atl.mindspring.net> References: <7i7027$7a1$1@nntp8.atl.mindspring.net> <7ieanm$47t$1@pale-rider.INS.CWRU.Edu> NNTP-Posting-Host: d1.56.c2.65 X-Server-Date: 26 May 1999 03:13:16 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13237 bl227@cleveland.Freenet.Edu (Richard Smol) wrote: >In a previous article, sketner@mindspring.com (Sam Ketner) says: >>Ok everybody--I have released a bigass partial conversion for zdoom on my >>new page-- >> >>http://members.xoom.com/teitenga/ >Looks pretty good. Somehow reminds me of the excellent Doom-levels made a >few years ago, when it was all new fresh and new.. and I went 'oooh.. is >that possible' all the time :) Is this page still up? When I tied to access it yesterday, I got a 404 page not found error. As far as I know, I'm not on a proxy server. >Greetz, >RS _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!newspeer1.nac.net!WCG!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <374B6562.89FCD833@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Zdoom 6-level hub released References: <7i7027$7a1$1@nntp8.atl.mindspring.net> <7ieanm$47t$1@pale-rider.INS.CWRU.Edu> <7ifosc$ua0$6@nntp1.atl.mindspring.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 34 Date: Tue, 25 May 1999 22:07:14 -0500 NNTP-Posting-Host: 207.193.40.208 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 927688751 207.193.40.208 (Tue, 25 May 1999 20:19:11 PDT) NNTP-Posting-Date: Tue, 25 May 1999 20:19:11 PDT Xref: teaser.fr rec.games.computer.doom.editing:13238 I just hit it (10 pm CMT). Martin Balanco wrote: > bl227@cleveland.Freenet.Edu (Richard Smol) wrote: > > >In a previous article, sketner@mindspring.com (Sam Ketner) says: > > >>Ok everybody--I have released a bigass partial conversion for zdoom on my > >>new page-- > >> > >>http://members.xoom.com/teitenga/ > > >Looks pretty good. Somehow reminds me of the excellent Doom-levels made a > >few years ago, when it was all new fresh and new.. and I went 'oooh.. is > >that possible' all the time :) > > Is this page still up? When I tied to access it > yesterday, I got a 404 page not found error. > As far as I know, I'm not on a proxy server. > > >Greetz, > > >RS > > _____________________________________________________________ > > Remove all of the junk in my address and change Q to C > to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!feeder.qis.net!newsfeed.ecrc.net!remarQ-uK!rQdQ!supernews.com!remarQ.com!remarQ69!not-for-mail From: "Never_Again" Newsgroups: rec.games.computer.doom.editing Subject: Re: wad files Date: Tue, 25 May 1999 23:51:25 -0000 Organization: Posted via RemarQ, http://www.remarQ.com - Discussions start here! Lines: 39 Message-ID: <7ifr2u$6ql$1@remarQ.com> References: NNTP-Posting-Host: 209.73.210.99 X-Trace: 927690654 5UEYVXA4OD263D149C usenet58.supernews.com X-Complaints-To: newsabuse@remarQ.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13239 simply add the switch -file followed by the wad's name to your doom command line. e.g.: doom2 -file icenite.wad -warp 01 -skill 4 or: doom -file trinity.wad -warp 1 1 -skill 4 if the the wad is in another directory, then include complete path to it, like this: doom -file f:\wads\tfile\trinity.wad -warp 1 1 -skill 4 many doom wads replace e2m1, some replace e1m1; yet other replace some maps purely because of the soundtrack that goes with it. so you have to read the readme that comes with the wad to see what map(s) it replaces. use -warp switch to go straight to that map. some wads only replace graphics or sounds. so upon loading one you might not notice anything new right away. -- Never_Again «Doom shall never die, only the players» : tim wrote in message ... where do i find some wad files and i installed some but not runing when you go to setup and add wad files do you type in the ext to??? help please -- you can email me : timray@geocities.com clone@neo.rr.com icq#1364423 aol timray52 www.geocities.com/Heartland/Plains/6182 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!nntp.giganews.com!news.airnews.net!cabal10.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Date: Wed, 26 May 1999 12:13:12 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 23 Message-ID: X-Orig-Message-ID: <7iha38$795@library3.airnews.net> References: <7hs8fb$q1e$2@feed.teaser.fr> Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library3 NNTP-Posting-Time: Wed May 26 12:13:12 1999 NNTP-Posting-Host: !Z`RI4F\K^Lpem\ (Encoded at Airnews!) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13241 Whatever you do, don't make textures higher than 256. When you start messing with stuff like OpenGL, it gets messy. 3dfx cards (VooDoo, etc.) have a 256x256 texture limit, whereas OpenGL has a much larger limit. This is only if you're coding stuff in OpenGL, but it's something to be aware of. =) -- -- DooMWiz (doomwiz@ticnet.com) -- Doom Development Environment @ http://dde.tsx.org calloc(1,sizeof(geek)) <-- irc.cs.cmu.edu "Conformity adheres to normality" - DooMWiz "Isn't it strange how sometimes it's just logical to be illogical?" - DooMWiz "If we stop living because we fear death, then we have already died." - Raistlin "Binaries may die but source code lives forever" - The Halloween Document "I'm a freak." - SilverChair From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsgate.ptd.net.MISMATCH!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <374C988D.72887BBC@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: YOU SHOULD FEEL GUILTY! COLUMBINE WAS YOUR FAULT!!!!! References: <19990522073232.18187.00003715@ng-cq1.aol.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 36 Date: Thu, 27 May 1999 00:57:56 GMT NNTP-Posting-Host: 204.186.53.200 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 927766676 204.186.53.200 (Wed, 26 May 1999 20:57:56 EDT) NNTP-Posting-Date: Wed, 26 May 1999 20:57:56 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13242 Mix in a lack of parenting, a general hate of the world and a bit of mental instability and you've got yourself a killer in the making. For anyone who draws comparisons to other countries and gun laws, remember that many of these countries (like the UK and Japan) are islands or are relatively small and don't have any large hunting areas. Also the fact that these countries have a CULTURE and a rich history, something the US lacks. My sympathies to those families who were hurt by this incident, but if anyone is looking to "blame" anything other then those who pulled the trigger, then look elsewhere. Parents (or lack of them) and friends (or lack of them) are the biggest contributors to anyone's life.. Save the world. Don't vote Democrat. EndlsRayne wrote: > > >>And guess what? There's far less murder here -- you can't blame it on > games or films, so what else could be the cause?<< > > well, the answer won't be very politically correct..but...the people who visit > such horror on the people around them are unadulterated evil. If this was the > 1940's, Eric Harris would have made a great SS Major. > > -T > > PS> Mexico has the strict, European style gun laws -- and a crime/murder rate > much higher than the US -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: DDF Date: Thu, 27 May 1999 16:41:39 +0100 Organization: Customer of Planet Online Lines: 9 Message-ID: <7ijpbu$f27$1@news8.svr.pol.co.uk> NNTP-Posting-Host: modem-101.bromine.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 927819966 15431 62.136.17.101 (27 May 1999 15:46:06 GMT) NNTP-Posting-Date: 27 May 1999 15:46:06 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13243 Anyone know of any good tutorials? Like, apart from fanatics and the ddf specs.... -- T£þþ¡©8, aka 'Jonathan Dowland' http://www.dowland2.freeserve.co.uk (remove spam to reply) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Thu, 27 May 1999 18:00:57 +0100 Organization: none Message-ID: References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 927824515 nnrp-06:9122 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 22 Xref: teaser.fr rec.games.computer.doom.editing:13244 On Sun, 23 May 1999, Balanco wrote: > Actualy, that's an issue with the game engine, not the editor. Some editors may not allow overlapping sectors, but most do. > Yes, in any editor, you can have overlapping sectors, >but if you start the level in Doom, you get some pretty weird >effects :) With a doom editor, plop a level from one wad over >another to see what I mean. The Doom engine just wasn't designed >to handle it. However, with many source ports, you can have seemless >teleport sectors, which do a very good with simulationg rooms above >rooms. IIRC, you can use overlapping sectors to create invisible platforms in Doom. Doom Legacy has overlapping sectors as one of the main objectives, but this not been achieved yet. The instant teleporter is OK in single player games, but it can look a bit weird in multiplayer games, and if monsters are nearby. -- Stuart Brady: stuart@nospam.demon.co.uk replace nospam with wholehog From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: DDF Date: Fri, 28 May 1999 09:05:38 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 12 Message-ID: <374EBED2.6D01@NOSPAM.warande.ruu.nl> References: <7ijpbu$f27$1@news8.svr.pol.co.uk> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13245 Teppic8 wrote: > Anyone know of any good tutorials? Like, apart from fanatics and the >ddf specs. Try Captain Mellow's at http://www.doomworld.com/mellow/ . -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Fri, 28 May 1999 14:21:35 GMT Organization: . Lines: 40 Message-ID: <7imjeu$ate$4@nntp4.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> NNTP-Posting-Host: d1.56.c2.ef X-Server-Date: 28 May 1999 17:23:42 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13246 Stuart Brady wrote: >On Sun, 23 May 1999, Balanco wrote: >> Actualy, that's an issue with the game engine, not the editor. >Some editors may not allow overlapping sectors, but most do. >> Yes, in any editor, you can have overlapping sectors, >>but if you start the level in Doom, you get some pretty weird >>effects :) With a doom editor, plop a level from one wad over >>another to see what I mean. The Doom engine just wasn't designed >>to handle it. However, with many source ports, you can have seemless >>teleport sectors, which do a very good with simulationg rooms above >>rooms. >IIRC, you can use overlapping sectors to create invisible platforms in >Doom. Doom Legacy has overlapping sectors as one of the main objectives, >but this not been achieved yet. The instant teleporter is OK in single >player games, but it can look a bit weird in multiplayer games, and if >monsters are nearby. True, but this can be solved by simply making an "uncrossable" sector so the monsters can't go up the stairs. Dosen't fix the multi player problem though, and I have telefragged monsters in "seemless" teleport areas. >-- >Stuart Brady: stuart@nospam.demon.co.uk >replace nospam with wholehog _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Date: 29 May 1999 12:34:29 GMT Organization: None I'm aware of ! Lines: 23 Message-ID: <7iomsl$5ei$1@feed.teaser.fr> References: <7hs8fb$q1e$2@feed.teaser.fr> NNTP-Posting-Host: dip245.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927981269 5586 194.51.100.245 (29 May 1999 12:34:29 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 29 May 1999 12:34:29 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13248 In article , DooMWiz@TicNet.Com says... > Whatever you do, don't make textures higher than 256. When you start >messing with stuff like OpenGL, it gets messy. 3dfx cards (VooDoo, etc.) >have a 256x256 texture limit, whereas OpenGL has a much larger limit. This >is only if you're coding stuff in OpenGL, but it's something to be aware of. Thank you for the tip. But, AFAIK, all working Doom engines use framebuffer-based rendering, for which there is no such limit. I suppose that the majority of people would flame us if we enforced a 256x256 limit just for the sake of OpenGL-based engines that don't even exist. Is the 256x256 texture limit inherent to OpenGL or is it just a limitation of existing 3D hardware ? -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". Overgeneralization is the cause of all our problems. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Date: 29 May 1999 12:37:32 GMT Organization: None I'm aware of ! Lines: 9 Message-ID: <7ion2c$5ei$2@feed.teaser.fr> References: <7hs8fb$q1e$2@feed.teaser.fr> <7iomsl$5ei$1@feed.teaser.fr> NNTP-Posting-Host: dip245.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 927981452 5586 194.51.100.245 (29 May 1999 12:37:32 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 29 May 1999 12:37:32 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13249 In article <7iomsl$5ei$1@feed.teaser.fr>, amajorel@teezer.fr says... >Is the 256x256 texture limit inherent to OpenGL or is it just a >limitation of existing 3D hardware ? Please ignore this dumb question. After reading your post again, I know the answer. :-) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!feed1.news.rcn.net!rcn!newsfeed.atl!upstream.atl!news3.mia.POSTED!not-for-mail From: "THE MAN" Newsgroups: rec.games.computer.doom.editing Subject: FreeTextures.com opens!!! Lines: 13 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Message-ID: <2Sq43.8515$gR5.737@news3.mia> Date: Mon, 31 May 1999 02:25:28 -0500 NNTP-Posting-Host: 216.77.233.59 X-Trace: news3.mia 928135678 216.77.233.59 (Mon, 31 May 1999 03:27:58 EDT) NNTP-Posting-Date: Mon, 31 May 1999 03:27:58 EDT Xref: teaser.fr rec.games.computer.doom.editing:13256 LEVEL DESIGNERS!!! Try this site out!! free game textures and high res photo realistic textures to use in your work www.freetextures.com you won't regret it.. -- Nicholas Marks FreeTextures.com Director www.freetextures.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!su-news-hub1.bbnplanet.com!news.gtei.net!news.pbi.net!151.164.30.35!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <37527BE4.E667C371@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: FreeTextures.com opens!!! References: <2Sq43.8515$gR5.737@news3.mia> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Mon, 31 May 1999 07:09:08 -0500 NNTP-Posting-Host: 209.184.1.135 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 928153272 209.184.1.135 (Mon, 31 May 1999 05:21:12 PDT) NNTP-Posting-Date: Mon, 31 May 1999 05:21:12 PDT Xref: teaser.fr rec.games.computer.doom.editing:13257 Another site with some textures is: http://www.crack.com/golgotha_release/browse.html Martin THE MAN wrote: > LEVEL DESIGNERS!!! Try this site out!! free game textures and high res photo > realistic textures to use in your work > > www.freetextures.com > > you won't regret it.. > > -- > Nicholas Marks > FreeTextures.com Director > www.freetextures.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!dispose.news.demon.net!demon!btnet-peer!btnet!tank.news.pipex.net!pipex!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Pictures higher than 128 or 255 Message-ID: <3751dbca.60424419@news.inet.fi> References: <7hs8fb$q1e$2@feed.teaser.fr> <7iomsl$5ei$1@feed.teaser.fr> <375129f7.251556111@news.inet.fi> <7is8k4$a3c$1@feed.teaser.fr> X-Newsreader: Forte Free Agent 1.11/32.235 Date: Mon, 31 May 1999 13:19:10 GMT NNTP-Posting-Host: 195.165.5.250 X-Trace: read2.inet.fi 928156750 195.165.5.250 (Mon, 31 May 1999 16:19:10 EET DST) NNTP-Posting-Date: Mon, 31 May 1999 16:19:10 EET DST Organization: Sonera Ltd iNET services Lines: 27 Xref: teaser.fr rec.games.computer.doom.editing:13258 On 30 May 1999 20:55:32 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <375129f7.251556111@news.inet.fi>, jsaksa79@hotmail.com says... > >>No OpenGL based engine? >>What is GLDooM then? Sure it's only beta, but it works... > >I thought it was dead, and the source lost ? True, but the beta exists and works... >>And DooMGL too... > >Didn't know about this one. I don't know much about it, but it should exist... Saw some news at doomworld about it... >Andre Majorel - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Ever noticed how fast windows runs? Me neither. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!europa.netcrusader.net!205.252.116.205!howland.erols.net!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: OpenGL ports (was: pictures higher than 256) Date: Mon, 31 May 1999 19:49:54 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 22 Message-ID: <37534A52.69F5@NOSPAM.warande.ruu.nl> References: <7hs8fb$q1e$2@feed.teaser.fr> <7iomsl$5ei$1@feed.teaser.fr> <375129f7.251556111@news.inet.fi> <7is8k4$a3c$1@feed.teaser.fr> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13260 In response to those people asking for an OpenGL port, here are the ones I'm currently aware off: Bruce Lewis' glDoom (http://www.frag.com/doom/): Beta version available, no longer updated; Michael Ryssen's DoomGL (http://perso.club-internet.fr/mryssen/DoomE.htm): Currently in beta, regulary updated. Very functional; Michael Ryssen's glHeretic (http://perso.club-internet.fr/mryssen/HereticE.htm): Currently in beta, regulary updated. Very functional; Michael Ryssen's glHexen: announced, no version available yet; Thierry van Eluwe Doom Legacy GL (http://student.ulb.ac.be/~tvelsuwe/doomlgl/doomlgle.htm): Under construction, beta available. .... or get them all mirrored at Doomworld :) -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.eurocyber.net!newsfeed.ecrc.net!207.69.128.241.MISMATCH!firehose.atl.mindspring.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Mon, 31 May 1999 14:50:10 GMT Organization: . Lines: 52 Message-ID: <7iui8j$s2l$3@nntp1.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> NNTP-Posting-Host: d1.56.c0.ca X-Server-Date: 31 May 1999 17:52:19 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13261 jsaksa79@hotmail.com (Sir Robin) wrote: >On Sun, 30 May 1999 15:18:50 +0100, Stuart Brady > wrote: >>On Sun, 30 May 1999, Sir Robin wrote: >> >>>Don't need even uncrossable stair... Just put "Monsters can't pass >>>this line" tag on some line and they won't... >> >>It's still not as good as sectors over sectors. Unless you want to do >>something weird, like having different rooms occupying what appears to >>be the same space, depending on the direction you approach from. >Naturally real sectors over sectors would be best... Yes, but it would require alot of retooling of the engine. Some tricks are achieved from the engine's limitations, so those levels may not look right when loaded up in an engine that removes these limits. >And even better would be if we could add polygon objects in our sector >based levels, so that most of it would be same, but everything would >be possible when wanted... Actualy, this can be achieved somehat now, with the various 3d editing tricks. Zdoom allows Hexen like poly-objects, and Quake 1 style explosion/rocket trail effects. But it would be nice to have true polygon objects. >Anyone agree with this? Yes. >>Stuart Brady: stuart@wholehog .demon.co.uk >- Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ >... Ever noticed how fast windows runs? Me neither. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!news-xfer.epix.net!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37530372.A1E5B0FE@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 37 Date: Mon, 31 May 1999 21:47:31 GMT NNTP-Posting-Host: 204.186.44.136 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 928187251 204.186.44.136 (Mon, 31 May 1999 17:47:31 EDT) NNTP-Posting-Date: Mon, 31 May 1999 17:47:31 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13262 When I first started Quake mapmaking that is what I thought it would be like.. the "standard" Doom mapping with the addition of polygons. Sadly that wasn't the case, and the way the compilers have to "cull" the data out and then light everything is extremely inefficent. If you're saying what I think you're saying, then it would be possible to make maps with the ease of Doom, but with the extended features of polygon games like Quake. I really don't see why things like floors and 1-sided walls need to be polygons.. it's wasteful and is part of the reason why Quake maps take so damn long to compile. Oh well.. I prefer Doom mapping anyway :) Sir Robin wrote: > Naturally real sectors over sectors would be best... > And even better would be if we could add polygon objects in our sector > based levels, so that most of it would be same, but everything would > be possible when wanted... > Anyone agree with this? > > >Stuart Brady: stuart@wholehog .demon.co.uk > > - Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... Ever noticed how fast windows runs? Me neither. It doesn't run, a brisk walk is all you can hope for! -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!newsfeed.cwix.com!209.198.87.36!thrush.sover.net!204.186.110.132.MISMATCH!newsfeed.sover.net!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <375361B8.DE54F59B@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Fun thing to try in ZDoom Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Tue, 01 Jun 1999 04:29:46 GMT NNTP-Posting-Host: 204.186.44.66 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 928211386 204.186.44.66 (Tue, 01 Jun 1999 00:29:46 EDT) NNTP-Posting-Date: Tue, 01 Jun 1999 00:29:46 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13263 Create a simple text file (let's call it reflect.deh), and put these two lines in them: Thing 1 Bits = 33557510 | REFLECTIVE Load it up with ZDoom (-deh reflect.deh). Now, go to a map with a lot of projectile-firing monsters; such as Doom2's MAP07; put on godmode, and watch what happens... It's interesting because apparently a reflected shot can hurt the monster who fired it, even if he doesn't normally get hurt by it. In other words, a Baron can kill himself with his own plasma. I recommend you enable both fast monsters and respawning in order to get the best effect. Yes I'm bored, but I felt I had to share a bit of my insanity with everyone. :) P.S. This is really cool when you add in the Super Weapons patch that comes with Dehacked. ^_^ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.tli.de!news.maxwell.syr.edu!news.mel.connect.com.au!news.syd.connect.com.au!nsw.nntp.telstra.net!139.134.5.3.MISMATCH!newsfeeds.bigpond.com!not-for-mail From: "Liam Padmore" Newsgroups: rec.games.computer.doom.editing Subject: more newbie help Lines: 16 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> Date: Tue, 1 Jun 1999 03:57:16 +1000 NNTP-Posting-Host: 139.134.132.172 X-Trace: newsfeeds.bigpond.com 928216380 139.134.132.172 (Tue, 01 Jun 1999 15:53:00 EST) NNTP-Posting-Date: Tue, 01 Jun 1999 15:53:00 EST Organization: Telstra BigPond Internet Services (http://www.bigpond.com) Xref: teaser.fr rec.games.computer.doom.editing:13264 The subject says it all, so I'll get down to business. 1: How do you make a revenant fireball "shootable" in Dehacked? I clicked on Shootable Thing, took the Pain Chance to 150 and gave it 20 Hit Point. It appeared to do nada. 2: How do you make sounds "just happen"? (e.g. the Aliens TC wad) 3: Which is the best/most popular Windows based level designing program? I realise that number 3 can only really be answered with opinions, but I'll trust opinions over marketing anyday. Thanks for your time, Liam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.enteract.com!news.wwa.com!not-for-mail From: Steven McGranahan Newsgroups: rec.games.computer.doom.editing Subject: DOOM coding Date: Tue, 01 Jun 1999 01:22:11 -0500 Organization: WorldWide Access - Midwestern Internet Services - www.wwa.com Lines: 8 Message-ID: <37537C13.C3239861@owc.net> NNTP-Posting-Host: fdialup92.owc.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13265 Hey, I'm looking to get a group of programmers together to work on adding editing features to Doom Legacy. If anyone is interested, e-mail me. STeven http://www.owc.net/~mcgrnhns/somgs/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 1 Jun 1999 03:45:08 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 15 Jun 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10673 rec.games.computer.doom.misc:6442 rec.games.computer.doom.playing:17364 rec.games.computer.doom.editing:13266 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Message-ID: <3752f852.90213369@news.inet.fi> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <7iui8j$s2l$3@nntp1.atl.mindspring.net> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 47 Date: Tue, 01 Jun 1999 13:10:39 GMT NNTP-Posting-Host: 195.165.5.71 X-Trace: read2.inet.fi 928242639 195.165.5.71 (Tue, 01 Jun 1999 16:10:39 EET DST) NNTP-Posting-Date: Tue, 01 Jun 1999 16:10:39 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13267 On Mon, 31 May 1999 14:50:10 GMT, balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) wrote: >jsaksa79@hotmail.com (Sir Robin) wrote: > >>On Sun, 30 May 1999 15:18:50 +0100, Stuart Brady >> wrote: > >>>On Sun, 30 May 1999, Sir Robin wrote: >>> >>>>Don't need even uncrossable stair... Just put "Monsters can't pass >>>>this line" tag on some line and they won't... >>> >>>It's still not as good as sectors over sectors. Unless you want to do >>>something weird, like having different rooms occupying what appears to >>>be the same space, depending on the direction you approach from. > >>Naturally real sectors over sectors would be best... > > Yes, but it would require alot of retooling of the engine. >Some tricks are achieved from the engine's limitations, >so those levels may not look right when loaded up >in an engine that removes these limits. Yes, it would be hard, I have given thoughts about it and I have somekind of idea of how DooM engine works, so I know that much should be re-written... >>And even better would be if we could add polygon objects in our sector >>based levels, so that most of it would be same, but everything would >>be possible when wanted... > >Actualy, this can be achieved somehat now, with the various >3d editing tricks. Zdoom allows Hexen like poly-objects, >and Quake 1 style explosion/rocket trail effects. But >it would be nice to have true polygon objects. But not nearly perfectly... True polygon objects in otherwise normal DooM engine... Yummy :) As you just said :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Ever noticed how fast windows runs? Me neither. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!hermes.visi.com!news-out.visi.com!uunet!chi.uu.net!dfw.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Message-ID: <3753f18b.154023668@news.inet.fi> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <37530372.A1E5B0FE@planetfortress.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 25 Date: Tue, 01 Jun 1999 19:14:25 GMT NNTP-Posting-Host: 195.165.5.25 X-Trace: read2.inet.fi 928264465 195.165.5.25 (Tue, 01 Jun 1999 22:14:25 EET DST) NNTP-Posting-Date: Tue, 01 Jun 1999 22:14:25 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13268 On Mon, 31 May 1999 21:47:31 GMT, SailorScout wrote: >When I first started Quake mapmaking that is what I thought it would be >like.. the "standard" Doom mapping with the addition of polygons. Sadly >that wasn't the case, and the way the compilers have to "cull" the data >out and then light everything is extremely inefficent. > >If you're saying what I think you're saying, then it would be possible >to make maps with the ease of Doom, but with the extended features of >polygon games like Quake. I really don't see why things like floors and >1-sided walls need to be polygons.. it's wasteful and is part of the >reason why Quake maps take so damn long to compile. Oh well.. I prefer >Doom mapping anyway :) You got my point pretty well... No need for total polygon engine, just combine our current engine with some polygon features in it :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Ever noticed how fast windows runs? Me neither. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news.rdc1.ab.wave.home.com.POSTED!not-for-mail Message-ID: <37549523.450A91A5@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: more newbie help References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Wed, 02 Jun 1999 02:22:31 GMT NNTP-Posting-Host: 24.64.44.159 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ab.wave.home.com 928290151 24.64.44.159 (Tue, 01 Jun 1999 19:22:31 PDT) NNTP-Posting-Date: Tue, 01 Jun 1999 19:22:31 PDT Xref: teaser.fr rec.games.computer.doom.editing:13269 Liam Padmore wrote: <3 questions> > > 2: How do you make sounds "just happen"? (e.g. the Aliens TC wad) Monsters have wake-up noises and breathing noises. To hear a one-shot voice, replace a monster's wake-up call. To hear, say, a waterfall, replace the breathing sounds. This can be done without dehacked. Take a monster you won't be using, and shove him into a closest where he'll eventually see the player, but the player will never see him. Aliens TC went a bit further. IIRC, it has invisible, 1-pixel square monsters. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!firehose.atl.mindspring.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Wed, 02 Jun 1999 16:48:10 GMT Organization: . Lines: 46 Message-ID: <7j41ts$bv8$2@nntp5.atl.mindspring.net> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <37530372.A1E5B0FE@planetfortress.com> <3753f18b.154023668@news.inet.fi> NNTP-Posting-Host: d1.56.ca.47 X-Server-Date: 2 Jun 1999 19:50:20 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13271 jsaksa79@hotmail.com (Sir Robin) wrote: >On Mon, 31 May 1999 21:47:31 GMT, SailorScout > wrote: >>When I first started Quake mapmaking that is what I thought it would be >>like.. the "standard" Doom mapping with the addition of polygons. Sadly >>that wasn't the case, and the way the compilers have to "cull" the data >>out and then light everything is extremely inefficent. >> >>If you're saying what I think you're saying, then it would be possible >>to make maps with the ease of Doom, but with the extended features of >>polygon games like Quake. I really don't see why things like floors and >>1-sided walls need to be polygons.. it's wasteful and is part of the >>reason why Quake maps take so damn long to compile. Oh well.. I prefer >>Doom mapping anyway :) >You got my point pretty well... No need for total polygon engine, just >combine our current engine with some polygon features in it :) I was just thinking, I haven't ready done any Quake editing yet, but aren't there programs that will convert a Doom level into a map file for compiling? And scince Doom editors will let you do overlapping sectors (though the Doom enginecan't handle it), coudn't you just make the level in a Doom editor, set the ceiling and floor hights of any overlapping sectors so they don't "run" into eachother, adjust the lighting and textures in a quake editor, and add any required items/features, and then compile the level? Atleast making the basic layout would be the same as Doom. >- Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ >... Ever noticed how fast windows runs? Me neither. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!newspeer.monmouth.com!tank.news.pipex.net!pipex!bore.news.pipex.net!pipex!not-for-mail From: "Martin Howe" Newsgroups: rec.games.computer.doom.editing Subject: Re: more newbie help Date: Wed, 2 Jun 1999 21:38:13 +0100 Organization: UUNET WorldCom server (post doesn't reflect views of UUNET WorldCom Lines: 56 Message-ID: <7j6k26$hc4$1@lure.pipex.net> References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> Reply-To: "Martin Howe" NNTP-Posting-Host: userag92.uk.uudial.com X-Trace: lure.pipex.net 928437126 17796 62.188.132.178 (3 Jun 1999 19:12:06 GMT) X-Complaints-To: abuse@uk.uu.net NNTP-Posting-Date: 3 Jun 1999 19:12:06 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13272 Somebody wrote: > Monsters have wake-up noises and breathing noises. To > hear a one-shot voice, replace a monster's wake-up call. To > hear, say, a waterfall, replace the breathing sounds. This > can be done without dehacked. Take a monster you won't be > using, and shove him into a closest where he'll eventually see > the player, but the player will never see him. For a good example of this technique, check out fistfull.wad, a western conversion. It was incredibly well done; the bell really did appear to toll as if the wind was blowing it. BEGIN SPOILER SPACE .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. END SPOILER SPACE In the second level (MAP02) the church bell rings apparently randomly. In fact, there's a revenant and the "revenant sighting player" sound (SKESIT) has been put in the wad as a church bell. Try walking into the church tower (with god mode and no clipping, of course) to see it. Martin -- "In space, no-one can hear you KILL an A L I E N" ~ from "Torquemurder" Martin Howe DosDoom Team Member Bombay Breed Club Member http://dspace.dial.pipex.com/martin.howe/ Be a cat in Doom - see Bombay72.htm (now supports Aliens-TC!!) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.berkeley.edu!newsfeed.amsterdam.nl.net!sun4nl!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Message-ID: <3756c027.338016149@news.inet.fi> References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <37530372.A1E5B0FE@planetfortress.com> <3753f18b.154023668@news.inet.fi> <7j41ts$bv8$2@nntp5.atl.mindspring.net> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 28 Date: Thu, 03 Jun 1999 20:22:30 GMT NNTP-Posting-Host: 195.165.5.132 X-Trace: read2.inet.fi 928441350 195.165.5.132 (Thu, 03 Jun 1999 23:22:30 EET DST) NNTP-Posting-Date: Thu, 03 Jun 1999 23:22:30 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13273 On Wed, 02 Jun 1999 16:48:10 GMT, balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) wrote: >>You got my point pretty well... No need for total polygon engine, just >>combine our current engine with some polygon features in it :) > >I was just thinking, I haven't ready done any Quake editing yet, >but aren't there >programs that will convert a Doom level into a map file for >compiling? And scince Doom editors will let you do overlapping >sectors (though the Doom enginecan't handle it), coudn't you just >make the level in a Doom editor, set the ceiling and >floor hights of any overlapping sectors so they don't "run" >into eachother, adjust the lighting and textures in a quake >editor, and add any required items/features, and then compile >the level? Atleast making the basic layout would be the same as >Doom. Weird idea... Could work, or then not... Depends on how the DooM->Quake program works... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Scanning... Windows found. (1) Remove, (2) Panic, (3) Cry? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3756FC23.AEDF76D9@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <37530372.A1E5B0FE@planetfortress.com> <3753f18b.154023668@news.inet.fi> <7j41ts$bv8$2@nntp5.atl.mindspring.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 49 Date: Thu, 03 Jun 1999 22:05:21 GMT NNTP-Posting-Host: 204.186.53.7 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 928447521 204.186.53.7 (Thu, 03 Jun 1999 18:05:21 EDT) NNTP-Posting-Date: Thu, 03 Jun 1999 18:05:21 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13274 Ahh but sadly things are not that way. You see, in Quake there ARE NO SECTORS. All the walls, floors, ceilings and objects are polygons. You have to individually build all of them piece by piece, which means you need to set at least 6 polygons together in order to make a simple room, as opposed to Doom's 4 Linedefs and a sector. You also need to place light sources everywhere by hand, which does have some advantages as well as disavantages.. the biggest being all the placing of them! The way you build maps in Quake also means that leaks are much harder to find even with the tracing console commands (there are commands which draw a dotted line to the leak, but it will only work if you have a .pts file in the same dir and ONLY if the leak isn't too big). The entire mindset and method of Quake mapping is completely different from Doom, and quite frankly, inferior. I haven't looked at UnrealEd yet simply because it's requirements are three times that of the game (!), and the actual engine seems limiting as well. I tried my hand at Monolith's tools for Shogo, but they seem very "hacked" together, and while they're Windoze based, just aren't up to par with the user-created editors for Doom. Quake mapping is harder, slower, and while you CAN create more realistic structures, the fact that your world is limited to 4096 pixels in any direction means that even if you got the hang of it, your maps couldn't be as big as Doom's. Ever wonder why Half-Life has lots of maps? it's because their actual size is limited by the engine! So to sum things up; Quake mapping ain't nothing like Doom editing. Balanco wrote: > I was just thinking, I haven't ready done any Quake editing yet, > but aren't there > programs that will convert a Doom level into a map file for > compiling? And scince Doom editors will let you do overlapping > sectors (though the Doom enginecan't handle it), coudn't you just > make the level in a Doom editor, set the ceiling and > floor hights of any overlapping sectors so they don't "run" > into eachother, adjust the lighting and textures in a quake > editor, and add any required items/features, and then compile > the level? Atleast making the basic layout would be the same as > Doom. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!isdnet!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: DDF non-monster/weapon stuff Date: Fri, 4 Jun 1999 11:26:20 +0100 Organization: Customer of Planet Online Lines: 10 Message-ID: <7j89u4$egg$1@news4.svr.pol.co.uk> NNTP-Posting-Host: modem-74.lead.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 928492292 14864 62.136.40.202 (4 Jun 1999 10:31:32 GMT) NNTP-Posting-Date: 4 Jun 1999 10:31:32 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13276 Has anyone any examples of DDF being used for anything other than weapon patches etc.? Please tell me where to get some. -- T£þþ¡©8, aka 'Jonathan Dowland' http://www.dowland2.freeserve.co.uk (remove spam to reply) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!dispose.news.demon.net!demon!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: FreeTextures.com opens!!! Date: Fri, 4 Jun 1999 14:40:14 +0100 Organization: Customer of Planet Online Message-ID: <7j8l9o$bfb$1@news7.svr.pol.co.uk> References: <2Sq43.8515$gR5.737@news3.mia> <37527BE4.E667C371@swbell.net> NNTP-Posting-Host: modem-110.bromine.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 928503928 11755 62.136.17.110 (4 Jun 1999 13:45:28 GMT) NNTP-Posting-Date: 4 Jun 1999 13:45:28 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 28 Xref: teaser.fr rec.games.computer.doom.editing:13277 this is a good site, (freetextures), but its annoying reading the same post on multitudes of N/Gs. Martin Rowley wrote in message <37527BE4.E667C371@swbell.net>... >Another site with some textures is: >http://www.crack.com/golgotha_release/browse.html > >Martin > >THE MAN wrote: > >> LEVEL DESIGNERS!!! Try this site out!! free game textures and high res photo >> realistic textures to use in your work >> >> www.freetextures.com >> >> you won't regret it.. >> >> -- >> Nicholas Marks >> FreeTextures.com Director >> www.freetextures.com > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!WCG!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <3757D982.31C35E26@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: FreeTextures.com opens!!! References: <2Sq43.8515$gR5.737@news3.mia> <37527BE4.E667C371@swbell.net> <7j8l9o$bfb$1@news7.svr.pol.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 39 Date: Fri, 04 Jun 1999 08:49:54 -0500 NNTP-Posting-Host: 209.184.1.75 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 928504922 209.184.1.75 (Fri, 04 Jun 1999 07:02:02 PDT) NNTP-Posting-Date: Fri, 04 Jun 1999 07:02:02 PDT Xref: teaser.fr rec.games.computer.doom.editing:13278 I don't know if this was ever listed (sorry if it's a repeat). There are several links to free textures at this site. http://area51a.nstate.net/free/links.htm Again. sorry if its a repeat. I try to pass on anything neat I run across. Martin Teppic8 wrote: > this is a good site, (freetextures), but its annoying reading the same post > on multitudes of N/Gs. > > Martin Rowley wrote in message <37527BE4.E667C371@swbell.net>... > >Another site with some textures is: > >http://www.crack.com/golgotha_release/browse.html > > > >Martin > > > >THE MAN wrote: > > > >> LEVEL DESIGNERS!!! Try this site out!! free game textures and high res > photo > >> realistic textures to use in your work > >> > >> www.freetextures.com > >> > >> you won't regret it.. > >> > >> -- > >> Nicholas Marks > >> FreeTextures.com Director > >> www.freetextures.com > > > > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!WCG!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail Message-ID: <3757DACB.E8BBC9A4@swbell.net> From: Martin Rowley Reply-To: kmrowley@swbell.net Organization: Lusus Naturae X-Mailer: Mozilla 4.04 [en]C-SBIS-NC404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: FreeTextures.com opens!!! References: <2Sq43.8515$gR5.737@news3.mia> <37527BE4.E667C371@swbell.net> <7j8l9o$bfb$1@news7.svr.pol.co.uk> <3757D982.31C35E26@swbell.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Fri, 04 Jun 1999 08:55:23 -0500 NNTP-Posting-Host: 209.184.1.75 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 928505252 209.184.1.75 (Fri, 04 Jun 1999 07:07:32 PDT) NNTP-Posting-Date: Fri, 04 Jun 1999 07:07:32 PDT Xref: teaser.fr rec.games.computer.doom.editing:13279 Sorry guys, I just re-checked this site's links (I know I should have done that "before" I posted) Anyway there is something screwy with the coding on one of his links. I've fixed it here. http://www.mastering3dgraphics.com/ http://area51a.nstate.net/free/ Martin Rowley wrote: > I don't know if this was ever listed (sorry if it's a repeat). > There are several links to free textures at this site. > http://area51a.nstate.net/free/links.htm > > Again. sorry if its a repeat. I try to pass on anything neat I run across. > > Martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.tli.de!news-feed.inet.tele.dk!bofh.vszbr.cz!news-lond.gip.net!news.gsl.net!gip.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: alt.binaries.doom,rec.games.computer.doom.editing Subject: New look design for Doom page Date: Fri, 4 Jun 1999 21:22:48 +0100 Organization: Customer of Planet Online Lines: 15 Message-ID: <7j9cst$v3s$1@news7.svr.pol.co.uk> NNTP-Posting-Host: modem-105.flonase.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 928528093 31868 62.136.67.233 (4 Jun 1999 20:28:13 GMT) NNTP-Posting-Date: 4 Jun 1999 20:28:13 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr alt.binaries.doom:2044 rec.games.computer.doom.editing:13280 Yep, changed the design of my doom page @ http://www.dowland2.freeserve.co.uk . Updated the articles and FAQs, and also added a screenshots section. I think, but I'm not sure, that theres some new stuff- swimmeable opaque water for legacy anyone? Feedback appreciated. Check out green.zip while you're there :) -- T£þþ¡©8, aka 'Jonathan Dowland' http://www.dowland2.freeserve.co.uk (remove spam to reply) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.wirehub.nl!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: FreeTextures.com opens!!! Date: Sun, 6 Jun 1999 14:30:58 +0100 Organization: Customer of Planet Online Lines: 29 Message-ID: <7jdtga$kfe$1@news4.svr.pol.co.uk> References: <2Sq43.8515$gR5.737@news3.mia> <37527BE4.E667C371@swbell.net> <7j8l9o$bfb$1@news7.svr.pol.co.uk> <3757D982.31C35E26@swbell.net> <3757DACB.E8BBC9A4@swbell.net> NNTP-Posting-Host: modem-80.germanium.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 928676170 20974 62.136.15.208 (6 Jun 1999 13:36:10 GMT) NNTP-Posting-Date: 6 Jun 1999 13:36:10 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13281 Its ok- this NG doesnt get enough postings anyway! Thanks for the link. Martin Rowley wrote in message <3757DACB.E8BBC9A4@swbell.net>... >Sorry guys, I just re-checked this site's links (I know I should have done that >"before" I posted) >Anyway there is something screwy with the coding on one of his links. I've fixed >it here. > >http://www.mastering3dgraphics.com/ > >http://area51a.nstate.net/free/ > >Martin Rowley wrote: > >> I don't know if this was ever listed (sorry if it's a repeat). >> There are several links to free textures at this site. >> http://area51a.nstate.net/free/links.htm >> >> Again. sorry if its a repeat. I try to pass on anything neat I run across. >> >> Martin > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.nacamar.de!newsfeed.nacamar.de!news.maxwell.syr.edu!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: anyone use alt.binaries.doom? Date: Sun, 6 Jun 1999 21:06:04 +0100 Organization: Customer of Planet Online Lines: 8 Message-ID: <7jekl7$217$1@news7.svr.pol.co.uk> NNTP-Posting-Host: modem-59.tyrloses.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 928699879 2087 62.136.131.187 (6 Jun 1999 20:11:19 GMT) NNTP-Posting-Date: 6 Jun 1999 20:11:19 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13282 I'm posting binaries there, but I might stop if noone goes there. -- T£þþ¡©8, aka 'Jonathan Dowland' http://www.dowland2.freeserve.co.uk (remove spam to reply) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-ge.switch.ch!serra.unipi.it!newsfeed.cineca.it!newsfeed.nettuno.it!server-b.cs.interbusiness.it!not-for-mail From: "SpeedFreak" Newsgroups: rec.games.computer.doom.editing Subject: pwad with graphics in Final Doom / Doom2 Date: Sun, 6 Jun 1999 23:33:55 +0200 Organization: Centro Servizi Interbusiness Lines: 11 Message-ID: <7jeosq$c2o$1@fe2.cs.interbusiness.it> NNTP-Posting-Host: 194.242.206.36 X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13283 how do i create a pwad with some levels and 3 textures (all consisting of 1 patch per each) in it the way the file works in _both_ final doom and doom2? whenever i use Wintex, deutex or whatever to do this, i get a wad that works under doom2 but crashes final doom or vice versa... megawads like Gothic Doom II work under both, how did they do? the SpeedFreak From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news-ge.switch.ch!news.rediris.es!news.cesca.es!lilith.uab.es!newsmgr From: Isabel Sierra Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing Subject: In Spanish Date: Mon, 07 Jun 1999 09:30:54 +0200 Organization: Universidad de Barcelona Lines: 10 Distribution: inet Message-ID: <375B752E.3C5D@sacu.ub.es> Reply-To: sierra@sacu.ub.es NNTP-Posting-Host: ub119121.ges.ub.es Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.04 (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13284 rec.games.computer.doom.help:10695 rec.games.computer.doom.misc:6460 rec.games.computer.doom.playing:17376 Does anyone know where I can download any text in Spanish about Doom?? I want to make a conversion, but I don't know how make it, I need help?? Is there any helper in Spanish (and in English too)?? Isabel Sierra (Informatic Support) sierra@sacu.ub.es From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!fu-berlin.de!server1.netnews.ja.net!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Mon, 7 Jun 1999 10:10:38 +0100 Organization: University of Cambridge, England Lines: 18 Message-ID: References: <7jekl7$217$1@news7.svr.pol.co.uk> NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: <7jekl7$217$1@news7.svr.pol.co.uk> Xref: teaser.fr rec.games.computer.doom.editing:13285 On Sun, 6 Jun 1999, Teppic8 wrote: > I'm posting binaries there, but I might stop if noone goes there. That is the Doom newsgroup for binaries; posting them to any other of the Doom newsgroups is against the usage guidelines and will make you vey unpopular round here ;-). In answer to the question, no I don't. Because there are much better ways to distribute Doom files, that don't force people to download them that don't want them. Not least uploading to ftp.cdrom.com, or starting a website, or email. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Message-ID: <375ad7d0.606257211@news.inet.fi> References: <7jekl7$217$1@news7.svr.pol.co.uk> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 17 Date: Mon, 07 Jun 1999 13:37:32 GMT NNTP-Posting-Host: 195.165.5.116 X-Trace: read2.inet.fi 928762652 195.165.5.116 (Mon, 07 Jun 1999 16:37:32 EET DST) NNTP-Posting-Date: Mon, 07 Jun 1999 16:37:32 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13286 On Sun, 6 Jun 1999 21:06:04 +0100, "Teppic8" wrote: >I'm posting binaries there, but I might stop if noone goes there. I post here when theres something to post... Are you and all alt.games.doom.xxx and rec.games.computer.doom.xxx areas? - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Hiroshima 45, Tshernobyl 86, Windows 95 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news-w.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: re: pwad with graphics in Final Doom / Doom2 Date: 7 Jun 1999 15:34:28 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 21 Message-ID: <7jgorr$cng$1@news.btv.ibm.com> References: <7jeosq$c2o$1@fe2.cs.interbusiness.it> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 928769723 13040 9.2.17.34 (7 Jun 1999 15:35:23 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 7 Jun 1999 15:35:23 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13287 >From: "SpeedFreak" >how do i create a pwad with some levels and 3 textures (all consisting >of 1 patch per each) in it the way the file works in _both_ final doom >and doom2? The levels part is relatively easy; you just put in MAP0x and ExMy index-entries, with two pointing to each LMP. The textures and patches is harder. Just what LMPs are you currently including? The DOOM I IWAD has both TEXTURE1 and TEXTURE2 LMPs, whereas the DOOM II IWAD has just TEXTURE1. If you replace either or both of those, you have to make sure that *all* the textures that you or the engine uses are still in there, elsewise the engine will crash. You have to be careful what you do with PNAMES, also, if you're replacing that. If you still can't figure it out, give us more detail of the LMPs present in the PWADs that aren't working, and maybe we can help. (I don't know anything about most of the common tools for this stuff, because I do it mostly with my own code, but I can give advice down at that level...) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.wirehub.nl!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Mon, 7 Jun 1999 17:22:54 +0100 Organization: Customer of Planet Online Lines: 24 Message-ID: <7jgruq$37o$1@news6.svr.pol.co.uk> References: <7jekl7$217$1@news7.svr.pol.co.uk> <375ad7d0.606257211@news.inet.fi> NNTP-Posting-Host: modem-12.selenium.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 928772890 3320 62.136.16.140 (7 Jun 1999 16:28:10 GMT) NNTP-Posting-Date: 7 Jun 1999 16:28:10 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13288 Nope, at the moment just alt.binaries.doom and rec.games.computer.doom.editing But no binaries to this one... yet. Sir Robin wrote in message <375ad7d0.606257211@news.inet.fi>... >On Sun, 6 Jun 1999 21:06:04 +0100, "Teppic8" > wrote: > >>I'm posting binaries there, but I might stop if noone goes there. > >I post here when theres something to post... > >Are you and all alt.games.doom.xxx and rec.games.computer.doom.xxx >areas? > > >- Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > >... Hiroshima 45, Tshernobyl 86, Windows 95 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!usenet.INS.CWRU.Edu!cleveland.Freenet.Edu!bl227 From: bl227@cleveland.Freenet.Edu (Richard Smol) Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: 7 Jun 1999 17:24:49 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 13 Message-ID: <7jgv91$kqa$1@alexander.INS.CWRU.Edu> References: <7jekl7$217$1@news7.svr.pol.co.uk> Reply-To: bl227@cleveland.Freenet.Edu (Richard Smol) NNTP-Posting-Host: kanga.ins.cwru.edu Xref: teaser.fr rec.games.computer.doom.editing:13289 In a previous article, cph@lxdoom.linuxgames.com (Colin Phipps) says: >In answer to the question, no I don't. Because there are much better ways >to distribute Doom files, that don't force people to download them that >don't want them. Not least uploading to ftp.cdrom.com, or starting a >website, or email. Uh... how would posting a binary to a news group force you to download it? Greetz, RS From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: re: pwad with graphics in Final Doom / Doom2 Organization: Insert witty quote here. References: <7jeosq$c2o$1@fe2.cs.interbusiness.it> <7jgorr$cng$1@news.btv.ibm.com> X-Newsreader: News Xpress 2.01 Lines: 19 Message-ID: Date: Mon, 07 Jun 1999 21:23:28 GMT NNTP-Posting-Host: 142.177.86.88 X-Trace: sapphire.mtt.net 928790415 142.177.86.88 (Mon, 07 Jun 1999 18:20:15 ADT) NNTP-Posting-Date: Mon, 07 Jun 1999 18:20:15 ADT Xref: teaser.fr rec.games.computer.doom.editing:13290 David M. Chess wrote: >>From: "SpeedFreak" > >>how do i create a pwad with some levels and 3 textures (all consisting >>of 1 patch per each) in it the way the file works in _both_ final doom >>and doom2? > >The levels part is relatively easy; you just put in MAP0x and ExMy >index-entries, with two pointing to each LMP. I think you've confused Ultimate Doom and Final Doom. Final Doom uses the MAPxx setup like Doom 2. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news.rdc1.ab.wave.home.com.POSTED!not-for-mail Message-ID: <375C85B1.EEB6C600@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? References: <7jekl7$217$1@news7.svr.pol.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Tue, 08 Jun 1999 02:54:49 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.ab.wave.home.com 928810489 24.64.44.72 (Mon, 07 Jun 1999 19:54:49 PDT) NNTP-Posting-Date: Mon, 07 Jun 1999 19:54:49 PDT Xref: teaser.fr rec.games.computer.doom.editing:13291 Teppic8 wrote: > > I'm posting binaries there, but I might stop if noone goes there. I saw three posts from you in the last couple of days. I downloaded two. If you posted more, my server's 14-hour expiry time for binary groups ate 'em. I have a mild preference that the binaries be sent to cdrom.com. You can then post an announcement in a.g.d, where I'm sure to have a chance to see it. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!su-news-hub1.bbnplanet.com!news.gtei.net!newsfeed.berkeley.edu!join.news.pipex.net!pipex!warm.news.pipex.net!pipex!bore.news.pipex.net!pipex!not-for-mail From: "Martin Howe" Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Tue, 8 Jun 1999 07:51:14 +0100 Organization: UUNET WorldCom server (post doesn't reflect views of UUNET WorldCom Lines: 13 Message-ID: <7jiei5$2in$1@lure.pipex.net> References: <7jekl7$217$1@news7.svr.pol.co.uk> <375C85B1.EEB6C600@home.com> Reply-To: "Martin Howe" NNTP-Posting-Host: userar33.uk.uudial.com X-Trace: lure.pipex.net 928824709 2647 62.188.136.192 (8 Jun 1999 06:51:49 GMT) X-Complaints-To: abuse@uk.uu.net NNTP-Posting-Date: 8 Jun 1999 06:51:49 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13292 Yes, I use it, but not often as most posters don't bother to put a quick description of the file there so that one can see if it might be to one's taste before downloading. Martin- -- "In space, no-one can hear you KILL an A L I E N" ~ from "Torquemurder" Martin Howe DosDoom Team Member Bombay Breed Club Member http://dspace.dial.pipex.com/martin.howe/ Be a cat in Doom - see Bombay72.htm (now supports Aliens-TC!!) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.wirehub.nl!newspeer1.nac.net!netnews.com!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 8 Jun 1999 03:45:06 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 22 Jun 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10696 rec.games.computer.doom.misc:6461 rec.games.computer.doom.playing:17378 rec.games.computer.doom.editing:13293 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!IRIS!news-lond.gip.net!news.gsl.net!gip.net!newspeer.clara.net!news.clara.net!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Tue, 8 Jun 1999 12:20:31 +0100 Organization: Customer of Planet Online Lines: 23 Message-ID: <7jiujq$hb9$1@news8.svr.pol.co.uk> References: <7jekl7$217$1@news7.svr.pol.co.uk> <375C85B1.EEB6C600@home.com> <7jiei5$2in$1@lure.pipex.net> NNTP-Posting-Host: modem-115.ibuprofin.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 928841146 17769 62.136.73.115 (8 Jun 1999 11:25:46 GMT) NNTP-Posting-Date: 8 Jun 1999 11:25:46 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13294 Hmmm, how were my titles? I was going to post a desc and reply with the binary, but I couldnt be arsed to wait for the post to show up in the first place. I will be posting to cdrom.com soon, all of my files turn up on my page first. Martin Howe wrote in message <7jiei5$2in$1@lure.pipex.net>... >Yes, I use it, but not often as most posters don't bother to put a quick >description of the file there so that one can see if it might be to one's >taste before downloading. > >Martin- >-- >"In space, no-one can hear you KILL an A L I E N" ~ from "Torquemurder" >Martin Howe DosDoom Team Member Bombay Breed Club Member >http://dspace.dial.pipex.com/martin.howe/ >Be a cat in Doom - see Bombay72.htm (now supports Aliens-TC!!) > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news-w.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: re: pwad with graphics in Final Doom / Doom2 Date: 8 Jun 1999 12:14:00 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 14 Message-ID: <7jj1g5$nf8$1@news.btv.ibm.com> References: NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 928844101 24040 9.2.17.34 (8 Jun 1999 12:15:01 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 8 Jun 1999 12:15:01 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13295 >From: I_Am_The_Archon@Doom.com (Len Pitre) >I think you've confused Ultimate Doom and Final Doom. Final Doom uses the >MAPxx setup like Doom 2. Whoa, I certainly have! Or rather, I didn't realize that Final Doom used the Doom 2 LMPs. I thought it was just another Ultimate-like thing. I didn't know there were any Doom 2 - based commercial rereleases. Guess I'd better go over to the id Software archives and see if I can find the details. Tx for the correction! DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news-ge.switch.ch!news.rediris.es!news.cesca.es!lilith.uab.es!newsmgr From: Isabel Sierra Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing Subject: Re: In Spanish Date: Tue, 08 Jun 1999 14:27:14 +0200 Organization: Universidad de Barcelona Lines: 12 Distribution: inet Message-ID: <375D0C22.2867@sacu.ub.es> References: <375B752E.3C5D@sacu.ub.es> Reply-To: sierra@sacu.ub.es NNTP-Posting-Host: ub119121.ges.ub.es Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.04 (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13296 rec.games.computer.doom.help:10697 rec.games.computer.doom.misc:6462 rec.games.computer.doom.playing:17379 Does anyone know where I can download any text in Spanish about Doom?? I want to make a conversion, but I don't know how make it, I need help?? Is there any helper in Spanish (and in English too)?? Isabel Sierra (Informatic Support) sierra@sacu.ub.es PLEASE HELP From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!unlisys!news.snafu.de!fu-berlin.de!server1.netnews.ja.net!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Tue, 8 Jun 1999 13:48:28 +0100 Organization: University of Cambridge, England Lines: 29 Message-ID: References: <7jekl7$217$1@news7.svr.pol.co.uk> <7jgv91$kqa$1@alexander.INS.CWRU.Edu> NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: <7jgv91$kqa$1@alexander.INS.CWRU.Edu> Xref: teaser.fr rec.games.computer.doom.editing:13297 On 7 Jun 1999, Richard Smol wrote: > In a previous article, cph@lxdoom.linuxgames.com (Colin Phipps) says: > >... there are much better ways > >to distribute Doom files, that don't force people to download them that > >don't want them. Not least uploading to ftp.cdrom.com, or starting a > >website, or email. > > Uh... how would posting a binary to a news group force you to download it? Because many people (in particular people on modems for whom the size of files is important) use offline news readers that simply download all the news from the groups they want to read; and people often don't mark binaries clearly in the title of their post, so people like me that browse down the news online can't avoid them either. And: () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom which pretty much clears up the whole issue I think; Alt.Binaries.Doom is the group for binaries if you must post them. I'd still say that posting an url to the file on a web site somewhere, or offering to send by email, is a better way of distributing files. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.ecrc.net!firehose.mindspring.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? Date: Tue, 08 Jun 1999 12:31:20 GMT Organization: . Lines: 47 Message-ID: <7jjd4p$79i$4@nntp4.atl.mindspring.net> References: <7jekl7$217$1@news7.svr.pol.co.uk> <7jgv91$kqa$1@alexander.INS.CWRU.Edu> NNTP-Posting-Host: d1.56.c4.c9 X-Server-Date: 8 Jun 1999 15:33:45 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13298 Colin Phipps wrote: >On 7 Jun 1999, Richard Smol wrote: >> In a previous article, cph@lxdoom.linuxgames.com (Colin Phipps) says: >> >... there are much better ways >> >to distribute Doom files, that don't force people to download them that >> >don't want them. Not least uploading to ftp.cdrom.com, or starting a >> >website, or email. >> >> Uh... how would posting a binary to a news group force you to download it? >Because many people (in particular people on modems for whom the size >of files is important) use offline news readers that simply download all >the news from the groups they want to read; and people often don't mark >binaries clearly in the title of their post, so people like me that browse >down the news online can't avoid them either. Usualy there are very few text articles in binaries groups, and are usualy considered off topic. It's better to not include binaries groups in your newsreader download, because chances are you could wind up with over a meg of files (alt.binaries.games.quake usualy a meg or more posted within a couple days). No one labels their articles as binaries because they don't feel it's nessecary. >And: > () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom >which pretty much clears up the whole issue I think; Alt.Binaries.Doom is >the group for binaries if you must post them. I'd still say that posting >an url to the file on a web site somewhere, or offering to send by email, >is a better way of distributing files. >Colin >Mail: cph@lxdoom.linuxgames.com >Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com >Doom Underground: http://www.doomworld.com/d_underg _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: re: pwad with graphics in Final Doom / Doom2 Organization: Insert witty quote here. References: <7jj1g5$nf8$1@news.btv.ibm.com> X-Newsreader: News Xpress 2.01 Lines: 26 Message-ID: Date: Tue, 08 Jun 1999 16:02:26 GMT NNTP-Posting-Host: 142.177.87.14 X-Trace: sapphire.mtt.net 928857554 142.177.87.14 (Tue, 08 Jun 1999 12:59:14 ADT) NNTP-Posting-Date: Tue, 08 Jun 1999 12:59:14 ADT Xref: teaser.fr rec.games.computer.doom.editing:13299 David M. Chess wrote: >>From: I_Am_The_Archon@Doom.com (Len Pitre) > >>I think you've confused Ultimate Doom and Final Doom. Final Doom uses the >>MAPxx setup like Doom 2. > >Whoa, I certainly have! Or rather, I didn't realize that Final Doom >used the Doom 2 LMPs. I thought it was just another Ultimate-like >thing. I didn't know there were any Doom 2 - based commercial >rereleases. Guess I'd better go over to the id Software archives >and see if I can find the details. Better yet, go to http://www.teamtnt.com/ixfd.htm >Tx for the correction! > No probs. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: In Spanish Organization: Insert witty quote here. Distribution: inet References: <375B752E.3C5D@sacu.ub.es> <375D0C22.2867@sacu.ub.es> X-Newsreader: News Xpress 2.01 Lines: 21 Message-ID: Date: Tue, 08 Jun 1999 16:06:37 GMT NNTP-Posting-Host: 142.177.87.14 X-Trace: sapphire.mtt.net 928857804 142.177.87.14 (Tue, 08 Jun 1999 13:03:24 ADT) NNTP-Posting-Date: Tue, 08 Jun 1999 13:03:24 ADT Xref: teaser.fr rec.games.computer.doom.editing:13300 rec.games.computer.doom.help:10698 rec.games.computer.doom.misc:6463 rec.games.computer.doom.playing:17380 sierra@sacu.ub.es wrote: >Does anyone know where I can download any text in Spanish about >Doom?? Not really. English is the predominant language amongst Doomers, though a Spanish gaming NG might have better leads. > I want to make a conversion, but I don't know how make it, I >need help?? It depends on what you want to do. You might want to check some tutorials. Links to som ecan be found at: http://www.doomworld.com/tutorials/index.shtml Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <375D6AF5.F43B43EB@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: anyone use alt.binaries.doom? References: <7jekl7$217$1@news7.svr.pol.co.uk> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 20 Date: Tue, 08 Jun 1999 19:11:44 GMT NNTP-Posting-Host: 204.186.53.83 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 928869104 204.186.53.83 (Tue, 08 Jun 1999 15:11:44 EDT) NNTP-Posting-Date: Tue, 08 Jun 1999 15:11:44 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13301 I occasionally look there.. sometimes it's nice to be able to download things at my modem's full speed (news server is 1 hop away from me!) when they're new and have not been mirrored yet.. Teppic8 wrote: > > I'm posting binaries there, but I might stop if noone goes there. > > -- > T£þþ¡©8, aka 'Jonathan Dowland' > http://www.dowland2.freeserve.co.uk > (remove spam to reply) -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: Why does everybody hate build? Date: Tue, 8 Jun 1999 21:06:39 +0100 Organization: none Message-ID: References: <37483c27.0@wznews.webzone.net> <7ia6fb$fur$7@nntp5.atl.mindspring.net> <7imjeu$ate$4@nntp4.atl.mindspring.net> <374fb494.1177134@news.inet.fi> <37519cc1.1211884@news.inet.fi> <37530372.A1E5B0FE@planetfortress.com> <3753f18b.154023668@news.inet.fi> <7j41ts$bv8$2@nntp5.atl.mindspring.net> <3756FC23.AEDF76D9@planetfortress.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 928950971 nnrp-06:26531 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 14 Xref: teaser.fr rec.games.computer.doom.editing:13305 On Thu, 3 Jun 1999, SailorScout wrote: >Ahh but sadly things are not that way. You see, in Quake there ARE NO >SECTORS. All the walls, floors, ceilings and objects are polygons. You >have to individually build all of them piece by piece, which means you >need to set at least 6 polygons together in order to make a simple room, >as opposed to Doom's 4 Linedefs and a sector. You also need to place >light sources everywhere by hand, which does have some advantages as >well as disavantages.. the biggest being all the placing of them! Quake does have something a bit like sectors, IIRC. They're not actually *called* sectors. but if you think that empty space isn't defined as it is in Doom, you're wrong. -- Stuart Brady: stuart@wholehog .demon.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: looking for soldier monsters for doom Date: Thu, 10 Jun 1999 07:41:07 +0800 Lines: 5 Message-ID: <375EFB93.4A4263D7@xoommail.com> NNTP-Posting-Host: studun13.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13306 i am looking for soldier monsters for doom i am making a conversion where you are in a top secret military base and i need monsters. scientists would also be usefull From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!europa.netcrusader.net!128.32.206.55!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: looking for people to help me with my add-on Date: Thu, 10 Jun 1999 18:20:35 +0800 Lines: 14 Message-ID: <375F9172.2CC1EB90@xoommail.com> NNTP-Posting-Host: studun24.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13307 i am looking for people to help me with my add-on. the idea is that you are an agent sent to infiltrate an enemy compound. it will feature science labs and other areas. monsters so far:marine from marine doom wolf3d soldier? wolf3d white guy? wolf3d blue ss guy? scientist of some kind... ideas? i need help with the monsters, graphics (title screen etc), sounds, dehacked patch and mabie some of the scenary pieces. i also need level designers but i do not need texture designers as i already have all the textures i need. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!newsfeed.direct.ca!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: looking for people to help me with my add-on Date: Thu, 10 Jun 1999 18:28:06 +0800 Lines: 6 Message-ID: <375F9336.28BAD350@xoommail.com> References: <375F9172.2CC1EB90@xoommail.com> NNTP-Posting-Host: studun24.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13308 i should have said that i will be doing it using the zdoom engine and i have not decided between dioom 1 and doom 2. any preferences here? i have decided that i do not need level designers at this stage but i really need enemies. i already have most of the scenary pieces and almost all of the textures. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!logbridge.uoregon.edu!newsfeed.amsterdam.nl.net!sun4nl!surfnet.nl!barba.uci.kun.nl!not-for-mail From: t_nuz@dds.nl (Frollo) Newsgroups: rec.games.computer.doom.editing Subject: Re: more newbie help Date: Thu, 10 Jun 1999 14:44:26 GMT Organization: Universitair Centrum Informatievoorziening, The Netherlands Lines: 17 Message-ID: <375fcea7.1171989@netnews.uci.kun.nl> References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> <7j6k26$hc4$1@lure.pipex.net> NNTP-Posting-Host: ib098.extern.kun.nl X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13309 On Wed, 2 Jun 1999 21:38:13 +0100, "Martin Howe" wrote: >Somebody wrote: > >> Monsters have wake-up noises and breathing noises. To >> hear a one-shot voice, replace a monster's wake-up call. To >> hear, say, a waterfall, replace the breathing sounds. This >> can be done without dehacked. Take a monster you won't be >> using, and shove him into a closest where he'll eventually see >> the player, but the player will never see him. In order to get 100% kills, it may be a good idea to let the player activate a crusher ceiling when he's close to the exit, thus killing the unused monster(s). Frollo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: more newbie help Organization: Insert witty quote here. References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> <7j6k26$hc4$1@lure.pipex.net> <375fcea7.1171989@netnews.uci.kun.nl> X-Newsreader: News Xpress 2.01 Lines: 28 Message-ID: Date: Thu, 10 Jun 1999 19:08:19 GMT NNTP-Posting-Host: 142.177.59.53 X-Trace: sapphire.mtt.net 929041512 142.177.59.53 (Thu, 10 Jun 1999 16:05:12 ADT) NNTP-Posting-Date: Thu, 10 Jun 1999 16:05:12 ADT Xref: teaser.fr rec.games.computer.doom.editing:13310 Frollo wrote: >On Wed, 2 Jun 1999 21:38:13 +0100, "Martin Howe" > wrote: > >>Somebody wrote: >> >>> Monsters have wake-up noises and breathing noises. To >>> hear a one-shot voice, replace a monster's wake-up call. To >>> hear, say, a waterfall, replace the breathing sounds. This >>> can be done without dehacked. Take a monster you won't be >>> using, and shove him into a closest where he'll eventually see >>> the player, but the player will never see him. > >In order to get 100% kills, it may be a good idea to let the player >activate a crusher ceiling when he's close to the exit, thus killing >the unused monster(s). > If you're using DeHackEd, you can just turn off the "Affects Kill %" flag. Making a sound to repeat over and over forever at a regular interval is fairly easy in DeHackEd. I accidentally did it last night.:) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <37600E36.D8AE432C@bigfoot.com> Date: Thu, 10 Jun 1999 21:12:55 +0200 From: Zuckuss Reply-To: zuckuss@bigfoot.com Organization: spMoK X-Mailer: Mozilla 4.01 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing To: Len Pitre Subject: Re: more newbie help X-Priority: 3 (Normal) References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> <7j6k26$hc4$1@lure.pipex.net> <375fcea7.1171989@netnews.uci.kun.nl> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: z10-30.stockholm.sbbs2.net X-Trace: 10 Jun 1999 21:00:58 +0100, z10-30.stockholm.sbbs2.net Lines: 37 Path: teaser.fr!freenix!oleane!newsfeed.nacamar.de!newsfeed.nacamar.de!newsfeed.tli.de!news.algonet.se!algonet!newsfeed1.swip.net!swipnet!193.13.199.3!z10-30.stockholm.sbbs2.net Xref: teaser.fr rec.games.computer.doom.editing:13311 Yep. Len Pitre wrote: > Frollo wrote: > >On Wed, 2 Jun 1999 21:38:13 +0100, "Martin Howe" > > wrote: > > > >>Somebody wrote: > >> > >>> Monsters have wake-up noises and breathing noises. To > >>> hear a one-shot voice, replace a monster's wake-up call. To > >>> hear, say, a waterfall, replace the breathing sounds. This > >>> can be done without dehacked. Take a monster you won't be > >>> using, and shove him into a closest where he'll eventually see > >>> the player, but the player will never see him. > > > >In order to get 100% kills, it may be a good idea to let the player > >activate a crusher ceiling when he's close to the exit, thus killing > >the unused monster(s). > > > > If you're using DeHackEd, you can just turn off the "Affects Kill %" > flag. > Making a sound to repeat over and over forever at a regular interval > is fairly > easy in DeHackEd. I accidentally did it last night.:) > > Len > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!newsfeed.enteract.com!ix.netcom.com!news From: James Rachwal Newsgroups: rec.games.computer.doom.editing Subject: Duke Nukem 3D can't run build file Date: Thu, 10 Jun 1999 15:15:56 -0400 Organization: Netcom Lines: 37 Message-ID: <37600EEB.A456CCC0@ix.netcom.com> NNTP-Posting-Host: sar-fl2-14.ix.netcom.com Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="------------09C3A9676AD6E9D7364C1F28" X-NETCOM-Date: Thu Jun 10 2:22:48 PM CDT 1999 X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13312 This is a multi-part message in MIME format. --------------09C3A9676AD6E9D7364C1F28 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit I am having a problem with Duke nukem 3D V1.5 parental control version I have built a level with the build program but do not know how to run the build file afterwards, can anyone give me some help with this the files generated from this program are *.map files my e-mail is rachwal@ix.netcom.com --------------09C3A9676AD6E9D7364C1F28 Content-Type: text/x-vcard; charset=us-ascii; name="vcard.vcf" Content-Transfer-Encoding: 7bit Content-Description: Card for James Rachwal Content-Disposition: attachment; filename="vcard.vcf" begin: vcard fn: James Rachwal n: Rachwal;James org: Light Technology Inc. adr: 571 Interstate Blvd.;;;Sarasota;Fl;34240;USA email;internet: rachwal@ix.netcom.com title: mechanical engineer tel;work: (941) 377-7445 tel;fax: (941) 378-9293 tel;home: (941) 371-3376 note: check out our web sitehttp://www.lightechnology.com x-mozilla-cpt: ;0 x-mozilla-html: FALSE version: 2.1 end: vcard --------------09C3A9676AD6E9D7364C1F28-- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!wn4feed!worldnet.att.net!wnmaster2!not-for-mail From: "Laanan Fisher" Newsgroups: rec.games.computer.doom.editing Subject: Re: Duke Nukem 3D can't run build file Date: Fri, 11 Jun 1999 01:38:40 -0400 Organization: AT&T WorldNet Services Lines: 23 Message-ID: <7jqb47$dsc$1@bgtnsc01.worldnet.att.net> References: <37600EEB.A456CCC0@ix.netcom.com> NNTP-Posting-Host: 12.67.148.67 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Trace: bgtnsc01.worldnet.att.net 929083335 14220 12.67.148.67 (11 Jun 1999 06:42:15 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 11 Jun 1999 06:42:15 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13313 Let me see if I'm understanding you... You've built a Duke MAP using build and you don't know how to play your MAP? If this is the case, then use the command line... duke3d -map mymap.map Sorry if I misunderstood you -- Yours, ** leadGUITARIST for machineDEGENERATE ** James Rachwal wrote in message <37600EEB.A456CCC0@ix.netcom.com>... >I am having a problem with Duke nukem 3D V1.5 parental control version >I have built a level with the build program but do not know how to run >the >build file afterwards, can anyone give me some help with this >the files generated from this program are *.map files >my e-mail is rachwal@ix.netcom.com > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.stanford.edu!newsfeed.concentric.net!global-news-master From: LoPan@littlechina.com (Egg Shen) Newsgroups: rec.games.computer.doom.editing Subject: New gaming news & rumors site. It's hilarious! Date: 11 Jun 1999 00:26:25 PDT Organization: Concentric Internet Services Lines: 7 Message-ID: <3760b8f8.11613255@news.concentric.net> NNTP-Posting-Host: 209.220.9.58 X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13314 This site seems like "The Onion" of the gaming industry. There's some funny stuff here... check it out: http://www.fatbabies.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!newspump.sol.net!news.execpc.com!newspeer.sol.net!newstank.sol.net!newsops.execpc.com!posts.execpc.com!daily-planet.newsops.execpc.com!usenet From: Michael Schmidt Newsgroups: rec.games.computer.doom.editing Subject: A newbie question in Dehacked Date: Fri, 11 Jun 1999 09:04:14 -0500 Organization: ExecPC Lines: 11 Message-ID: <7jr51f$skg@newsops.execpc.com> NNTP-Posting-Host: pluto-1-79.mdm.prk.execpc.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: daily-planet.newsops.execpc.com 929109871 29328 (None) 169.207.113.79 X-Complaints-To: abuse@execpc.com X-Mailer: Mozilla 4.04 [en]C-EXECPC-404 (Win95; U) Xref: teaser.fr rec.games.computer.doom.editing:13315 I was wondering if you guys could tell me how to get the effect achieved in theme17.deh (by Werner Spahl) with the Terminators (i.e. you shoot them, they stay down for a while and get up). I want to do this with the Demon sprite. I have tried making its injury frame its death frame (sort of) and changing the wait on the last frame (I believe it's Sargn0) to 50. I then changed the sprite that it would go to next to its starting walking frame. When I did this, it didn't stay down for long at all (about 2 seconds), and it eventually became invincible ( this has happened each time I've played it, so it must have to do with the changes I made). From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!isdnet!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: A newbie question in Dehacked Organization: Insert witty quote here. References: <7jr51f$skg@newsops.execpc.com> X-Newsreader: News Xpress 2.01 Lines: 26 Message-ID: Date: Fri, 11 Jun 1999 16:35:15 GMT NNTP-Posting-Host: 142.177.92.8 X-Trace: sapphire.mtt.net 929118730 142.177.92.8 (Fri, 11 Jun 1999 13:32:10 ADT) NNTP-Posting-Date: Fri, 11 Jun 1999 13:32:10 ADT Xref: teaser.fr rec.games.computer.doom.editing:13316 Michael Schmidt wrote: >I was wondering if you guys could tell me how to get the effect achieved >in theme17.deh (by Werner Spahl) with the Terminators (i.e. you shoot >them, they stay down for a while and get up). I want to do this with the >Demon sprite. I have tried making its injury frame its death frame (sort >of) and changing the wait on the last frame (I believe it's Sargn0) to >50. Which isn't that long. >I then changed the sprite that it would go to next to its starting >walking frame. When I did this, it didn't stay down for long at all >(about 2 seconds), and it eventually became invincible That's because one of its death frames (493, SARGL0) has the "fall" codepointer on it, which flattens the monster so you can walk through it. Since you can pass through it, so can your weapons. You need to steal frames from another monster (like Commander Keen) and use those for the fake death frames. .. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newspeer1.nac.net!news.new-york.net!uunet!ffx.uu.net!nntp.inet.fi!inet.fi!news.sci.fi!not-for-mail From: Ice Man Newsgroups: rec.games.computer.doom.editing Subject: beginner Date: Sat, 12 Jun 1999 00:25:06 +0300 Organization: SAUNALAHDEN SERVERIN asiakas Lines: 6 Message-ID: <37617EB2.C83FB423@saunalahti.fi> NNTP-Posting-Host: mdi.dyn.saunalahti.fi Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13318 1. can i make all enemies fire fireballs? 2. can there be more factions than just me against the rest 3. can i "convert" enemies into my allies (imps fire other enemies but not me) ---can anyone help--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.tli.de!dispose.news.demon.net!demon!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: beginner Organization: Insert witty quote here. References: <37617EB2.C83FB423@saunalahti.fi> X-Newsreader: News Xpress 2.01 Message-ID: Date: Fri, 11 Jun 1999 22:35:06 GMT NNTP-Posting-Host: 142.177.69.1 X-Trace: sapphire.mtt.net 929140321 142.177.69.1 (Fri, 11 Jun 1999 19:32:01 ADT) NNTP-Posting-Date: Fri, 11 Jun 1999 19:32:01 ADT Lines: 18 Xref: teaser.fr rec.games.computer.doom.editing:13319 Ice Man wrote: >1. can i make all enemies fire fireballs? Sure, with DeHackEd. However, you can't make new fireballs, just use old ones. >2. can there be more factions than just me against the rest >3. can i "convert" enemies into my allies (imps fire other enemies but >not me) Not without a source port like MBF that has special programming to accomodate that idea. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: Duke Nukem 3D can't run build file Date: Sat, 12 Jun 1999 04:02:15 GMT Organization: . Lines: 35 Message-ID: <7jt0qb$bkg$3@nntp5.atl.mindspring.net> References: <37600EEB.A456CCC0@ix.netcom.com> NNTP-Posting-Host: d1.56.c8.74 X-Server-Date: 12 Jun 1999 07:04:43 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13320 James Rachwal wrote: >I am having a problem with Duke nukem 3D V1.5 parental control version >I have built a level with the build program but do not know how to run >the >build file afterwards, can anyone give me some help with this >the files generated from this program are *.map files >my e-mail is rachwal@ix.netcom.com Duke3d -map yourmapfile.map or run the set up program, and choose the select user level option, and then when you are done, chose the "laucnh duke3d" option.. If you are running from Windoze 95/98, you can create a small batch file to launch mapfiles in Duke3d. Use notepad to create the following Example: @echo off rem :: The next line logs what maps were used echo Duke 3d map file %1 launched>>c:\duke3d\d_usermp.log rem :: The next line launches the game. cd c:\duke3d duke3d -map %1 save it as dukelanc.bat and associate all *.map files to it. All you have to do now is double cliclk on a map to launch it. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <376276AE.E329FC65@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: New gaming news & rumors site. It's hilarious! References: <3760b8f8.11613255@news.concentric.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sat, 12 Jun 1999 15:03:03 GMT NNTP-Posting-Host: 204.186.53.1 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929199783 204.186.53.1 (Sat, 12 Jun 1999 11:03:03 EDT) NNTP-Posting-Date: Sat, 12 Jun 1999 11:03:03 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13321 Actually http://www.themushroom.com is the Onion of the gaming industry ;) Egg Shen wrote: > > This site seems like "The Onion" of the gaming industry. There's some > funny stuff here... check it out: > > http://www.fatbabies.com -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!bignews.mediaways.net!news0.de.colt.net!colt.net!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: comp.os.msdos.djgpp,rec.games.computer.doom.editing Subject: BooM exe editing / DJGPP Date: Sat, 12 Jun 1999 22:53:45 +0100 Organization: Customer of Planet Online Lines: 52 Message-ID: <7jukvd$bhq$1@news4.svr.pol.co.uk> NNTP-Posting-Host: modem-111.vanadium.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 929224493 11834 62.136.11.111 (12 Jun 1999 21:54:53 GMT) NNTP-Posting-Date: 12 Jun 1999 21:54:53 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr comp.os.msdos.djgpp:72637 rec.games.computer.doom.editing:13322 Hi All, Bit of a cross-subject post, but please be patient - I think both NG's are relevant... I am *very* new to DJGPP, so I apologise if this has been covered before, but I have never seen this topic in any of the doom NG's. OK, you've played DooM; added PWads; created your own PWads; DeHacked the exe... and then what? Edit the exe! That's where I am coming from! I use BooM 2.02 exe and so chose that as my base. I've tracked down DJGPP and Allegro. Installed OK(?) and made my "Hello World!" program (I chose to use the RHIDE environment). I am now trying to re-compile BooM! as a starting point, using the source downloaded from TeamTNT's site. First, I am not a *real* programmer, but I have done a bit of coding in the past. I have created a new project (iboom) and added all the BooM files with ".c" extensions. Due to errors, I removed the following 3 files from the Project: bmp2c.c, bin2c.c and swantbls.c, none of which had the id copyright heading so I assumed they were extras. When attempting to compile I still get a number of errors (which I shall not list unless requested). The first (and I thought simplest) is: "undefined reference to 'joy_b1'". (joy_b2, joy_b3, joy_x & joy_y follow). I believe I have set-up by RHIDE paths correctly, but I feel this is where my error lays. Any help or suggestions gratefully received. Regards JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!newsfeed.mathworks.com!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.mad.ttd.net!news.mad.ttd.net!not-for-mail From: gradha@iname.com (Grzegorz Adam Hankiewicz) Newsgroups: comp.os.msdos.djgpp,rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Date: Sat, 12 Jun 1999 22:42:18 GMT Organization: Gogosoftware Lines: 24 Message-ID: <3762deb1.430210@news.mad.ttd.net> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> NNTP-Posting-Host: info190.jet.es X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr comp.os.msdos.djgpp:72640 rec.games.computer.doom.editing:13323 On Sat, 12 Jun 1999 22:53:45 +0100, "JohnN" wrote: >... >When attempting to compile I still get a number of errors (which I shall not >list unless >requested). >The first (and I thought simplest) is: "undefined reference to 'joy_b1'". >(joy_b2, joy_b3, >joy_x & joy_y follow). > >I believe I have set-up by RHIDE paths correctly, but I feel this is where >my error lays. Looks like the compiler is not finding the Allegro lib, since those joy_bx variables are from Allegro. Make sure that liballeg.lib is in djgpp/lib, and allegro.h in djgpp/include. Then, don't forget to tell RHIDE to link with Allegro: Options->libraries->type "alleg" in an empty field and mark it's box. However, how is it that you don't have a proper makefile? With that, running make would compile everything without the need for RHIDE... Grzegorz Adam Hankiewicz - gradha@iname.com Gogosoftware - http://welcome.to/gogosoftware/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!oleane!news-europe.mathworks.com!btnet-peer!btnet!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: comp.os.msdos.djgpp,rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Date: Sun, 13 Jun 1999 00:15:46 +0100 Organization: Customer of Planet Online Lines: 44 Message-ID: <7juppc$64d$1@news7.svr.pol.co.uk> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> <3762deb1.430210@news.mad.ttd.net> NNTP-Posting-Host: modem-111.vanadium.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 929229420 6285 62.136.11.111 (12 Jun 1999 23:17:00 GMT) NNTP-Posting-Date: 12 Jun 1999 23:17:00 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr comp.os.msdos.djgpp:72642 rec.games.computer.doom.editing:13324 Hi Grzegorz, Thanks for such a speedy response! I shall check the allegro.lib path. I did set-up RHIDE "alleg" in options>libraries as per FAQ / set-up. Not too sure about your "proper makefile" point - as my post said, I'm not a *real* programmer! I just downloaded source code and tried to re-compile. When I have achieved this then the real work begins - modifying the source! Regards JohnN Grzegorz Adam Hankiewicz wrote in message <3762deb1.430210@news.mad.ttd.net>... >On Sat, 12 Jun 1999 22:53:45 +0100, "JohnN" > wrote: >>... >>When attempting to compile I still get a number of errors (which I shall not >>list unless >>requested). >>The first (and I thought simplest) is: "undefined reference to 'joy_b1'". >>(joy_b2, joy_b3, >>joy_x & joy_y follow). >> >>I believe I have set-up by RHIDE paths correctly, but I feel this is where >>my error lays. > >Looks like the compiler is not finding the Allegro lib, since those >joy_bx variables are from Allegro. Make sure that liballeg.lib is in >djgpp/lib, and allegro.h in djgpp/include. Then, don't forget to tell >RHIDE to link with Allegro: Options->libraries->type "alleg" in an >empty field and mark it's box. > >However, how is it that you don't have a proper makefile? With that, >running make would compile everything without the need for RHIDE... > >Grzegorz Adam Hankiewicz - gradha@iname.com >Gogosoftware - http://welcome.to/gogosoftware/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!news.cis.ohio-state.edu!news.maxwell.syr.edu!newsfeed.cwix.com!139.130.250.2!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: does anyone know of a better texture creator than wintex? Date: Sun, 13 Jun 1999 09:04:51 +0800 Lines: 4 Message-ID: <376303B3.7E47902@xoommail.com> NNTP-Posting-Host: studun35.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13325 does anyone know of a better texture creator than wintex? wintex has a few bugs that are mre annoying than harmfull but still... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!agate!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: can someone plz help?` Date: Sun, 13 Jun 1999 16:10:14 +0800 Lines: 6 Message-ID: <37636766.7C46A6FB@xoommail.com> NNTP-Posting-Host: studun35.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13326 can someone please mail me the texture1,texture2 and pnames lumps from doom1? and also from doom2? i really need these so i can fix my corrupt copies of doom and doom2. i have lost the origonal disks to a virus ages ago. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: comp.os.msdos.djgpp,rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Date: 13 Jun 1999 15:02:55 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <7k0h6v$j30$1@feed.teaser.fr> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> <3762deb1.430210@news.mad.ttd.net> <7juppc$64d$1@news7.svr.pol.co.uk> NNTP-Posting-Host: dip197.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929286175 19552 194.51.100.197 (13 Jun 1999 15:02:55 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 13 Jun 1999 15:02:55 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr comp.os.msdos.djgpp:72686 rec.games.computer.doom.editing:13327 In article <7juppc$64d$1@news7.svr.pol.co.uk>, john@nicho87.freeserve.co.uk says... >Not too sure about your "proper makefile" point - as my post said, I'm not a >*real* programmer! I just downloaded source code and tried to re-compile. >When I have achieved this then the real work begins - modifying the source! If a makefile is supplied, I would advise you to use it instead of the IDE because that makefile may contain subtleties that, with the IDE, you'll have to discover yourself the hard way. If you have a makefile, you just have to type "make" to build Boom. Of course, you need make but it's probably packaged with DJGPP by default. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!dispose.news.demon.net!demon!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: comp.os.msdos.djgpp,rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Date: Sun, 13 Jun 1999 23:08:39 +0100 Organization: Customer of Planet Online Message-ID: <7k1a78$kvi$1@news6.svr.pol.co.uk> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> <3762deb1.430210@news.mad.ttd.net> <7juppc$64d$1@news7.svr.pol.co.uk> <7k0h6v$j30$1@feed.teaser.fr> NNTP-Posting-Host: modem-84.zidovudine.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 929311784 21490 62.136.94.212 (13 Jun 1999 22:09:44 GMT) NNTP-Posting-Date: 13 Jun 1999 22:09:44 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 36 Xref: teaser.fr comp.os.msdos.djgpp:72692 rec.games.computer.doom.editing:13328 Andre Majorel wrote in message <7k0h6v$j30$1@feed.teaser.fr>... >If a makefile is supplied, I would advise you to use it instead of >the IDE because that makefile may contain subtleties that, with the >IDE, you'll have to discover yourself the hard way. > >If you have a makefile, you just have to type "make" to build Boom. No make file supplied as part of BooM source zip (boom202s.zip)... >Of course, you need make but it's probably packaged with DJGPP by >default. > DJGPP certainly does have an exe called make. Maybe I shall investigate this. (Am I correct in thinking not many people have tried digging deeper than DeHacked?) Returning to a previous post regarding Allegro's path (Grzegorz Adam Hankiewicz - gradha@iname.com)... I wrote a "Hello World!" program which included basic Allegro stuff. Failed first time because I *had* forgotten to set Options>Libraries for "alleg". When this was set, build successful. Also, I was able to reference "joy_b1", a variable which causes an error when attempting to build BooM. If neither Ty nor Lee pick-up on this, maybe I shall contact TeamTNT direct. Thanks for input, JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!newsfeeds.bigpond.com!not-for-mail From: "Liam Padmore" Newsgroups: rec.games.computer.doom.editing References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> <7j6k26$hc4$1@lure.pipex.net> <375fcea7.1171989@netnews.uci.kun.nl> <37600E36.D8AE432C@bigfoot.com> Subject: Re: more newbie help Lines: 12 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 14 Jun 1999 02:34:08 +1000 NNTP-Posting-Host: 139.134.132.218 X-Trace: newsfeeds.bigpond.com 929334567 139.134.132.218 (Mon, 14 Jun 1999 14:29:27 EST) NNTP-Posting-Date: Mon, 14 Jun 1999 14:29:27 EST Organization: Telstra BigPond Internet Services (http://www.bigpond.com) Xref: teaser.fr rec.games.computer.doom.editing:13329 >> If you're using DeHackEd, you can just turn off the "Affects Kill %" >> flag. >> Making a sound to repeat over and over forever at a regular interval >> is fairly >> easy in DeHackEd. I accidentally did it last night.:) >> >> Len >> How? I should be able to work it out, but I can't.... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!newsfeeds.bigpond.com!not-for-mail From: "Liam Padmore" Newsgroups: rec.games.computer.doom.editing Subject: DJGPP Lines: 7 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 14 Jun 1999 02:41:11 +1000 NNTP-Posting-Host: 139.134.132.218 X-Trace: newsfeeds.bigpond.com 929334989 139.134.132.218 (Mon, 14 Jun 1999 14:36:29 EST) NNTP-Posting-Date: Mon, 14 Jun 1999 14:36:29 EST Organization: Telstra BigPond Internet Services (http://www.bigpond.com) Xref: teaser.fr rec.games.computer.doom.editing:13330 Excuse the blatant idiocy of this question, but I can't find the answer. What is DJGPP and what does it stand for? Please laugh at me before answering.... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: DJGPP Date: Mon, 14 Jun 1999 13:53:46 +0800 Lines: 4 Message-ID: <376498EA.8C7FA479@xoommail.com> References: NNTP-Posting-Host: studun2.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13331 it is a free dos c/c++ compiler that a lot of people are using to compile/make dos ports of doom. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: need weaopns for my conversion... Date: Mon, 14 Jun 1999 14:05:31 +0800 Lines: 6 Message-ID: <37649BAB.227E3F85@xoommail.com> NNTP-Posting-Host: studun2.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13332 has anyone made any decent weapons that would fit in with an army conversion? i have a bazooka for the rocket launcher and a knife for the fists... i need a good chaingun, a good shotgun and a good pistol... i do not plan to use the BFG or the plasma gun. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.mel.connect.com.au!news.mel.aone.net.au!newsfeed-in.aone.net.au!ozemail.com.au!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: help wanted Date: Mon, 14 Jun 1999 18:47:09 +0800 Lines: 6 Message-ID: <3764DDAD.BA176084@xoommail.com> NNTP-Posting-Host: studun11.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13333 i need help... i need to know the size of the doom2.exe file from doom 1.19. i cant get the shareware version of hacs to install and i think that it looks at the size of this file. if i can get it to install i can play it with boom. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!enst!univ-angers.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.cwix.com!203.146.0.24!news.loxinfo.co.th!not-for-mail From: GAME Newsgroups: rec.games.computer.doom.editing Subject: CATCHER DOLLS FOR COIN OPERATED CLAW MACHINES Date: 14 Jun 1999 13:06:34 GMT Organization: // Lines: 16 Message-ID: <7k2uoq$cqp$284@news.loxinfo.co.th> NNTP-Posting-Host: loxppp16-sp6.suapha.loxinfo.net X-Trace: news.loxinfo.co.th 929365594 13145 203.146.28.96 (14 Jun 1999 13:06:34 GMT) X-Complaints-To: usenet@loxinfo.co.th NNTP-Posting-Date: 14 Jun 1999 13:06:34 GMT Xref: teaser.fr rec.games.computer.doom.editing:13334 Catcher dolls for coin operated claw machines Factory prices Visit http://www.adva.th.com/dolls/dolls1.html From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!130.185.14.36!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: more newbie help Organization: Insert witty quote here. References: <0zK43.3164$PN5.11064@newsfeeds.bigpond.com> <37549523.450A91A5@home.com> <7j6k26$hc4$1@lure.pipex.net> <375fcea7.1171989@netnews.uci.kun.nl> <37600E36.D8AE432C@bigfoot.com> X-Newsreader: News Xpress 2.01 Lines: 46 Message-ID: <3l893.2446$aP5.71320@sapphire.mtt.net> Date: Mon, 14 Jun 1999 14:32:20 GMT NNTP-Posting-Host: 142.177.81.79 X-Trace: sapphire.mtt.net 929370559 142.177.81.79 (Mon, 14 Jun 1999 11:29:19 ADT) NNTP-Posting-Date: Mon, 14 Jun 1999 11:29:19 ADT Xref: teaser.fr rec.games.computer.doom.editing:13335 Liam Padmore wrote: > >>> If you're using DeHackEd, you can just turn off the "Affects Kill %" >>> flag. >>> Making a sound to repeat over and over forever at a regular interval >>> is fairly >>> easy in DeHackEd. I accidentally did it last night.:) >>> >>> Len >>> >How? I should be able to work it out, but I can't.... > > How about this? It makes SS Nazis into invisible unkillable things that, after being "woke up", just repeat their pain sound (which I've changed to the normal SS wakeup shout) over and over. It's very primitive, and could be improved, but it gets the general idea across. Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 Thing 24 (SS Nazi) First moving frame = 742 Alert sound = 0 Pain sound = 101 Action sound = 0 Bits = 8 Frame 742 Duration = 24 Frame 743 Duration = 24 Next frame = 742 -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DJGPP Date: Mon, 14 Jun 1999 20:51:27 +0100 Organization: none Message-ID: References: NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 929390078 nnrp-01:29361 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 18 Xref: teaser.fr rec.games.computer.doom.editing:13336 On Mon, 14 Jun 1999, Liam Padmore wrote: >Excuse the blatant idiocy of this question, but I can't find the answer. You're excused. >What is DJGPP and what does it stand for? >Please laugh at me before answering.... Ok then: Hahahahahahahaha. It's the DOS port of GCC (gnu c compiler). It also has DOS ports of emacs, bash, and a few other programs. Basically, it lets you write 32 bit protected mode programs for DOS using the C programming language. I'm not sure why anyone would want to, though. -- Stuart Brady: stuart@wholehog .demon.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Date: 14 Jun 1999 21:06:03 GMT Organization: None I'm aware of ! Lines: 15 Message-ID: <7k3qrr$p87$1@feed.teaser.fr> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> <3762deb1.430210@news.mad.ttd.net> <7juppc$64d$1@news7.svr.pol.co.uk> <7k0h6v$j30$1@feed.teaser.fr> <7k1a78$kvi$1@news6.svr.pol.co.uk> NNTP-Posting-Host: dip212.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929394363 25863 194.51.100.212 (14 Jun 1999 21:06:03 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 14 Jun 1999 21:06:03 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13337 In article <7k1a78$kvi$1@news6.svr.pol.co.uk>, john@nicho87.freeserve.co.uk says... >No make file supplied as part of BooM source zip (boom202s.zip)... I've just checked and I'm positive that boom202s.zip does contain a file named "makefile". -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Two bugs in BSP 2.3 Date: 14 Jun 1999 21:47:16 GMT Organization: None I'm aware of ! Lines: 12 Message-ID: <7k3t94$pdu$1@feed.teaser.fr> NNTP-Posting-Host: dip215.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929396836 26046 194.51.100.215 (14 Jun 1999 21:47:16 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 14 Jun 1999 21:47:16 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13338 I've put together a small pwad that demonstrates (what I think to be) two funny bugs in BSP 2.3. It's at http://www.teaser.fr/~amajorel/doom/bsp23bug.zip I'm going to ask Lee if he's interested in looking into it but in the meantime, enjoy :-). -- Andre Majorel http://www.teaser.fr/~amajorel/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 14 Jun 1999 22:46:48 GMT Organization: None I'm aware of ! Lines: 11 Message-ID: <7k40oo$qps$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> NNTP-Posting-Host: dip246.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929400408 27452 194.51.100.246 (14 Jun 1999 22:46:48 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 14 Jun 1999 22:46:48 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13339 In article <7k3t94$pdu$1@feed.teaser.fr>, amajorel@teezer.fr says... >I'm going to ask Lee if he's interested in looking into it BTW, does anyone know Lee's new address ? The one at HP bounces (user unknown). -- Andre Majorel http://www.teaser.fr/~amajorel/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.nyu.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37658B91.360E8CB@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? References: <376303B3.7E47902@xoommail.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Mon, 14 Jun 1999 23:10:23 GMT NNTP-Posting-Host: 204.186.53.153 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929401823 204.186.53.153 (Mon, 14 Jun 1999 19:10:23 EDT) NNTP-Posting-Date: Mon, 14 Jun 1999 19:10:23 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13340 Most people I know use a combination of Wintex and NWT for texture stuff. There's a NWT Pro in addition to plain 'ol NWT v1.3, but it's buggier. Both can be found on cdrom.com in the idgames/utils directories. Jonathan Wilson wrote: > > does anyone know of a better texture creator than wintex? > wintex has a few bugs that are mre annoying than harmfull but still... -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.new-york.net!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37658C2E.717A2D0D@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DJGPP References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Mon, 14 Jun 1999 23:13:00 GMT NNTP-Posting-Host: 204.186.53.153 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929401980 204.186.53.153 (Mon, 14 Jun 1999 19:13:00 EDT) NNTP-Posting-Date: Mon, 14 Jun 1999 19:13:00 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13341 The world would be a better place if DOS itself was 32-bit. But then again, it'd be a bit more like those "other" OSes like Linux and OS/2, and Micro$oft would hate that ;) Stuart Brady wrote: > It's the DOS port of GCC (gnu c compiler). It also has DOS ports of > emacs, bash, and a few other programs. Basically, it lets you write 32 > bit protected mode programs for DOS using the C programming language. > I'm not sure why anyone would want to, though. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Tue, 15 Jun 1999 07:59:05 +0800 Lines: 4 Message-ID: <37659749.6A9FDC3B@xoommail.com> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> NNTP-Posting-Host: studun23.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13342 i might write my own wad editor or mabie get the deutex/wintex sutrce code and fix the bugs in that. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey01.news.aol.com!not-for-mail From: malzuzu@aol.com (Malzuzu) Newsgroups: rec.games.computer.doom.editing Subject: Re: can someone plz help?` Lines: 3 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 15 Jun 1999 02:34:58 GMT References: <37636766.7C46A6FB@xoommail.com> Organization: AOL http://www.aol.com Message-ID: <19990614223458.25824.00001693@ng-cf1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13343 do you still need the textures?? email me if you do... nick.. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: can someone plz help?` Date: Tue, 15 Jun 1999 12:12:07 +0800 Lines: 35 Message-ID: <3765D297.A92C6124@xoommail.com> References: <37636766.7C46A6FB@xoommail.com> <19990614223458.25824.00001693@ng-cf1.aol.com> NNTP-Posting-Host: studun23.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13344 also i am missing all the songs except: d_runin d_stalks d_countd d_betwee d_doom d_the_da d_shawn d_ddtblu d_in_cit d_stkls2 d_theda2 d_doom2 d_ddtbl2 d_runni2 d_dead2 d_stkls3 d_romero d_shawn2 d_messag d_count2 d_ddtbl3 d_ampie d_theda3 d_adrian d_messg2 d_romer2 d_tense d_shawn3 d_evil d_ultima please send these to me so i can be running a 100% complete version of doom... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!remarQ73!supernews.com!remarQ.com!news.good.net!news.goodnet.com!not-for-mail From: "Paul Chenoweth" Newsgroups: rec.games.computer.doom.editing Subject: WAD to MAP Lines: 6 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <0Yk93.2722$V4.9076@news.goodnet.com> Date: Tue, 15 Jun 1999 04:50:04 GMT NNTP-Posting-Host: 208.15.165.68 X-Trace: news.goodnet.com 929422204 208.15.165.68 (Mon, 14 Jun 1999 21:50:04 MDT) NNTP-Posting-Date: Mon, 14 Jun 1999 21:50:04 MDT Xref: teaser.fr rec.games.computer.doom.editing:13345 Is there any better program that can convert DOOM levels to Duke Nukem, but unlike the one included with the DUKE3D cd, which doesn't convert the textures, is there one that does a better job? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!feed1.news.rcn.net!rcn!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: DJGPP Date: Tue, 15 Jun 1999 02:02:32 GMT Organization: . Lines: 34 Message-ID: <7k4mtt$kc$2@nntp2.atl.mindspring.net> References: <37658C2E.717A2D0D@planetfortress.com> NNTP-Posting-Host: d1.56.c6.2d X-Server-Date: 15 Jun 1999 05:05:01 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13346 SailorScout wrote: >The world would be a better place if DOS itself was 32-bit. But then >again, it'd be a bit more like those "other" OSes like Linux and OS/2, >and Micro$oft would hate that ;) M$ did release a multi-tasking version of Dos 4 in Japan back in 1990 (atleast from what I read in one of the Dos news groups). Unfortunately, it was never released here (Gee, I wonder why? :\ Caldera Dr-Dos also has a multi tasker, but I don't know if they updated it yet so it can switch between GW- extended programs like Doom. >Stuart Brady wrote: >> It's the DOS port of GCC (gnu c compiler). It also has DOS ports of >> emacs, bash, and a few other programs. Basically, it lets you write 32 >> bit protected mode programs for DOS using the C programming language. >> I'm not sure why anyone would want to, though. >-- >SailorScout [sailorscout@planetfortress.com] >PlanetFortress Newsie & Admin > (http://www.planetfortress.com) >The Gaming Center > (http://www.planetfortress.com/sailorscout) _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!wn4feed!worldnet.att.net!wnmaster2!not-for-mail From: "Laanan Fisher" Newsgroups: rec.games.computer.doom.editing Subject: Re: WAD to MAP Date: Tue, 15 Jun 1999 00:27:00 -0400 Organization: machineDEGENERATE Lines: 17 Message-ID: <7k4odk$pp0$1@bgtnsc03.worldnet.att.net> References: <0Yk93.2722$V4.9076@news.goodnet.com> NNTP-Posting-Host: 12.67.130.130 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Trace: bgtnsc03.worldnet.att.net 929424628 26400 12.67.130.130 (15 Jun 1999 05:30:28 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 15 Jun 1999 05:30:28 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13347 Paul Chenoweth wrote in message <0Yk93.2722$V4.9076@news.goodnet.com>... :Is there any better program that can convert DOOM levels to Duke Nukem, but :unlike the one included with the DUKE3D cd, which doesn't convert the :textures, is there one that does a better job? Well, I'm making my own now, but that won't be done for a month or so...As for others, I know of none. -- Yours, ** leadGUITARIST for machineDEGENERATE ** From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!WCG!news.airnews.net!cabal12.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: help wanted Date: Tue, 15 Jun 1999 01:37:36 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 28 Message-ID: X-Orig-Message-ID: <7k4smg$sj7@library1.airnews.net> References: <3764DDAD.BA176084@xoommail.com> Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library1.airnews.net NNTP-Posting-Time: Tue Jun 15 01:43:28 1999 NNTP-Posting-Host: !chp64F\LHJAA21 (Encoded at Airnews!) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13348 Jonathan Wilson wrote in message news:3764DDAD.BA176084@xoommail.com... > i need help... i need to know the size of the doom2.exe file from doom > 1.19. i cant get the shareware version of hacs to install and i think > that it looks at the size of this file. > if i can get it to install i can play it with boom. > > Uhm, 1.19? Do you mean 1.9? -- -- DooMWiz (doomwiz@ticnet.com) -- Doom Development Environment @ http://dde.tsx.org calloc(1,sizeof(geek)) <-- irc.cs.cmu.edu "Conformity adheres to normality" - DooMWiz "Isn't it strange how sometimes it's just logical to be illogical?" - DooMWiz "If we stop living because we fear death, then we have already died." - Raistlin "Binaries may die but source code lives forever" - The Halloween Document "I'm a freak." - SilverChair From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.new-york.net!uunet!ffx.uu.net!dfw.uu.net!news.airnews.net!cabal11.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Tue, 15 Jun 1999 01:38:42 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 22 Message-ID: <9E61119BA65CA097.F994576F86AF00D8.37FC27A2486256A1@lp.airnews.net> X-Orig-Message-ID: <7k4smh$sj7@library1.airnews.net> References: <7k3t94$pdu$1@feed.teaser.fr> <7k40oo$qps$1@feed.teaser.fr> Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library1.airnews.net NNTP-Posting-Time: Tue Jun 15 01:43:29 1999 NNTP-Posting-Host: !chp64F\LHJAA21 (Encoded at Airnews!) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13349 > BTW, does anyone know Lee's new address ? The one at HP bounces > (user unknown). I have absolutely no idea...he changed it when he released MBF. =( -- -- DooMWiz (doomwiz@ticnet.com) -- Doom Development Environment @ http://dde.tsx.org calloc(1,sizeof(geek)) <-- irc.cs.cmu.edu "Conformity adheres to normality" - DooMWiz "Isn't it strange how sometimes it's just logical to be illogical?" - DooMWiz "If we stop living because we fear death, then we have already died." - Raistlin "Binaries may die but source code lives forever" - The Halloween Document "I'm a freak." - SilverChair From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!netnews.com!newspeer1.nac.net!news.new-york.net!uunet!ffx.uu.net!dfw.uu.net!news.airnews.net!cabal11.airnews.net!cabal1.airnews.net!news-f.iadfw.net!usenet From: "DooMWiz" Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Tue, 15 Jun 1999 01:43:20 -0500 Organization: The Internet Connection - ticnet.com (using Airnews.net!) Lines: 32 Message-ID: X-Orig-Message-ID: <7k4sml$sj7@library1.airnews.net> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> Abuse-Reports-To: abuse at ticnet.com to report improper postings NNTP-Proxy-Relay: library1.airnews.net NNTP-Posting-Time: Tue Jun 15 01:43:33 1999 NNTP-Posting-Host: !chp64F\LHJAA21 (Encoded at Airnews!) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13350 Jonathan Wilson wrote in message news:37659749.6A9FDC3B@xoommail.com... > i might write my own wad editor or mabie get the deutex/wintex sutrce code > and fix the bugs in that. > > Heh, maybe when you get your typos down. =] Anyway, DDE was supposed to be all that, and well, the project has sorta died (as you can see from the nonexistant updates at the site). I want to release the sources, but Cephaler wants to continue working on it for right now. So, if you wanna look at them, they may be released soon. =) -- -- DooMWiz (doomwiz@ticnet.com) -- Doom Development Environment @ http://dde.tsx.org calloc(1,sizeof(geek)) <-- irc.cs.cmu.edu "Conformity adheres to normality" - DooMWiz "Isn't it strange how sometimes it's just logical to be illogical?" - DooMWiz "If we stop living because we fear death, then we have already died." - Raistlin "Binaries may die but source code lives forever" - The Halloween Document "I'm a freak." - SilverChair From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 15 Jun 1999 03:45:05 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 29 Jun 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10726 rec.games.computer.doom.misc:6472 rec.games.computer.doom.playing:17390 rec.games.computer.doom.editing:13351 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: can someone plz help?` Date: Tue, 15 Jun 1999 16:50:29 +0800 Lines: 3 Message-ID: <376613D5.9DC7E924@xoommail.com> References: <37636766.7C46A6FB@xoommail.com> <19990614223458.25824.00001693@ng-cf1.aol.com> <3765D297.A92C6124@xoommail.com> NNTP-Posting-Host: studun35.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13352 oops. sent this to the group by mistake. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: help wanted Date: Tue, 15 Jun 1999 16:52:24 +0800 Lines: 4 Message-ID: <37661447.60207360@xoommail.com> References: <3764DDAD.BA176084@xoommail.com> NNTP-Posting-Host: studun35.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13353 yes. 1.9. but i found out the information by looking inside the patch file. (my copy of doom2 refues to patch with any of the patches) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Message-ID: <376652b0.495410148@news.inet.fi> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 17 Date: Tue, 15 Jun 1999 14:26:29 GMT NNTP-Posting-Host: 195.165.4.135 X-Trace: read2.inet.fi 929456789 195.165.4.135 (Tue, 15 Jun 1999 17:26:29 EET DST) NNTP-Posting-Date: Tue, 15 Jun 1999 17:26:29 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13354 On Tue, 15 Jun 1999 07:59:05 +0800, Jonathan Wilson wrote: >i might write my own wad editor or mabie get the deutex/wintex sutrce code >and fix the bugs in that. Hmm, for me WinTex has worked in 99% of cases and when WinTex was not enough I've used DeuTex... What's your problem with them? just interested... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... How can you make Windows faster ? Throw it harder ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Message-ID: <3766530b.495501132@news.inet.fi> References: <7k3t94$pdu$1@feed.teaser.fr> <7k40oo$qps$1@feed.teaser.fr> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 23 Date: Tue, 15 Jun 1999 14:26:31 GMT NNTP-Posting-Host: 195.165.4.135 X-Trace: read2.inet.fi 929456791 195.165.4.135 (Tue, 15 Jun 1999 17:26:31 EET DST) NNTP-Posting-Date: Tue, 15 Jun 1999 17:26:31 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13355 On 14 Jun 1999 22:46:48 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <7k3t94$pdu$1@feed.teaser.fr>, amajorel@teezer.fr says... > >>I'm going to ask Lee if he's interested in looking into it > >BTW, does anyone know Lee's new address ? The one at HP bounces >(user unknown). Sorry to say, but I believe that Lee is not part of the community anymore :( He left some time ago already and deleted his doom pages at classicgaming.com too :( >Andre Majorel - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... How can you make Windows faster ? Throw it harder ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: 15 Jun 1999 19:01:55 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <7k67v3$r1$1@feed.teaser.fr> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> NNTP-Posting-Host: dip216.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929473315 865 194.51.100.216 (15 Jun 1999 19:01:55 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 15 Jun 1999 19:01:55 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13356 In article <37659749.6A9FDC3B@xoommail.com>, wilsonj@xoommail.com says... >i might write my own wad editor or mabie get the deutex/wintex sutrce code >and fix the bugs in that. If you make changes to DeuTex, please get in touch with as I'm the new maintainer and would like to release your mods along with the upcoming v4.0. I would also be interested in hearing about bugs in DeuTex, of course. As for WinTex, you're on your own, however. I don't maintain it and I doubt Olivier will. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3766D211.E0E87758@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <7k67v3$r1$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Tue, 15 Jun 1999 22:23:28 GMT NNTP-Posting-Host: 204.186.44.228 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929485408 204.186.44.228 (Tue, 15 Jun 1999 18:23:28 EDT) NNTP-Posting-Date: Tue, 15 Jun 1999 18:23:28 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13357 Andre Majorel wrote: > As for WinTex, you're on your own, however. I don't maintain it and > I doubt Olivier will. That's a shame, cause Wintex really does kick ass even if it is old. As a VB3 program, it only takes up around 500k of memory. I made a 17k executable with VB5 and it took up 3.7 megs of RAM. What the hell? > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Wed, 16 Jun 1999 08:23:49 +0800 Lines: 4 Message-ID: <3766EE95.1AECAE39@xoommail.com> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <376652b0.495410148@news.inet.fi> NNTP-Posting-Host: studun38.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13358 wintex works but it has some annoying bugs... like cutting a texture does not work properly. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Wed, 16 Jun 1999 08:26:20 +0800 Lines: 3 Message-ID: <3766EF2B.9DD1384F@xoommail.com> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <7k67v3$r1$1@feed.teaser.fr> NNTP-Posting-Host: studun38.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13359 i assume that the deutex source code is gone from ftp.cdrom.com for a reason. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Tue, 15 Jun 1999 22:59:41 GMT Organization: . Lines: 41 Message-ID: <7k70jv$9gv$1@nntp9.atl.mindspring.net> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <7k67v3$r1$1@feed.teaser.fr> <3766D211.E0E87758@planetfortress.com> NNTP-Posting-Host: d1.56.ca.06 X-Server-Date: 16 Jun 1999 02:02:39 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13360 SailorScout wrote: >Andre Majorel wrote: >> As for WinTex, you're on your own, however. I don't maintain it and >> I doubt Olivier will. >That's a shame, cause Wintex really does kick ass even if it is old. As >a VB3 program, it only takes up around 500k of memory. I made a 17k >executable with VB5 and it took up 3.7 megs of RAM. What the hell? I remember reading a horror story about how the newer VB compiler would produce much more bloated code than earlier versions. Good old M$ and sloppy/bloat code (from the VB compiler program, not the Deutex source) at work :\ Scince 10+ GB drives are becomming real common, don't expect this trend to die out soon (and to think, 17 years ago it was said that no computer user would need more than 10*mb* of hard drive space. :\ >> -- >> Andre Majorel >> http://www.teaser.fr/~amajorel/ >-- >SailorScout [sailorscout@planetfortress.com] >PlanetFortress Newsie & Admin > (http://www.planetfortress.com) >The Gaming Center > (http://www.planetfortress.com/sailorscout) _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: some questions regarding zdoom... Date: Wed, 16 Jun 1999 20:01:48 +0800 Lines: 15 Message-ID: <3767922C.5A794890@xoommail.com> NNTP-Posting-Host: studun21.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13362 can you do the folowing in zdoom? does anyone have any examples of any of these? display a message when someone pushes a linedef play a sound when someone pushes a linedef have a 2s linedef with the non passable flag set and when the player shoots it or pushes on it (2 different lines, of course) it then becomes passable if these cant be done then i will add them to the engine (assuming that modifying zdoom is ok) it gives me an excuse to learn more about programming in c. also does anyone have/know of any good references on zdoom scripting? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!news-xfer.epix.net!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Message-ID: <37672181.1301810@news.inet.fi> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <376652b0.495410148@news.inet.fi> <3766EE95.1AECAE39@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 15 Date: Wed, 16 Jun 1999 14:58:02 GMT NNTP-Posting-Host: 195.165.5.193 X-Trace: read2.inet.fi 929545082 195.165.5.193 (Wed, 16 Jun 1999 17:58:02 EET DST) NNTP-Posting-Date: Wed, 16 Jun 1999 17:58:02 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13363 On Wed, 16 Jun 1999 08:23:49 +0800, Jonathan Wilson wrote: >wintex works but it has some annoying bugs... like cutting a texture does not >work properly. Ah, I now remember that problem... Lucky me rarely needs it... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you crashed your Windows today? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DJGPP Date: Tue, 15 Jun 1999 19:23:27 +0100 Organization: none Message-ID: References: <37658C2E.717A2D0D@planetfortress.com> <7k4mtt$kc$2@nntp2.atl.mindspring.net> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 929552687 nnrp-08:24935 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 32 Xref: teaser.fr rec.games.computer.doom.editing:13364 On Tue, 15 Jun 1999, Balanco wrote: > M$ did release a multi-tasking version of Dos 4 in Japan >back in 1990 (atleast from what I read in one of the >Dos news groups). Unfortunately, it was never released >here (Gee, I wonder why? :\ Caldera Dr-Dos also has a >multi tasker, but I don't know if they updated it yet >so it can switch between GW- extended programs like Doom. PC DOS *may* have a multitasker. DR-DOS definately does, which was why Microsoft was so scared of it. A 32 bit DOS wouldn't be as good as Linux, because Linux was 32 bit right from the start, and if it has to be changed in any major way, existing programs could be broken because you'd be able to recompile them again. DLL hell doesn't exist on Linux, because you can just recompile programs with the new version of a library. Also, version numbers are stored in the file name, so that the executable will work with the older version, and it won't be overwritten. IIRC, Microsoft made Windows 3.1 quit with an error message when run from DR DOS, but it would have worked perfectly without that test - Win9x is supposed to work on top of DR DOS. The 'merging' of DOS and Windows may have been purly to get rid of DR DOS... I don't see why DR DOS shouldn't be able to run protected mode programs. Btw, where exactly is here? :-) Usenet isn't the USA, you know... Hmm... where exactly is this thread heading? -- Stuart Brady: stuart@wholehog .demon.co.uk ^^ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: Wed, 16 Jun 1999 14:56:39 GMT Organization: . Lines: 18 Message-ID: <7k8olc$93v$1@nntp2.atl.mindspring.net> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <7k67v3$r1$1@feed.teaser.fr> <3766EF2B.9DD1384F@xoommail.com> NNTP-Posting-Host: d1.56.c4.d9 X-Server-Date: 16 Jun 1999 17:59:08 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13365 Jonathan Wilson wrote: >i assume that the deutex source code is gone from ftp.cdrom.com for a reason. It dosen't seem like something CDROM.com would normaly do. Unless someone modified the source without giving credit to the original author, or not saying that the source was modified. _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: some questions regarding zdoom... Message-ID: <3767cbde.591982578@news.inet.fi> References: <3767922C.5A794890@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 32 Date: Wed, 16 Jun 1999 18:24:16 GMT NNTP-Posting-Host: 195.165.5.145 X-Trace: read2.inet.fi 929557456 195.165.5.145 (Wed, 16 Jun 1999 21:24:16 EET DST) NNTP-Posting-Date: Wed, 16 Jun 1999 21:24:16 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13366 On Wed, 16 Jun 1999 20:01:48 +0800, Jonathan Wilson wrote: >can you do the folowing in zdoom? >does anyone have any examples of any of these? >display a message when someone pushes a linedef Yes... >play a sound when someone pushes a linedef Not sure, but I think so... >have a 2s linedef with the non passable flag set and when the player >shoots >it or pushes on it (2 different lines, of course) it then becomes >passable Yes... >if these cant be done then i will add them to the engine (assuming that >modifying zdoom is ok) >it gives me an excuse to learn more about programming in c. > >also does anyone have/know of any good references on zdoom scripting? Scripting is the way to go :) There is a damn good scripting tutorial page on internet, but I don't remember it's addy... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Date: 16 Jun 1999 19:18:32 GMT Organization: None I'm aware of ! Lines: 11 Message-ID: <7k8ta8$62a$1@feed.teaser.fr> References: <376303B3.7E47902@xoommail.com> <37658B91.360E8CB@planetfortress.com> <37659749.6A9FDC3B@xoommail.com> <7k67v3$r1$1@feed.teaser.fr> <3766EF2B.9DD1384F@xoommail.com> NNTP-Posting-Host: dip249.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929560712 6218 194.51.100.249 (16 Jun 1999 19:18:32 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Jun 1999 19:18:32 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13367 In article <3766EF2B.9DD1384F@xoommail.com>, wilsonj@xoommail.com says... >i assume that the deutex source code is gone from ftp.cdrom.com for a reason. It hasn't. It's just cleverly hidden in deutex-irix5.3.tar.gz (something like that). -- Andre Majorel http://www.teaser.fr/~amajorel/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 16 Jun 1999 21:48:41 GMT Organization: None I'm aware of ! Lines: 12 Message-ID: <7k963p$6uv$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> <7k40oo$qps$1@feed.teaser.fr> <3766530b.495501132@news.inet.fi> NNTP-Posting-Host: dip225.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929569721 7135 194.51.100.225 (16 Jun 1999 21:48:41 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Jun 1999 21:48:41 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13368 In article <3766530b.495501132@news.inet.fi>, jsaksa79@hotmail.com says... >Sorry to say, but I believe that Lee is not part of the community >anymore :( Unfortunately for us. And for him, too. I've just read his why_i_left_doom.html on xoom.com and he really seems to be hurt. -- Andre Majorel http://www.teaser.fr/~amajorel/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.cwix.com!209.208.190.2!news.globix.net!uunet!nyc.uu.net!ffx.uu.net!marshall.shentel.net!not-for-mail From: "Herbie Carter" Newsgroups: rec.games.computer.doom.editing Subject: segmentation violation Date: Wed, 16 Jun 1999 18:21:13 -0400 Organization: ShenTel Internet Services User Lines: 12 Message-ID: <7k97nl$qo0$1@marshall.shentel.net> NNTP-Posting-Host: ha05s029.d.shentel.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13369 Has anyone seen this message when loading an Iwad? R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] Then the game stops loading. Can anyone shed any light? Thanks... Herb From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: anyone have/know of any good zdoom/hexen scripting references? Date: Thu, 17 Jun 1999 08:56:11 +0800 Lines: 5 Message-ID: <376847AA.93929D74@xoommail.com> NNTP-Posting-Host: studun21.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13370 anyone have/know of any good zdoom/hexen scripting references? i am new to this scrpiting thing and need help as to how you do stuff with it and what you can do. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: segmentation violation Organization: Insert witty quote here. References: <7k97nl$qo0$1@marshall.shentel.net> X-Newsreader: News Xpress 2.01 Lines: 18 Message-ID: Date: Thu, 17 Jun 1999 02:45:21 GMT NNTP-Posting-Host: 142.177.81.3 X-Trace: sapphire.mtt.net 929587345 142.177.81.3 (Wed, 16 Jun 1999 23:42:25 ADT) NNTP-Posting-Date: Wed, 16 Jun 1999 23:42:25 ADT Xref: teaser.fr rec.games.computer.doom.editing:13371 Herbie Carter wrote: >Has anyone seen this message when loading an Iwad? > >R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] > >Then the game stops loading. Can anyone shed any light? > Which source port are you using? Which IWAD? Are you loading just the IWAD, with no DEH patches or anything? Is it a "fresh" IWAD that hasn't been modified by various TC's? Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!cam-news-feed3.bbnplanet.com!news.gtei.net!ncia.net!not-for-mail From: Jeremiah Newsgroups: rec.games.computer.doom.editing Subject: I need a DHE file....... Date: Wed, 16 Jun 1999 23:56:07 -0400 Organization: North Country Internet Access Lines: 10 Message-ID: <376871D7.1C7@ncia.net> NNTP-Posting-Host: ncia125b.ncia.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01 (Win95; U) Xref: teaser.fr rec.games.computer.doom.editing:13372 'ello 'ello! If there is anyone out there who could get me the DHE file for the default settings of DOOM v1.666 I'd be very happy. It seems when I backed up the game, it was an altered EXE, and now I no longer have the default setting.. And since I've moved three times, I can't seem to find the origonal DOOM disks either.. Thanksabunch to anyone who can help! =D -Jeremiah -- I have a shotgun, a shovel, and five acres behind my house. Do not trifle with me. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: I need a DHE file....... Date: Thu, 17 Jun 1999 12:18:50 +0800 Lines: 5 Message-ID: <3768772A.90140C58@xoommail.com> References: <376871D7.1C7@ncia.net> NNTP-Posting-Host: studun34.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13373 i have a doom 1.9 doom.exe i can send you so you can use that. let me know if you want it. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!bignews.mediaways.net!newsfeed.nacamar.de!feeder.qis.net!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Thu, 17 Jun 1999 02:25:46 GMT Organization: . Lines: 49 Message-ID: <7ka11h$71$1@nntp3.atl.mindspring.net> References: <7k97nl$qo0$1@marshall.shentel.net> NNTP-Posting-Host: d1.56.c0.9c X-Server-Date: 17 Jun 1999 05:28:17 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13374 "Herbie Carter" wrote: >Has anyone seen this message when loading an Iwad? >R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] Hmmm.. The only time I remmeber this happening to me is when using Boom or Zdoom, and on occasion, loading a Pwad (uaer made Wad) would sometimes produce the error. Often, the gamma in Zdoom would look very strange as it's loading up when a segmentation error is about to happen. Rebooting would usualy solve the problem, so I assume memory becomes too "dirty" (meaning bits of peices of programs previously run remain in memory but not active untill over written in ram when another program is loaded up. This is very normal, and if you have an Dos utility that lets you see the contents in ram, run several Dos programs, one after another, and then look at the memory contents to see what I mean). Some programs do sometimes choke on the left over garbage, and hard rebooting clears the crap out. only other causes I can think of is that the main wad is corrupted (this can happen when TC installation programs monkey around too much with it), or if you are using a source port, the port you are using can't handle the user wad you are loading. This is a good reason why you should download several source ports to keep on hand just incase something like this happens.:) >Then the game stops loading. Can anyone shed any light? >Thanks... >Herb _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!europa.netcrusader.net!194.159.255.21!dispose.news.demon.net!demon!newsfeed.nacamar.de!newsfeed.nacamar.de!fu-berlin.de!server1.netnews.ja.net!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Thu, 17 Jun 1999 10:01:50 +0100 Organization: University of Cambridge, England Message-ID: References: <7k3t94$pdu$1@feed.teaser.fr> NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: <7k3t94$pdu$1@feed.teaser.fr> Lines: 29 Xref: teaser.fr rec.games.computer.doom.editing:13375 On 14 Jun 1999, Andre Majorel wrote: > I've put together a small pwad that demonstrates (what I think to > be) two funny bugs in BSP 2.3. It's at > > http://www.teaser.fr/~amajorel/doom/bsp23bug.zip Well I booted The Other OS and did some investigating: - The bug occurs with the dos bsp v2.3 binaries on cdrom.com, or with bsp v2.3 compiled from the source. It is definitely a bug in making the nodes. - The bsp v1.5x dos binaries on cdrom.com generate similar nodes but without the bugs. - The bsp v3.0 dos binaries on cdrom.com generate slightly different nodes, without the bug. - Playing with -vp, the splitting factor etc, can force bsp v2.3 to generate a different pattern of nodes and hence avoid the bug. My compliments to nodenav for being a very convenient nodes viewer. The second bug mentioned in your text file shows up in nodenav well, it seems the node builder is making a repeated rounding error, which makes the segs get drawn down the split line. Doom's approximate coordinates strike again :-\. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!logbridge.uoregon.edu!nuq-peer.news.verio.net!uunet!lax.uu.net!ffx.uu.net!in5.uu.net!news.gate.net!not-for-mail From: ahiruko@chickmail.com (Serena Wakefield) Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Thu, 17 Jun 1999 12:28:32 GMT Organization: Serena's Dojo http://welcome.to/serenasdojo/ Lines: 24 Message-ID: <3768e9af.3361418@news.gate.net> References: <7k97nl$qo0$1@marshall.shentel.net> <7ka11h$71$1@nntp3.atl.mindspring.net> NNTP-Posting-Host: tsdfb1-298.gate.net X-Trace: news.gate.net 929622638 110952 199.227.5.171 (17 Jun 1999 12:30:38 GMT) X-Complaints-To: abuse@gate.net NNTP-Posting-Date: 17 Jun 1999 12:30:38 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13376 On Thu, 17 Jun 1999 02:25:46 GMT, hidden microphones recorded this juicy tidbit from balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) ... >"Herbie Carter" wrote: >>Has anyone seen this message when loading an Iwad? >>R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] > Hmmm.. The only time I remmeber this happening to me is >when using Boom or Zdoom, and on occasion, loading a Pwad (uaer >made Wad) would sometimes produce the error. Often, >the gamma in Zdoom would look very strange as it's >loading up when a segmentation error is about to happen. >Rebooting would usualy solve the problem, so I assume I've seen it as well; in the Wolfendoom Original Missions, I get a crash and "Segmentation Violation" the instant after it loads any of the "mission completed" screens. -- Serena Wakefield http://www.gate.net/~raistw/ ahiruko@chickmail.com Put "katana" in the subject line if you e-mail me. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.atl!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Message-ID: <37690652.72371404@news.inet.fi> References: <7k3t94$pdu$1@feed.teaser.fr> <7k40oo$qps$1@feed.teaser.fr> <3766530b.495501132@news.inet.fi> <7k963p$6uv$1@feed.teaser.fr> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 22 Date: Thu, 17 Jun 1999 18:08:39 GMT NNTP-Posting-Host: 195.165.5.215 X-Trace: read2.inet.fi 929642919 195.165.5.215 (Thu, 17 Jun 1999 21:08:39 EET DST) NNTP-Posting-Date: Thu, 17 Jun 1999 21:08:39 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13377 On 16 Jun 1999 21:48:41 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <3766530b.495501132@news.inet.fi>, jsaksa79@hotmail.com says... > >>Sorry to say, but I believe that Lee is not part of the community >>anymore :( > >Unfortunately for us. And for him, too. I've just read his >why_i_left_doom.html on xoom.com and he really seems to be hurt. Hmm, where is this text exactly? I think I have read it, but not sure... >Andre Majorel - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you crashed your Windows today? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!news.belnet.be!news-ge.switch.ch!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Thu, 17 Jun 1999 20:38:23 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 13 Message-ID: <3769BF2F.770A@NOSPAM.warande.ruu.nl> References: <7k3t94$pdu$1@feed.teaser.fr> <7k40oo$qps$1@feed.teaser.fr> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13378 Andre Majorel wrote: > >I'm going to ask Lee if he's interested in looking into it Lee quit Doom and cannot be reached anymore. Alas, because he truly was a great coder. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!tank.news.pipex.net!pipex!bore.news.pipex.net!pipex!not-for-mail From: "Martin Howe" Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Thu, 17 Jun 1999 19:33:59 +0100 Organization: UUNET WorldCom server (post doesn't reflect views of UUNET WorldCom Lines: 46 Message-ID: <7kbip5$9dg$1@lure.pipex.net> References: <7k97nl$qo0$1@marshall.shentel.net> Reply-To: "Martin Howe" NNTP-Posting-Host: userac61.uk.uudial.com X-Trace: lure.pipex.net 929648229 9648 62.188.131.5 (17 Jun 1999 19:37:09 GMT) X-Complaints-To: abuse@uk.uu.net NNTP-Posting-Date: 17 Jun 1999 19:37:09 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13379 This sort of thing can sometimes happen when the PWAD you are using is buggy. The original iD Doom executables used a run-time system who's memory reference error checking wasn't exactly the best. The WAD would appear to work but some time later your system would crash for no apparent reason. For example, people used to slag off Boom because of segviols, when in fact, Boom, was catching (and protecting your system from) errors that the iD executables just let happen!! SPRITZOO.WAD is a classic example of this. It uses various WAD errors (Jim Flynn told me exactly what was wrong with it, but I don't remember the details) to allow you to shoot monsters through a "glass" wall but without them shooting you back. Try it in DOOM (use MS-DOS mode and restart your system afterwards) and it will seem to work but has probably corrupted the computer's extended memory (hence MS-DOS mode and restart afterwards). Try it in a source port and the port will likely reject it with a segviol at some point. Try loading whatever PWAD you were using in a good WAD editor and then run the editor's "check wad for errors" function. Martin -- "In space, no-one can hear you KILL an A L I E N" ~ from "Torquemurder" Martin Howe DosDoom Team Member Bombay Breed Club Member http://dspace.dial.pipex.com/martin.howe/ Be a cat in Doom - see Bombay72.htm (now supports Aliens-TC!!) Herbie Carter wrote in message news:7k97nl$qo0$1@marshall.shentel.net... > Has anyone seen this message when loading an Iwad? > > R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] > > Then the game stops loading. Can anyone shed any light? > > Thanks... > > Herb > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Fri, 18 Jun 1999 15:11:34 +0100 Organization: none Message-ID: <6MgH+MAWOla3Ewio@wholehog.demon.co.uk> References: <7k97nl$qo0$1@marshall.shentel.net> <7ka11h$71$1@nntp3.atl.mindspring.net> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 929732953 nnrp-07:16620 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 75 Xref: teaser.fr rec.games.computer.doom.editing:13380 On Thu, 17 Jun 1999, Balanco wrote: >memory becomes too "dirty" (meaning bits of peices of >programs previously run remain in memory but not active >untill over written in ram when another program is loaded >up. This is very normal, and if you have an Dos utility that >lets you see the contents in ram, run several Dos programs, >one after another, and then look at the memory contents to see >what I mean). Some programs do sometimes choke on the left >over garbage, and hard rebooting clears the crap out. This is probably programmer's talk, but people can read things twice and ignore what they don't understand: A segfault (aka "segmentation violation" or "segviol") is due to illegal memory access. It's got nothing to do with (or at least, it *shouldn't* have anything to do with) any previous programs. In the C language, the contents of a newly initialised variable will be unknown - probably garbage, but it may well not be. As soon as a variable is deleted or a program has finished, the memory that it occupied will be marked as unused, but the actual memory itself may well be left as it was. I believe that in Linux, whole programs are never loaded from disk. What does happen is that as soon as part of a program is needed it is loaded, and as soon as it is no longer being used, the memory is marked as unused, but kept so that if it is needed again, it will not have to be loaded from disk. If the memory is needed for data or other programs, it can be overwritten. Windows loads the whole program in, and marks it as and marks the memory as free when it finishes, but if the program is started again, it must be loaded from disk again. In both cases, parts of a program will be left behind, but Linux can recycle them. I don't know about Windows NT. Segfaults are most commonly caused by bad use of pointers and tables (aka bugs), which cause memory which hasn't been initialised to be accessed. The signal SIGSEGV will be triggered, which allows the handler to either clean up and quit, or to try to continue. Segfaults will never be caused by good code. The default behaviour of SIGSEGV will depend on the operating system used. In Linux, it is basically to write "segmentation violation" to standard error, dump the program's memory to a new file named "core", and to write "core dumped" to standard error. This can be overriden to correct the error and continue, or to clean up and save a log file. If a segfault is triggered inside SIGSEGV's handler, the original default action is carried out. 16 bit apps in Win3x and Win9x seem to pop up a Window asking if you want to ignore the error and continue, or to quit the program. Windows calls them "general protection faults" or "illegal operations" which could mean just about anything. In Win32, at least it tells you what the registers were and where crash occured. I think that you may need to do a reboot in Windows 3.x, but I've never known why. If you walked up to a group of Linux kernel hackers and suggested that you need to reboot Linux after a segfault, you'd be laughed out of the room. I can't understand how a program can choke on left over garbage. It just gets overwritten, and the program simply works. What was there before doesn't matter. You only get incorrect values from a variable which has been initialised but not assigned - not a segfault, unless the incorrect value caused something else to be done, though bad error handling. Memory tends not to be stored in bits and pieces. It's usually allocated in chunks that are called pages (or sometimes segments). Each program can only use pages which are allocated to it (so that it can't mess around with other programs), and there are pages for code and for data, so that a program will not be allowed to overwrite or modify it's code. Btw, run-time loaders are a *very* bad idea. Having the protected mode protection loaded in from real mode sort of defeats the point of having protected mode a bit. What if the loader is corrupted? :-) -- Stuart Brady: stuart@wholehog .demon.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Fri, 18 Jun 1999 15:15:09 +0100 Organization: none Message-ID: References: <7k97nl$qo0$1@marshall.shentel.net> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 929732954 nnrp-07:16620 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 10 Xref: teaser.fr rec.games.computer.doom.editing:13381 On Wed, 16 Jun 1999, Herbie Carter wrote: >R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] You really shouldn't get a segfault. ID's code clearly isn't looking for errors properly. In a game as big as Doom, you'd expect a few bugs, though. Try some of the code forks such as Boom, Zdoom, Legacy, DOSDoom, etc... Maybe one of them will work? -- Stuart Brady: stuart@wholehog .demon.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <376AA47D.93AAF6CD@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation References: <7k97nl$qo0$1@marshall.shentel.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Fri, 18 Jun 1999 19:56:51 GMT NNTP-Posting-Host: 204.186.44.226 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929735811 204.186.44.226 (Fri, 18 Jun 1999 15:56:51 EDT) NNTP-Posting-Date: Fri, 18 Jun 1999 15:56:51 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13382 Since you're saying IWAD and not PWAD, it could be that the replacement IWAD is either missing some resources that it's supposed to have, or some of those resources are corrupt. Things like menu graphics that are missing from the main WAD could cause that to happen. Also, if you ran Scandisk before this happened, in "fixing" problems it might have corrupted the WAD itself. Stupid Scandisk doesn't seem to realize that binary files like WADs have their filesizes specified in them, and can't simply be truncated. Look what Scandisk does to plain text files sometimes when trying to "correct" errors.. Otherwise, the problem could be anything anyone else has suggested :) Herbie Carter wrote: > > Has anyone seen this message when loading an Iwad? > > R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] > > Then the game stops loading. Can anyone shed any light? > > Thanks... > > Herb -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Reply-To: "jerry puchyr" From: "jerry puchyr" Newsgroups: rec.games.computer.doom.editing Subject: Doom Help Lines: 4 Organization: PictNet Inc. X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.0810.800 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.0810.800 Message-ID: Date: Sat, 19 Jun 1999 05:55:41 GMT NNTP-Posting-Host: 209.82.41.72 NNTP-Posting-Date: Fri, 18 Jun 1999 23:55:41 MDT Path: teaser.fr!freenix!news-feed.riddles.org.uk!newsfeed.direct.ca!news.vphos.net!news1.van.metronet.ca!news1.cal.metronet.ca!news1.tor.metronet.ca!nnrp1.tor.metronet.ca!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13383 http://www.gg8.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 19 Jun 1999 08:01:23 GMT Organization: None I'm aware of ! Lines: 14 Message-ID: <7kfiok$jc5$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> NNTP-Posting-Host: dip223.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929779284 19845 194.51.100.223 (19 Jun 1999 08:01:23 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Jun 1999 08:01:23 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13384 In article , cph@lxdoom.linuxgames.com says... >Well I booted The Other OS and did some investigating: Thanks for the research. If it's OK with you, I'll include your message in the zip, upload it to ftp.cdrom.com near bsp23x.zip and hope it incites someone to tackle the bug. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!news.tac.net!not-for-mail From: dschneid@memlane.com Newsgroups: rec.games.computer.doom.editing Subject: Dck 3.62 (Doom Constrution Kit) Date: 19 Jun 1999 08:28:51 GMT Organization: Your Organization Lines: 3 Message-ID: <7kfkc3$3f1$1@iceman.tac.net> NNTP-Posting-Host: ts3-93.memlane.com Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: iceman.tac.net 929780931 3553 199.185.225.245 (19 Jun 1999 08:28:51 GMT) X-Complaints-To: abuse@tac.net NNTP-Posting-Date: 19 Jun 1999 08:28:51 GMT X-Newsreader: WinVN 0.99.9 (Beta 3) (x86 32bit) Xref: teaser.fr rec.games.computer.doom.editing:13385 CAn anyone tell me where there might be a Full version of DCK around.I know it's old but i like it alot. Anyone help?! Thanks! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!jussieu.fr!fu-berlin.de!server1.netnews.ja.net!hgmp.mrc.ac.uk!pegasus.csx.cam.ac.uk!crp22.trin.cam.ac.uk!cph From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Sat, 19 Jun 1999 09:58:01 +0100 Organization: University of Cambridge, England Lines: 17 Message-ID: References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> NNTP-Posting-Host: crp22.trin.cam.ac.uk Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: cph@crp22.trin.cam.ac.uk In-Reply-To: <7kfiok$jc5$1@feed.teaser.fr> Xref: teaser.fr rec.games.computer.doom.editing:13386 On 19 Jun 1999, Andre Majorel wrote: > >Well I booted The Other OS and did some investigating... > > Thanks for the research. If it's OK with you, I'll include your > message in the zip, upload it to ftp.cdrom.com near bsp23x.zip and > hope it incites someone to tackle the bug. Yes that's fine. I might even have a go at fixing it myself. The trouble is, Lee spent a lot of time tuning the code to avoid slime trails and such. Any fiddling with the code risks making them more common again. Colin Mail: cph@lxdoom.linuxgames.com Author of LxDoom, a port of Doom to Linux: http://lxdoom.linuxgames.com Doom Underground: http://www.doomworld.com/d_underg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 19 Jun 1999 19:30:52 GMT Organization: None I'm aware of ! Lines: 28 Message-ID: <7kgr5c$kjt$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> NNTP-Posting-Host: dip252.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929820652 21117 194.51.100.252 (19 Jun 1999 19:30:52 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Jun 1999 19:30:52 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13387 In article , cph@lxdoom.linuxgames.com says... >> Thanks for the research. If it's OK with you, I'll include your >> message in the zip, upload it to ftp.cdrom.com near bsp23x.zip and >> hope it incites someone to tackle the bug. > >Yes that's fine. I might even have a go at fixing it myself. That would be cool. :-) >The trouble >is, Lee spent a lot of time tuning the code to avoid slime trails and >such. Any fiddling with the code risks making them more common again. And they're already quite common (or maybe it's something with my levels). I've uploaded the new archive to my page and ftp.cdrom.com. You might want to get it because it has a stripped down version of the wad that's twice as small but still exhibits the bug. I've made it in the hope that debugging is easier with small levels. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Perfect horizons nodes builder trick Date: 19 Jun 1999 19:38:32 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7kgrjo$kjt$2@feed.teaser.fr> NNTP-Posting-Host: dip252.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929821112 21117 194.51.100.252 (19 Jun 1999 19:38:32 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Jun 1999 19:38:32 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13388 The new archive I've put on ftp://ftp.cdrom.com/pub/idgames/utils/node_builders/bsp23bug.zip http://www.teaser.fr/~amajorel/doom/bsp23bug.zip contains a level where, at a certain spot, a bug in the nodes causes Doom to render a perfect horizon, that really looks like it goes off to infinity. Does anybody know a way to make that happen on demand ? I would be very interested in a hack to BSP or some other nodes builder to do perfect horizons like that. Yes, I know it's possible to make the horizon look relatively distant with a very wide sector but I'm looking for a perfect effect, that would look good even from a great height. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Sat, 19 Jun 1999 20:58:51 +0100 Organization: none Message-ID: References: <7k97nl$qo0$1@marshall.shentel.net> <7ka11h$71$1@nntp3.atl.mindspring.net> <6MgH+MAWOla3Ewio@wholehog.demon.co.uk> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 929822409 nnrp-13:27268 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 6 Xref: teaser.fr rec.games.computer.doom.editing:13389 [snippety snippety snip] Nobody understood that, then? There must be *someone* who can tell me how wrong I am... -- Stuart Brady: stuart@wholehog .demon.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: BooM exe editing / DJGPP Reply-To: thldrmn@teamtnt.com Message-ID: <376c0b38.117084903@192.168.0.1> References: <7jukvd$bhq$1@news4.svr.pol.co.uk> <3762deb1.430210@news.mad.ttd.net> <7juppc$64d$1@news7.svr.pol.co.uk> <7k0h6v$j30$1@feed.teaser.fr> <7k1a78$kvi$1@news6.svr.pol.co.uk> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Sat, 19 Jun 1999 21:30:01 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 929827806 216.77.232.21 (Sat, 19 Jun 1999 17:30:06 EDT) NNTP-Posting-Date: Sat, 19 Jun 1999 17:30:06 EDT Xref: teaser.fr rec.games.computer.doom.editing:13390 "JohnN" wrote: >No make file supplied as part of BooM source zip (boom202s.zip)... Wrong. It's called "makefile", as Andre has pointed out. MAKEFILE 25,322 10-17-98 03:11:38 >If neither Ty nor Lee pick-up on this, maybe I shall contact TeamTNT direct. Lee has excised himself from the community, and I don't read the newsgroups regularly so yes, you probably should have written to us for a quicker "official" answer. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: can i post files to cdrom.com without using ftp? Date: Sun, 20 Jun 1999 11:35:39 +0800 Lines: 7 Message-ID: <376C618B.8842F16C@xoommail.com> NNTP-Posting-Host: studun45.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13391 can i post files to cdrom.com without using ftp? my isp does not allow ftp uploading through the proxy. i have contacted them about this but they have not gotten back to me. can i do it some other way or is there someone out there who could do it for me (i send you the files and you post them to the ftp site) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!europa.netcrusader.net!209.98.98.64!hermes.visi.com!news-out.visi.com!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Dr. Weird Beard" Newsgroups: rec.games.computer.doom.editing Subject: Re: can i post files to cdrom.com without using ftp? Date: Sat, 19 Jun 1999 23:36:27 -0500 Organization: GUE Tech Lines: 13 Message-ID: <7khr9a$i1q$1@newssvr01-int.news.prodigy.com> References: <376C618B.8842F16C@xoommail.com> Reply-To: "Dr. Weird Beard" NNTP-Posting-Host: milwb211-45.splitrock.net X-Trace: newssvr01-int.news.prodigy.com 929853546 2568094 209.252.159.206 (20 Jun 1999 04:39:06 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 20 Jun 1999 04:39:06 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13392 Jonathan Wilson wrote in message news:376C618B.8842F16C@xoommail.com... > can i post files to cdrom.com without using ftp? my isp does not allow > ftp uploading through the proxy. i have contacted them about this but > they have not gotten back to me. can i do it some other way or is there > someone out there who could do it for me (i send you the files and you > post them to the ftp site) > Get an FTP program, such as CuteFTP. It'll probably even save you time when downloading. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: segmentation violation Date: Sun, 20 Jun 1999 02:54:11 GMT Organization: . Lines: 50 Message-ID: <7khvqs$ag6$5@nntp2.atl.mindspring.net> References: <7k97nl$qo0$1@marshall.shentel.net> <376AA47D.93AAF6CD@planetfortress.com> NNTP-Posting-Host: d1.56.c5.79 X-Server-Date: 20 Jun 1999 05:56:44 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13393 SailorScout wrote: >Since you're saying IWAD and not PWAD, it could be that the replacement >IWAD is either missing some resources that it's supposed to have, or >some of those resources are corrupt. Things like menu graphics that are >missing from the main WAD could cause that to happen. >Also, if you ran Scandisk before this happened, in "fixing" problems it >might have corrupted the WAD itself. Stupid Scandisk doesn't seem to >realize that binary files like WADs have their filesizes specified in >them, and can't simply be truncated. Look what Scandisk does to plain >text files sometimes when trying to "correct" errors.. If the wad became "crosslinked" (sharing some data with another file), chances are the main wad was partly "overwritten" with data from the other file, and therefore it's corrupted. No utility, nomatter how good it is could fix this kind of damage. All it can do is fix the damage to the file system so the files are seperate from eachother. Anyway, it would be much easier to just reload the main wad file from the original install disk, and ofcourse make backups of any downloaded levels :) >Otherwise, the problem could be anything anyone else has suggested :) >Herbie Carter wrote: >> >> Has anyone seen this message when loading an Iwad? >> >> R_Init: Init DOOM refresh daemon - [ ....Segmentation Violation ] >> >> Then the game stops loading. Can anyone shed any light? >> >> Thanks... >> >> Herb >-- >SailorScout [sailorscout@planetfortress.com] >PlanetFortress Newsie & Admin > (http://www.planetfortress.com) >The Gaming Center > (http://www.planetfortress.com/sailorscout) _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: can i post files to cdrom.com without using ftp? Date: Sun, 20 Jun 1999 17:40:16 +0800 Lines: 4 Message-ID: <376CB6FF.8B244237@xoommail.com> References: <376C618B.8842F16C@xoommail.com> <7khr9a$i1q$1@newssvr01-int.news.prodigy.com> NNTP-Posting-Host: studun45.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13394 i tried that. it is something wrong with the proxy, either the software or a setting that they have turned on for some reason. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!bignews.mediaways.net!newsfeed.amsterdam.nl.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Dehacked Code-pointers Date: Sun, 20 Jun 1999 23:07:30 +0200 Organization: Hobby Computer Club News Network Lines: 7 Message-ID: <7kjl8d$i48$1@news.hccnet.nl> NNTP-Posting-Host: uds54-116.dial.hccnet.nl X-Trace: news.hccnet.nl 929912909 18568 193.173.116.54 (20 Jun 1999 21:08:29 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 20 Jun 1999 21:08:29 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13395 Anyone here that knows which code-pointers from DeHackEd do what? I'm looking for some kind of guide or quick-reference on the code-pointers. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Dehacked Code-pointers Organization: Insert witty quote here. References: <7kjl8d$i48$1@news.hccnet.nl> X-Newsreader: News Xpress 2.01 Lines: 15 Message-ID: <1Zdb3.54$Km.5673@sapphire.mtt.net> Date: Sun, 20 Jun 1999 22:34:15 GMT NNTP-Posting-Host: 142.177.54.6 X-Trace: sapphire.mtt.net 929917885 142.177.54.6 (Sun, 20 Jun 1999 19:31:25 ADT) NNTP-Posting-Date: Sun, 20 Jun 1999 19:31:25 ADT Xref: teaser.fr rec.games.computer.doom.editing:13396 Jay Bee wrote: >Anyone here that knows which code-pointers from DeHackEd do what? I'm >looking for some kind of guide or quick-reference on the code-pointers. >Thanks. Right here: http://www-personal.umich.edu/~gregl/codep.txt Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.nacamar.de!newsfeed.nacamar.de!feeder.qis.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Sun, 20 Jun 1999 21:56:52 -0700 Content-Transfer-Encoding: 7bit References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 21 Jun 1999 04:54:12 GMT X-ELN-Insert-Date: Sun Jun 20 21:55:09 1999 Organization: Offworld Press Lines: 14 Mime-Version: 1.0 NNTP-Posting-Host: 1cust35.tnt3.lancaster.ca.da.uu.net Message-ID: <376DC614.2B4F@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13397 Andre Majorel wrote: > > >> Thanks for the research. If it's OK with you, I'll include your > >> message in the zip, upload it to ftp.cdrom.com near bsp23x.zip and > >> hope it incites someone to tackle the bug. I guess my post about this never made it to the ng. Anyway, Lee already knew about the bug and it was fixed in BSP30 (available on The Usual). In fact I ran your wad thru BSP30 and the problem went away. What you were seeing in that spurious red wall was actually a ton of firelines, which are basically a nodes problem, in this case highly visible in DOOM and BOOM (but not in MBF which has a bit better WAD error correction). ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!WCG!uunet!ffx.uu.net!news.mel.aone.net.au!newsfeed-in.aone.net.au!ozemail.com.au!nsw.nntp.telstra.net!139.134.5.3.MISMATCH!newsfeeds.bigpond.com!not-for-mail From: "Liam Padmore" Newsgroups: rec.games.computer.doom.editing Subject: even more newbie help! Lines: 23 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <3hlb3.13611$PN5.35387@newsfeeds.bigpond.com> Date: Mon, 21 Jun 1999 04:55:42 +1000 NNTP-Posting-Host: 139.134.132.225 X-Trace: newsfeeds.bigpond.com 929947839 139.134.132.225 (Mon, 21 Jun 1999 16:50:39 EST) NNTP-Posting-Date: Mon, 21 Jun 1999 16:50:39 EST Organization: Telstra BigPond Internet Services (http://www.bigpond.com) Xref: teaser.fr rec.games.computer.doom.editing:13398 Sorry about the influx of silly questions from yours truly, but I don't post unless I can't find the answers elsewhere (It doesn't mean their not out there, it just means I can't find them) Now, with that out of the way..... Which would be the most efficient/popular way to edit (create) Zdoom wads? I have Wintex and DCK3.62, and I can use wads with Zdoom fine, but I can't figure out how to create a Zdoom specific wad (i.e. take advantage of erm, monster scripts, earthquakes and the like) Mainly, I'm interested in the sounds (world sounds, repeating etc.) and "tagging" monster deaths to end of levels and the like. I've got lots of info, like what kind of sound, what this tag does etc, but I can't use any of it! Also, how is an altered exe (i.e. doomhack.exe from Dehacked) different from a patch? When I run my "mywad.exe" with text changes (picked up a clip > you got some bullets), it works fine, but when I "-file mywad.deh" with Zdoom it doesn't change. Is this due to the nature of Dehacked, or Zdoom? Or is it that I just don't understand something? or anything? Anyway, thanks a lot, Liam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 21 Jun 1999 07:09:30 GMT Organization: None I'm aware of ! Lines: 14 Message-ID: <7kkofa$pf6$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> NNTP-Posting-Host: dip239.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 929948970 26086 194.51.100.239 (21 Jun 1999 07:09:30 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 21 Jun 1999 07:09:30 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13399 In article <376DC614.2B4F@earthlink.net>, rividh@earthlink.net says... >I guess my post about this never made it to the ng. Anyway, Lee already >knew about the bug and it was fixed in BSP30 (available on The Usual). Alas, the source of BSP 3.0 is unavailable. Which makes it about as useless as it could be to people not using DOS/Windows. The problem remains. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <376EA688.CBF9DD82@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: even more newbie help! References: <3hlb3.13611$PN5.35387@newsfeeds.bigpond.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 27 Date: Mon, 21 Jun 1999 20:54:39 GMT NNTP-Posting-Host: 204.186.44.230 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 929998479 204.186.44.230 (Mon, 21 Jun 1999 16:54:39 EDT) NNTP-Posting-Date: Mon, 21 Jun 1999 16:54:39 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13400 Liam Padmore wrote: > Also, how is an altered exe (i.e. doomhack.exe from Dehacked) different from > a patch? When I run my "mywad.exe" with text changes (picked up a clip > > you got some bullets), it works fine, but when I "-file mywad.deh" with > Zdoom it doesn't change. Well that all really depends. ZDoom supports virtually all Dehacked options and the majority of Boom's BEX patch format, but some (such as par time changes and intermission flats) seem to be ignored. Also, as far as how the actual .exe is different from simply using a patch, it's the fact that you are NOT allowed to distribute the Doom executable, per id's request. Also, you should use "-deh" instead of "-file". > Is this due to the nature of Dehacked, or Zdoom? > Or is it that I just don't understand something? or anything? See above. :) -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news-w.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 21 Jun 1999 21:26:15 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 10 Message-ID: <7kmar4$etk$1@news.btv.ibm.com> References: NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 930000548 15284 9.2.17.34 (21 Jun 1999 21:29:08 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 21 Jun 1999 21:29:08 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13401 BSP 2.3 also seems to be implicated in the oddities that happen in many "grid rooms" produced by SLIGE. These are rooms full of evenly-spaced, wall-parallel, rectangular pillars. Some or all of the pillars are often partly transparent (depending on just where you're standing and how you're facing) when BSP builds the blockmap. If anyone's looking into BSP bugs, I can send a sample or six... DC http://www.doomworld.com/slige/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news-lond.gip.net!news.gsl.net!gip.net!colt.net!newsfeed.icl.net!newspump.monmouth.com!newspeer.monmouth.com!feeder.qis.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Mon, 21 Jun 1999 17:59:38 -0700 Content-Transfer-Encoding: 7bit References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 22 Jun 1999 00:57:01 GMT X-ELN-Insert-Date: Mon Jun 21 18:05:03 1999 Organization: Offworld Press Lines: 14 Mime-Version: 1.0 NNTP-Posting-Host: 1cust197.tnt3.lancaster.ca.da.uu.net Message-ID: <376EDFFA.57A5@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13402 Andre Majorel wrote: > > In article <376DC614.2B4F@earthlink.net>, rividh@earthlink.net says... > > >I guess my post about this never made it to the ng. Anyway, Lee already > >knew about the bug and it was fixed in BSP30 (available on The Usual). > > Alas, the source of BSP 3.0 is unavailable. Which makes it about > as useless as it could be to people not using DOS/Windows. The > problem remains. Take another look. The source =is= in the BSP30.ZIP archive. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: even more newbie help! Date: Tue, 22 Jun 1999 07:42:41 +0800 Lines: 3 Message-ID: <376ECDF1.6D2CDFF5@xoommail.com> References: <3hlb3.13611$PN5.35387@newsfeeds.bigpond.com> NNTP-Posting-Host: studun32.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13403 for zdoom editing get zeth from the zdoom site. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!rain.fr!jussieu.fr!math.ohio-state.edu!howland.erols.net!newsfeed.berkeley.edu!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews2 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: doom editors Date: Mon, 21 Jun 1999 21:35:30 -0500 Organization: http://extra.newsguy.com Lines: 4 Message-ID: <7kmslc$1sqo@enews2.newsguy.com> NNTP-Posting-Host: p-278.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13404 Any one know where i can find information on how to make my own doom editor? I dont need a c/c++ lesson i just dont know how to make the editor. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!130.185.14.36!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <3hlb3.13611$PN5.35387@newsfeeds.bigpond.com> <376ECDF1.6D2CDFF5@xoommail.com> Subject: Re: even more newbie help! Lines: 19 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Tue, 22 Jun 1999 06:23:28 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 930032608 199.247.224.240 (Tue, 22 Jun 1999 02:23:28 EDT) NNTP-Posting-Date: Tue, 22 Jun 1999 02:23:28 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13405 Hiya. For editing, scripting and everything else, I'd suggest WadAuthor. (you can DL it directly from this link: http://www.members.tripod.com/~themings/wauthor.zip ) Get the "specs" of zdoom editing from the zdoom site. For sounds, you will need something to improt/change the .lmp of the wad: I suggest WinTex (can get this from ftp.cdrom.com WadAuthor will let you create your scripts right in the editor. You can also play the level by clicking a single button. Very nice! ^_^ Denakhan the Arch-Mage a.k.a. Paul L. Ming From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!139.130.250.2!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Tue, 22 Jun 1999 15:27:42 +0800 Lines: 5 Message-ID: <376F3AEE.9AAFBEBB@xoommail.com> References: <7kmslc$1sqo@enews2.newsguy.com> NNTP-Posting-Host: studun42.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13406 start bu getting the unofficial doom specs. they will tell you you need to know about the file formats of doom. what kind of editor are you making? map editor? graphics editor? what? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!uu.fr!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 22 Jun 1999 03:45:05 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 6 Jul 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10743 rec.games.computer.doom.misc:6481 rec.games.computer.doom.playing:17410 rec.games.computer.doom.editing:13407 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: how would i create "puzzle items" in zdoom? Date: Tue, 22 Jun 1999 16:02:33 +0800 Lines: 5 Message-ID: <376F4319.49A98E63@xoommail.com> NNTP-Posting-Host: studun42.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13408 how would i create "puzzle items" in zdoom? i am thinking along the lines of an item that they have to collect that i can test for in my script. i need more than the keys so that option is out... would i have to make a source mod??? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <376F4319.49A98E63@xoommail.com> Subject: Re: how would i create "puzzle items" in zdoom? Lines: 61 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <32Ob3.17551$5a.23649@news20.bellglobal.com> Date: Tue, 22 Jun 1999 15:34:23 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 930065663 199.247.224.240 (Tue, 22 Jun 1999 11:34:23 EDT) NNTP-Posting-Date: Tue, 22 Jun 1999 11:34:23 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13409 Hiya. Jonathan Wilson wrote in message news:376F4319.49A98E63@xoommail.com... > how would i create "puzzle items" in zdoom? > i am thinking along the lines of an item that they have to collect that > i can test for in my script. i need more than the keys so that option is > out... would i have to make a source mod??? I don't think so. First thing that comes to my mind is to simply write a map scope script and have it "count" up. Once a certain number (the number of puzzle items) is reached, "stuff" happen's. How you get it to count is by making sure that the player crosses a linedef with a script that adds +1 to the map scope variable for your map scope script. Are you following me here? Or did I loose you? Ex. of pseudo-ish code: int puzzlemapvar puzzlemapvar = 0 int thisscript2 thisscript = 0 int thisscript3 thisscript = 0 script 1 (void) if puzzlemapvar < 3 do nothing if puzzlemapvar = 4 do some stuff script 2 (void) if thisscript2 < 1 +1 to puzzlemapvar +1 to thisscript script 3 (void) if thisscript3 < 1 +1 to puzzlemapvar +1 to thisscript3 script... Each time the player 'activates' (walk, push, shoot) script #1 it checks the number in puzzlemapvar to see what it does. Each time a player gets a "puzzle item", ie, walks, pushes, shoots the appropriate linedef, it increasses the puzzlemapvar variable by +1, unless it has already been activated. I havn't looked at zdoom scripting in a while, but it actually MIGHT be able to use puzzle items "normally" (ala Hexen), but don't quote me on that. ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 22 Jun 1999 18:53:33 GMT Organization: None I'm aware of ! Lines: 25 Message-ID: <7kom3d$1t2$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> <376EDFFA.57A5@earthlink.net> NNTP-Posting-Host: dip230.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 930077613 1954 194.51.100.230 (22 Jun 1999 18:53:33 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 22 Jun 1999 18:53:33 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13410 In article <376EDFFA.57A5@earthlink.net>, rividh@earthlink.net says... >> Alas, the source of BSP 3.0 is unavailable. Which makes it about >> as useless as it could be to people not using DOS/Windows. The >> problem remains. > >Take another look. The source =is= in the BSP30.ZIP archive. It seems there are several different bsp30.zip files in circulation. The one I downloaded on 1998-12-20 didn't contain any source, only bsp.exe, bsp30x.txt, cwsdpmi.exe and timer.exe. Since, another bsp30.zip file has been uploaded to ftp.cdrom.com (by whom ?) and this one does appear to contain the sources. Which is not a bad thing in itself. However, the situation is not clear. Personally, I don't very much like the idea of hacking a version of BSP that Lee obviously didn't want us to use. This is getting frustrating... -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: even more newbie help! Date: Tue, 22 Jun 1999 21:11:30 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 26 Message-ID: <37705E72.2821@NOSPAM.warande.ruu.nl> References: <3hlb3.13611$PN5.35387@newsfeeds.bigpond.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13411 Liam Padmore wrote: > Which would be the most efficient/popular way to edit (create) Zdoom wads? > I have Wintex and DCK3.62, and I can use wads with Zdoom fine, but I can't > figure out how to create a Zdoom specific wad (i.e. take advantage of erm, > monster scripts, earthquakes and the like) Get the ZDoom Editing package, which you can probably get from the same place you got ZDoom from. This contains docs and other goodies you need to have when editing for ZDoom. > Also, how is an altered exe (i.e. doomhack.exe from Dehacked) different from > a patch? When I run my "mywad.exe" with text changes (picked up a clip > > you got some bullets), it works fine, but when I "-file mywad.deh" with > Zdoom it doesn't change. You're using the wrong parameter. For dehacked files this is "-deh" I think. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: how would i create "puzzle items" in zdoom? Date: Tue, 22 Jun 1999 21:17:53 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 15 Message-ID: <37705FF1.1670@NOSPAM.warande.ruu.nl> References: <376F4319.49A98E63@xoommail.com> <32Ob3.17551$5a.23649@news20.bellglobal.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13412 Denakhan the Arch-Mage wrote: >I havn't looked at zdoom scripting in a while, but it actually MIGHT be >able to use puzzle items "normally" (ala Hexen), but don't quote me on >that. Yes, that is possible. The ZDoom demo showed off this effect, ie. stuff happening when all tagged monsters were shot. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Tue, 22 Jun 1999 21:33:35 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 19 Message-ID: <3770639F.20D8@NOSPAM.warande.ruu.nl> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> <376EDFFA.57A5@earthlink.net> <7kom3d$1t2$1@feed.teaser.fr> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13413 Andre Majorel wrote: > However, the situation is not clear. Personally, I don't very much > like the idea of hacking a version of BSP that Lee obviously didn't > want us to use. This is getting frustrating... Hm, didn't know the BSP v3.0 source was rescued and uploaded as well. Good :) As far as I know, Lee didn't intend to release BSP v3.0 at all and deleted his stuff. However, I had a copy because of testing purposes and decided to upload it to ftp.cdrom.com since his stuff was worth saving - even if Lee didn't think so himself. This was without source, which I unfortunately hadn't saved. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 X-ZC-PGP-Key-Avail: X-Mailer: CrossPoint v3.11 R/A20492 Message-ID: <7JNz-kkJBAB@fsje.hit.handshake.de> X-Gateway: ZCONNECT UR hit.handshake.de [DUUCP BETA vom 23.05.1999] MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit From: faessje@fsje.handshake.de (Daniel Fass) Subject: music? Date: 22 Jun 1999 16:56:00 +0200 Newsgroups: rec.games.computer.doom.editing Distribution: world Lines: 10 Path: teaser.fr!freenix!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!blackbush.xlink.net!news0.de.colt.net!newsfeed.dpn.de!news-out2.f.gtn.com!news-in2.f.gtn.com!newsfeed.netfab.de!news.handshake.de!hit.handshake.de!faessje Xref: teaser.fr rec.games.computer.doom.editing:13414 Hi, how do I make ZDoom to play midi or mod-files ? -- ### Tschau, Daniel ### * http://www.faessje.de * faessje@faessje.de * ICQ: 24316308 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsxfer.visi.net!firenze.visi.net!not-for-mail Message-ID: <37702381.6F78493C@sybercom.net> From: PJ X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: AutoRun Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 9 Date: Tue, 22 Jun 1999 20:59:04 GMT NNTP-Posting-Host: 159-067.sybercom.net NNTP-Posting-Date: Tue, 22 Jun 1999 16:59:04 EST Xref: teaser.fr rec.games.computer.doom.editing:13415 Hi, I have edited the Default.cfg before, and got auto run. I think i had to type under Joyb_speed 81. 2 was the normal configuration, but i think i was instructed to change it to 81. but my auto run doesn't work. still. So if you know the Correct nubmer to change it to, I would greatly appreciate it! PJ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.amsterdam.nl.net!sun4nl!xs4all!gate.news.unisource.nl!news.wxs.nl!not-for-mail From: Bjorn Hamels Newsgroups: rec.games.computer.doom.editing Subject: Re: AutoRun Date: Wed, 23 Jun 1999 00:23:27 +0200 Organization: Planet Internet Lines: 17 Message-ID: <37700CDF.C4CB142F@wxs.nl> References: <37702381.6F78493C@sybercom.net> NNTP-Posting-Host: tb0037-2.dial.wxs.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: reader2.wxs.nl 930090041 3105217 195.121.164.37 (22 Jun 1999 22:20:41 GMT) X-Complaints-To: abuse@wxs.nl NNTP-Posting-Date: 22 Jun 1999 22:20:41 GMT X-Mailer: Mozilla 4.51 [en] (X11; I; Linux 2.2.5 i586) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13416 The correct value is 31. Bjorn PJ wrote: > Hi, > > I have edited the Default.cfg before, and got auto run. I think i had > to type under > Joyb_speed 81. 2 was the normal configuration, but i think i was > instructed to change it to 81. but my auto run doesn't work. still. > So if you know the Correct nubmer to change it to, I would greatly > appreciate it! > > PJ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: some q's about the doom II chaingun guy... Date: Tue, 22 Jun 1999 23:07:40 +0800 Lines: 8 Message-ID: <376FA6BC.73E36284@xoommail.com> NNTP-Posting-Host: studun21.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13417 i have some questions about the chaingun guy in doom II... 1.what sounds does it use? 2.can i change (in zdoom) the weapon dropped by it from the chaingun to the rocket launcher? or do i need to modify the source? where in the source would i need to go? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Dehacked Code-pointers Reply-To: thldrmn@teamtnt.com Message-ID: <37713ff9.205350043@192.168.0.1> References: <7kjl8d$i48$1@news.hccnet.nl> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Wed, 23 Jun 1999 02:05:11 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930103601 216.77.232.21 (Tue, 22 Jun 1999 22:06:41 EDT) NNTP-Posting-Date: Tue, 22 Jun 1999 22:06:41 EDT Xref: teaser.fr rec.games.computer.doom.editing:13418 "Jay Bee" wrote: >Anyone here that knows which code-pointers from DeHackEd do what? I'm >looking for some kind of guide or quick-reference on the code-pointers. Len did answer that, but I'll point out that if you're using Boom or any other port that understands BEX format, there's a mnemonic listing in the Boom specs (BOOMDEH.TXT) so you can use real words instead of the code pointer numbers. The Boom stuff is available at ftp://ftp.cdrom.com/pub/idgames/themes/TeamTNT/boom | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: music? Reply-To: thldrmn@teamtnt.com Message-ID: <37724129.205654008@192.168.0.1> References: <7JNz-kkJBAB@fsje.hit.handshake.de> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 13 Date: Wed, 23 Jun 1999 02:06:57 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930103707 216.77.232.21 (Tue, 22 Jun 1999 22:08:27 EDT) NNTP-Posting-Date: Tue, 22 Jun 1999 22:08:27 EDT Xref: teaser.fr rec.games.computer.doom.editing:13419 faessje@fsje.handshake.de (Daniel Fass) wrote: > >how do I make ZDoom to play midi or mod-files ? You don't, in DOS. It's not supported by the libraries he's using. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: can i add extra "collectable" things in zdoom? Date: Wed, 23 Jun 1999 16:16:56 +0800 Lines: 5 Message-ID: <377097F8.67713535@xoommail.com> NNTP-Posting-Host: studun35.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13421 can i add extra "collectable" things in zdoom? basicly i want something i can add and then check in my script whether otr not they have them... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.cwix.com!130.185.14.36!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: some q's about the doom II chaingun guy... Organization: Insert witty quote here. References: <376FA6BC.73E36284@xoommail.com> X-Newsreader: News Xpress 2.01 Lines: 49 Message-ID: Date: Wed, 23 Jun 1999 15:01:22 GMT NNTP-Posting-Host: 142.177.74.37 X-Trace: sapphire.mtt.net 930149917 142.177.74.37 (Wed, 23 Jun 1999 11:58:37 ADT) NNTP-Posting-Date: Wed, 23 Jun 1999 11:58:37 ADT Xref: teaser.fr rec.games.computer.doom.editing:13423 Jonathan Wilson wrote: >i have some questions about the chaingun guy in doom II... >1.what sounds does it use? According to DeHackEd: Alert sound 37 [posit2] Attack sound 0 [none ] Pain sound 27 [popain] Death sound 60 [podth2] Action sound 75 [posact] The attack sound is controlled in the source code. When a chaingun guy's gun is fired, it plays the shotgun sound. There's no way to change it that I can see without also changing the shotgun sound, or making the chaingunner fire a different weapon (sounds like that's what you're doing anyway). >2.can i change (in zdoom) the weapon dropped by it from the chaingun to >the >rocket launcher? or do i need to modify the source? where in the source >would i need to go? You can change that even in Doom.EXE, using DeHackEd: --Quote-- Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 Thing 74 (Rocket Launcher) ID # = 2003 Initial frame = 882 Thing 76 (Chaingun) ID # = 2002 Initial frame = 880 --Unquote-- Hope this helps, Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: some q's about the doom II chaingun guy... Date: Wed, 23 Jun 1999 23:13:53 +0800 Lines: 4 Message-ID: <3770F9B0.969662DE@xoommail.com> References: <376FA6BC.73E36284@xoommail.com> NNTP-Posting-Host: studun27.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13424 thanks for the help. if i change the sprite entries then how will that affect other uses of the chaingun and rocket launcher? From x@x Mon Jan 1 00:00:00 GMT 1999 X-ZC-PGP-Key-Avail: X-Mailer: CrossPoint v3.11 R/A20492 Message-ID: <7JO0jmSJBAB@fsje.hit.handshake.de> X-Gateway: ZCONNECT UR hit.handshake.de [DUUCP BETA vom 23.05.1999] References: <7JNz-kkJBAB@fsje.hit.handshake.de> <37724129.205654008@192.168.0.1> MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit From: faessje@fsje.handshake.de (Daniel Fass) Subject: Re: music? Date: 23 Jun 1999 13:58:00 +0200 Newsgroups: rec.games.computer.doom.editing Distribution: world Lines: 13 Path: teaser.fr!freenix!isdnet!fu-berlin.de!newsfeed.germany.net!newsfeed.dpn.de!news-out2.f.gtn.com!news-in1.f.gtn.com!newsfeed.netfab.de!news.handshake.de!hit.handshake.de!faessje Xref: teaser.fr rec.games.computer.doom.editing:13425 Ty wrote : > >how do I make ZDoom to play midi or mod-files ? > You don't, in DOS. It's not supported by the libraries he's using. I mean the windows port ! -- ### Tschau, Daniel ### * http://www.faessje.de * faessje@faessje.de * ICQ: 24316308 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!howland.erols.net!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: some q's about the doom II chaingun guy... Organization: Insert witty quote here. References: <376FA6BC.73E36284@xoommail.com> <3770F9B0.969662DE@xoommail.com> X-Newsreader: News Xpress 2.01 Lines: 20 Message-ID: Date: Thu, 24 Jun 1999 02:33:51 GMT NNTP-Posting-Host: 142.177.69.27 X-Trace: sapphire.mtt.net 930191468 142.177.69.27 (Wed, 23 Jun 1999 23:31:08 ADT) NNTP-Posting-Date: Wed, 23 Jun 1999 23:31:08 ADT Xref: teaser.fr rec.games.computer.doom.editing:13426 Jonathan Wilson wrote: >thanks for the help. if i change the sprite entries then how will that affect >other uses of the chaingun and rocket launcher? What do you mean by that? Changing how it looks? That doesn't hurt anything. If you mean the DEH, what that basically does is switch the rocket launcher and chaingun around in two different ways (swapping their ID numbers, then swapping their frame references) so that, for all intents and purposes, everything is the same from a level editing point of view. Chainguns are placed where they always are, RLs are where they should be. But when something is spawned in-game (when a former human drops a gun), the ID number is ignored and the "new" weapon gets dropped instead. You can do some amazing things with tricks like this. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews4 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Wed, 23 Jun 1999 22:51:16 -0500 Organization: http://extra.newsguy.com Lines: 14 Message-ID: <7ks9rg$3vh@enews4.newsguy.com> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> NNTP-Posting-Host: p-999.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13427 Well i would like to make a map editor. Eventually i want a single program (simular to MS VC++ in looks :) ) that will do every kind of doom editing. But 1st i want to do a lvl editor. Jonathan Wilson wrote in message <376F3AEE.9AAFBEBB@xoommail.com>... >start bu getting the unofficial doom specs. they will tell you you need to know >about the file formats of doom. what kind of editor are you making? map editor? >graphics editor? what? > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.berkeley.edu!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews4 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: DeHacked Date: Wed, 23 Jun 1999 22:54:28 -0500 Organization: http://extra.newsguy.com Lines: 4 Message-ID: <7ksa1a$44m@enews4.newsguy.com> NNTP-Posting-Host: p-017.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13428 Is there still development for DeHacked? If not is thoe source code released some where? How can i contact the creator of DeHacked? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!wn4feed!worldnet.att.net!wnmaster1!not-for-mail From: "Laanan Fisher" Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Thu, 24 Jun 1999 02:18:48 -0400 Organization: machineDEGENERATE Lines: 26 Message-ID: <7ksmb4$n3g$1@bgtnsc01.worldnet.att.net> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> <7ks9rg$3vh@enews4.newsguy.com> NNTP-Posting-Host: 12.67.130.88 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Trace: bgtnsc01.worldnet.att.net 930208932 23664 12.67.130.88 (24 Jun 1999 07:22:12 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 24 Jun 1999 07:22:12 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13429 Thomas Grimes wrote in message news:7ks9rg$3vh@enews4.newsguy.com... : Jonathan Wilson wrote in message <376F3AEE.9AAFBEBB@xoommail.com>... : >start bu getting the unofficial doom specs. they will tell you you need to : know : >about the file formats of doom. what kind of editor are you making? map : editor? : >graphics editor? what? : > : Well i would like to make a map editor. Eventually i want a single program : (simular to MS VC++ in looks :) ) that will do every kind of doom editing. : But 1st i want to do a lvl editor. UDS is a great resource, thanks Mr. Fell. But it's a lengthy proccess. Also, what language are you programming in? I assume the above mentioned. I've written a WAD viewer in QB45, but I know nothing of VC. If you need help with any QB or ASM routines, email. -- Yours, ** leadGUITARIST for machineDEGENERATE ** From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: seeking military sounds Date: Thu, 24 Jun 1999 22:52:51 +0800 Lines: 4 Message-ID: <37724643.6F06EF2B@xoommail.com> NNTP-Posting-Host: studun16.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13430 i am looking for military type voices for my monsters. send me anything you got so long as it is in english (so no wolf3d sounds!). i do not need any death screams either... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: DeHacked Organization: Insert witty quote here. References: <7ksa1a$44m@enews4.newsguy.com> X-Newsreader: News Xpress 2.01 Lines: 29 Message-ID: <_1uc3.38$8Z5.3000@sapphire.mtt.net> Date: Thu, 24 Jun 1999 17:40:45 GMT NNTP-Posting-Host: 142.177.81.94 X-Trace: sapphire.mtt.net 930245882 142.177.81.94 (Thu, 24 Jun 1999 14:38:02 ADT) NNTP-Posting-Date: Thu, 24 Jun 1999 14:38:02 ADT Xref: teaser.fr rec.games.computer.doom.editing:13431 Thomas Grimes wrote: >Is there still development for DeHacked? Nope. The final version is 3.1, I think. >If not is thoe source code released >some where? http://www-personal.umich.edu/~gregl/dhe30src.zip > How can i contact the creator of DeHacked? Try visiting: http://www-personal.umich.edu/~gregl/_doom.html If that fails, go to http://www-personal.umich.edu/~gregl/ and follow that to his new page. (He's got his DeHackEd page there, too, but a lot of the links seem to be busted.) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37727CF5.43C6811D@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: music? References: <7JNz-kkJBAB@fsje.hit.handshake.de> <37724129.205654008@192.168.0.1> <7JO0jmSJBAB@fsje.hit.handshake.de> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Thu, 24 Jun 1999 18:46:26 GMT NNTP-Posting-Host: 204.186.53.137 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930249986 204.186.53.137 (Thu, 24 Jun 1999 14:46:26 EDT) NNTP-Posting-Date: Thu, 24 Jun 1999 14:46:26 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13432 You can put your music into a PWAD file or just load it from the command line. Example: Zdoom.exe -file d_e1m1.mid This will replace the music in E1M1 with the specified track. Just rename your files as needed. Doom2 maps all have different track names, you'd have to check to be sure which one you were replacing. Daniel Fass wrote: > > Ty wrote : > > > >how do I make ZDoom to play midi or mod-files ? > > > You don't, in DOS. It's not supported by the libraries he's using. > > I mean the windows port ! > > -- > ### Tschau, Daniel ### > > * http://www.faessje.de * faessje@faessje.de * ICQ: 24316308 -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.nacamar.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!news.demon.co.uk!demon!greyfax.demon.co.uk!allan From: Allan D'All Newsgroups: rec.games.computer.doom.editing Subject: Wadauthor Date: Thu, 24 Jun 1999 19:59:03 +0100 Message-ID: NNTP-Posting-Host: greyfax.demon.co.uk X-NNTP-Posting-Host: greyfax.demon.co.uk:194.222.99.218 X-Trace: news.demon.co.uk 930250793 nnrp-03:8242 NO-IDENT greyfax.demon.co.uk:194.222.99.218 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Version 4.01 <+llaokLZX06w0LQhmYNxaj9GMg> Lines: 11 Xref: teaser.fr rec.games.computer.doom.editing:13433 I've just renewed my acquaintance with Doom and decided to try my hand at wad editing. I downloaded Wadauthor and found it easy to use but the 15 day evaluation period has now expired and, since the program is getting on a bit, all the registration links in the helpfile and documentation are long since dead. Does anyone know how I can go about registering this software? -- Allan D'All From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!portc04.blue.aol.com!audrey01.news.aol.com!not-for-mail From: moe541@aol.com (Moe541) Newsgroups: rec.games.computer.doom.editing Subject: Re: does anyone know of a better texture creator than wintex? Lines: 12 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 24 Jun 1999 23:26:20 GMT References: <7k70jv$9gv$1@nntp9.atl.mindspring.net> Organization: AOL http://www.aol.com Message-ID: <19990624192620.17076.00003278@ng-cs1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13434 In answering this guys question... you might try Patcher. It's a DOS based program by Jim Flynn. Get it at: http://home.pacbell.net/jflynn/ [-]Paul F.[] http://www.doomnation.com/mdoom[-] [-]TeamTNT[]TeamParadox[]UAC HQ[-] [-] ICQ #8533729[] IRC: TNTPaul_F / PaulF[-] From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newspeer1.nac.net!news.maxwell.syr.edu!news.idt.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Thu, 24 Jun 1999 17:42:52 -0700 Content-Transfer-Encoding: 7bit References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> <376EDFFA.57A5@earthlink.net> <7kom3d$1t2$1@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 25 Jun 1999 00:40:20 GMT X-ELN-Insert-Date: Thu Jun 24 17:45:08 1999 Organization: Offworld Press Lines: 25 Mime-Version: 1.0 NNTP-Posting-Host: 1cust224.tnt2.lancaster.ca.da.uu.net Message-ID: <3772D08C.778A@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13436 Andre Majorel wrote: > > In article <376EDFFA.57A5@earthlink.net>, rividh@earthlink.net says... > >Take another look. The source =is= in the BSP30.ZIP archive. > > It seems there are several different bsp30.zip files in circulation. One was evidently from someone's personal collexion that had already been stripped of files they had no use for, but the current archive is complete with all the original files (I checked). Let this be a lesson to folk who do away with files they don't think they'll ever need :) > However, the situation is not clear. Personally, I don't very much > like the idea of hacking a version of BSP that Lee obviously didn't > want us to use. This is getting frustrating... Erm... well, let's put it this way: Once someone jumps ship, they no longer have any right to plot its course. And it is ridiculous to be stuck with v2.3x and the node bug that Andre demonstrated, when v3.0x fixes the bug. (Actually, 3.0 backs out one of Lee's earlier changes, so it's closer to the original BSP than 2.3x is. Remember it's NOT entirely Lee's code.) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!165.113.238.17!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews1 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Thu, 24 Jun 1999 22:58:44 -0500 Organization: http://extra.newsguy.com Lines: 17 Message-ID: <7kuul9$1evn@enews1.newsguy.com> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> <7ks9rg$3vh@enews4.newsguy.com> <7ksmb4$n3g$1@bgtnsc01.worldnet.att.net> NNTP-Posting-Host: p-215.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MIMEOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13437 Where do i find this UDS? Also im using c++, well c also. :) i use both. >UDS is a great resource, thanks Mr. Fell. > >But it's a lengthy proccess. Also, what language are you programming in? I >assume the above mentioned. I've written a WAD viewer in QB45, but I know >nothing of VC. If you need help with any QB or ASM routines, email. > >-- > >Yours, > >** leadGUITARIST for machineDEGENERATE ** > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attbtf!ip.att.net!wn3feed!worldnet.att.net!wnmaster1!not-for-mail From: "Laanan Fisher" Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Thu, 24 Jun 1999 23:59:21 -0400 Organization: machineDEGENERATE Lines: 15 Message-ID: <7kv2hg$fcp$1@bgtnsc01.worldnet.att.net> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> <7ks9rg$3vh@enews4.newsguy.com> <7ksmb4$n3g$1@bgtnsc01.worldnet.att.net> <7kuul9$1evn@enews1.newsguy.com> NNTP-Posting-Host: 12.75.165.138 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Trace: bgtnsc01.worldnet.att.net 930286960 15769 12.75.165.138 (25 Jun 1999 05:02:40 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 25 Jun 1999 05:02:40 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13438 Thomas Grimes wrote in message news:7kuul9$1evn@enews1.newsguy.com... : Where do i find this UDS? Also im using c++, well c also. :) i use both. Sorry, I've forgotten. It *might* be on CDROM.Com, but don't qute me. I'm sure if you just put it (spelled out) in your serach engine you should find it. -- Yours, ** leadGUITARIST for machineDEGENERATE ** From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Date: Fri, 25 Jun 1999 13:26:17 +0800 Lines: 3 Message-ID: <377312F8.ED775465@xoommail.com> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> <7ks9rg$3vh@enews4.newsguy.com> <7ksmb4$n3g$1@bgtnsc01.worldnet.att.net> <7kuul9$1evn@enews1.newsguy.com> <7kv2hg$fcp$1@bgtnsc01.worldnet.att.net> NNTP-Posting-Host: studun36.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13439 it is on cdrom.com unless it was removed recently... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!solomon.io.com!hiram.io.com!not-for-mail From: "S. John Ross" Newsgroups: rec.games.computer.doom.editing Subject: Re: Wadauthor Date: 25 Jun 1999 07:56:08 GMT Organization: Diogenes Studios Lines: 18 Sender: sjohn@as2-dialup-171.io.com Message-ID: <01bebee0$26bc9f00$ab52e0ce@john---sandra> References: NNTP-Posting-Host: as2-dialup-171.io.com X-Trace: hiram.io.com 930297368 10648 206.224.82.171 (25 Jun 1999 07:56:08 GMT) X-Complaints-To: abuse@io.com NNTP-Posting-Date: 25 Jun 1999 07:56:08 GMT X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:13440 | I downloaded Wadauthor and found it easy to use but the 15 day | evaluation period has now expired and, since the program is getting on a | bit, all the registration links in the helpfile and documentation are | long since dead. | | Does anyone know how I can go about registering this software? The only way is by mailing the author a check. I emailed him a long time ago asking if he'd consider selling it through one of the many e-commerce sites that allow me to use my Visa card and get instant gratification, but no dice >>sigh<<. Grrr. I think it is a really fine program too, though. -- || S. John Ross || Husband · Cook · Writer || In That Order || http://www.io.com/~sjohn/blue.htm · sjohn@io.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!howland.erols.net!outgoing.news.rcn.net.MISMATCH!feed1.news.rcn.net!rcn!news.idt.net!WCG!korova.insync.net!solomon.io.com!news-feeds.jump.net!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Colin Phipps Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: Fri, 25 Jun 1999 19:14:26 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 41 Message-ID: <7l0ke6$cuh$1@nnrp1.deja.com> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> <376EDFFA.57A5@earthlink.net> <7kom3d$1t2$1@feed.teaser.fr> <3772D08C.778A@earthlink.net> NNTP-Posting-Host: 212.211.16.140 X-Article-Creation-Date: Fri Jun 25 19:14:26 1999 GMT X-Http-User-Agent: Mozilla/2.0 (compatible; MSIE 3.02; Win32) X-Http-Proxy: 1.0 x40.deja.com:80 (Squid/1.1.22) for client 212.211.16.140 Xref: teaser.fr rec.games.computer.doom.editing:13441 Well I have looked into the 2 bugs in BSP v2.3. I have released a patch for it here: http://lxdoom.linuxgames.com/notes.html#bsp This fixes the first bug described in the text file, a simple logic error. The second bug is cured for the particular example level, by increasing the accuracy of the seg splitting, but it is not completely cured I think. (Yes the link to Andre's wad is broken, I will fix it shortly.) In article <3772D08C.778A@earthlink.net>, Rez wrote: > Andre Majorel wrote: > > > > In article <376EDFFA.57A5@earthlink.net>, rividh@earthlink.net says... > > >Take another look. The source =is= in the BSP30.ZIP archive. > > > > It seems there are several different bsp30.zip files in circulation. The one I looked at had no sources, I can't remember whether I got it from cdrom.com or doomworld. > > However, the situation is not clear. Personally, I don't very much > > like the idea of hacking a version of BSP that Lee obviously didn't > > want us to use. > Erm... well, let's put it this way: Once someone jumps ship, they no > longer have any right to plot its course. I agree he may have no right to plot the course of Doom. However the improvements in BSP v3 were his work and he certainly has the right to choose whether that work should be released or not. Colin -- LxDoom: http://lxdoom.linuxgames.com/ Doom Underground: http://www.doomworld.com/d_underg/ Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Two bugs in BSP 2.3 Date: 26 Jun 1999 06:56:10 GMT Organization: None I'm aware of ! Lines: 39 Message-ID: <7l1tia$ipn$1@feed.teaser.fr> References: <7k3t94$pdu$1@feed.teaser.fr> <7kfiok$jc5$1@feed.teaser.fr> <7kgr5c$kjt$1@feed.teaser.fr> <376DC614.2B4F@earthlink.net> <7kkofa$pf6$1@feed.teaser.fr> <376EDFFA.57A5@earthlink.net> <7kom3d$1t2$1@feed.teaser.fr> <3772D08C.778A@earthlink.net> NNTP-Posting-Host: dip208.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 930380170 19255 194.51.100.208 (26 Jun 1999 06:56:10 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 26 Jun 1999 06:56:10 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13442 In article <3772D08C.778A@earthlink.net>, rividh.nospam@earthlink.net says... >> However, the situation is not clear. Personally, I don't very much >> like the idea of hacking a version of BSP that Lee obviously didn't >> want us to use. This is getting frustrating... > >Erm... well, let's put it this way: Once someone jumps ship, they no >longer have any right to plot its course. You should be wary of such arguments. One might respond likewise that since none of us took part in the development of BSP, _we_ don't have a say in the matter. The truth is somewhere in between. >And it is ridiculous to be stuck with v2.3x and the node bug that Andre >demonstrated, when v3.0x fixes the bug. Yes, this is true. That's precisely why this situation is so frustrating. Whatever you choose, you're wrong. >(Actually, 3.0 backs out one of >Lee's earlier changes, so it's closer to the original BSP than 2.3x is. >Remember it's NOT entirely Lee's code.) Sure. But let's see Colin's patch first. Last december, I got Lee's permission to "do whatever I wanted with BSP 2.3" so I guess this includes modifying it and releasing the mods. If we could release a BSP 2.4 based on BSP 2.3 with Colin's patch (and Udo's and Randy's), we would have a debugged BSP without upsetting Lee. Win-win. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: Subject: Re: Wadauthor Lines: 28 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sat, 26 Jun 1999 09:17:35 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 930388655 199.247.224.240 (Sat, 26 Jun 1999 05:17:35 EDT) NNTP-Posting-Date: Sat, 26 Jun 1999 05:17:35 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13443 Hiya. Allan D'All wrote in message news:zpqWFFA3$nc3EwR9@greyfax.demon.co.uk... > I've just renewed my acquaintance with Doom and decided to try my hand > at wad editing. > > I downloaded Wadauthor and found it easy to use but the 15 day > evaluation period has now expired and, since the program is getting on a > bit, all the registration links in the helpfile and documentation are > long since dead. > > Does anyone know how I can go about registering this software? > -- > Allan D'All Here is the www page of "Wiliston Consulting" (they guy who made the program). You can email him for info. http://home.zyan.com/~wc/wainfo.html ...or you could email him directly at: wc@zyan.com (put "WadAuthor registration question" in the subject to speed the process). ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: doom editors Reply-To: thldrmn@teamtnt.com Message-ID: <3774da58.36936298@192.168.0.1> References: <7kmslc$1sqo@enews2.newsguy.com> <376F3AEE.9AAFBEBB@xoommail.com> <7ks9rg$3vh@enews4.newsguy.com> <7ksmb4$n3g$1@bgtnsc01.worldnet.att.net> <7kuul9$1evn@enews1.newsguy.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Sat, 26 Jun 1999 13:52:20 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930405146 216.77.232.21 (Sat, 26 Jun 1999 09:52:26 EDT) NNTP-Posting-Date: Sat, 26 Jun 1999 09:52:26 EDT Xref: teaser.fr rec.games.computer.doom.editing:13444 "Thomas Grimes" wrote: >Where do i find this UDS? Also im using c++, well c also. :) i use both. The UDS and nearly every other DOOM doc file and FAQ is available at cdrom.com in the /pub/idgames/docs/ directory structure. The one you're looking for in particular is /pub/idgames/docs/editing/dmspec16.zip. Those "nagging" reminders that come out in the otherwise unused .announce group will tell you all this, of course, but for some reason re-asking the same questions is preferred :( Ty Halderman, thldrmn@teamtnt.com Rec.games.computer.doom.announce moderator From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newspeer.monmouth.com!newsfeed.amsterdam.nl.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Re: Dehacked Code-pointers Date: Sat, 26 Jun 1999 16:22:40 +0200 Organization: Hobby Computer Club News Network Lines: 7 Message-ID: <7l2nmu$4re$1@news.hccnet.nl> References: <7kjl8d$i48$1@news.hccnet.nl> <1Zdb3.54$Km.5673@sapphire.mtt.net> NNTP-Posting-Host: uds19-116.dial.hccnet.nl X-Trace: news.hccnet.nl 930406942 4974 193.173.116.19 (26 Jun 1999 14:22:22 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 26 Jun 1999 14:22:22 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13445 Thank you very much. This is just what I needed... Greets, Jay Bee. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!bignews.mediaways.net!newsfeed.amsterdam.nl.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Converting sprites from Doom-like games... Date: Sat, 26 Jun 1999 17:04:18 +0200 Organization: Hobby Computer Club News Network Lines: 19 Message-ID: <7l2q58$5qa$1@news.hccnet.nl> NNTP-Posting-Host: uds19-116.dial.hccnet.nl X-Trace: news.hccnet.nl 930409448 5962 193.173.116.19 (26 Jun 1999 15:04:08 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 26 Jun 1999 15:04:08 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13446 I would like to know how I can get some weapons from Strife, HeXen and Heretic in DooM. I already tried DEEP, but Deep97 doesn't support pictures that size, and the dos-version converts them without the translucent color (e.g. the standard blue-like color turng black). I also tried DEUT, but it's unable to detect the Strife palette... Please help me... Greets, Jay Bee. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Converting sprites from Doom-like games... Organization: Insert witty quote here. References: <7l2q58$5qa$1@news.hccnet.nl> X-Newsreader: News Xpress 2.01 Lines: 23 Message-ID: Date: Sat, 26 Jun 1999 15:37:35 GMT NNTP-Posting-Host: 142.177.87.15 X-Trace: sapphire.mtt.net 930411296 142.177.87.15 (Sat, 26 Jun 1999 12:34:56 ADT) NNTP-Posting-Date: Sat, 26 Jun 1999 12:34:56 ADT Xref: teaser.fr rec.games.computer.doom.editing:13447 Jay Bee wrote: > >I would like to know how I can get some weapons from Strife, HeXen and >Heretic in DooM. > >I already tried DEEP, but Deep97 doesn't support pictures that size, and the >dos-version converts them without the translucent color (e.g. the standard >blue-like color turng black). > >I also tried DEUT, but it's unable to detect the Strife palette... > Wintex works well. I open the WAD, save all the pictures to BMP's. Then I copy the entries into a new WAD. The new WAD ones won't have the right palette, so I then reload all the BMP's into the new WAD. Sounds a bit confusing but it works for me.:) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!news-xfer.newsread.com!netaxs.com!newsread.com!newsfeed.infinet.com!news.erinet.com!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: Perfect horizons nodes builder trick References: <7kgrjo$kjt$2@feed.teaser.fr> Reply-To: mattm@infinet.com Message-ID: User-Agent: slrn/0.9.5.4 (UNIX) Lines: 24 Date: Sat, 26 Jun 1999 22:43:39 GMT NNTP-Posting-Host: 209.57.148.26 X-Trace: news.erinet.com 930437019 209.57.148.26 (Sat, 26 Jun 1999 18:43:39 EDT) NNTP-Posting-Date: Sat, 26 Jun 1999 18:43:39 EDT Xref: teaser.fr rec.games.computer.doom.editing:13448 On 19 Jun 1999 19:38:32 GMT, Andre Majorel wrote: >The new archive I've put on > ftp://ftp.cdrom.com/pub/idgames/utils/node_builders/bsp23bug.zip Should be: ftp://ftp.cdrom.com/pub/idgames/utils/level_edit/node_builders/bsp23bug.zip > http://www.teaser.fr/~amajorel/doom/bsp23bug.zip >contains a level where, at a certain spot, a bug in the nodes >causes Doom to render a perfect horizon, that really looks like >it goes off to infinity. .... Ummmm...does it? I see readme.txt, bsp23bug.wad, and horizon.png in the archive, but not the advertised horizon.wad, either in the copy on your site or in the copy on ftp.cdrom.com... You *can* get a horizon effect in bsp23bug.wad by standing in the southeast corner of the outdoor area and looking north along the big ugly red wall. Inch forward and watch the gap widen. After a point (about after you pass where the red wall is screwed up) the major gap will disappear and some smaller gaps will appear off to the left. -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!wn4feed!worldnet.att.net!wnmaster1!not-for-mail From: "StratoCat" Newsgroups: rec.games.computer.doom.editing Subject: Re: beginner Date: Sat, 26 Jun 1999 23:47:37 -0500 Organization: AT&T WorldNet Services Lines: 14 Message-ID: <7l4akt$t8n$1@bgtnsc01.worldnet.att.net> References: <37617EB2.C83FB423@saunalahti.fi> NNTP-Posting-Host: 63.14.207.118 X-Trace: bgtnsc01.worldnet.att.net 930459101 29975 63.14.207.118 (27 Jun 1999 04:51:41 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 27 Jun 1999 04:51:41 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13449 : Sure, with DeHackEd. However, you can't make new fireballs, just use old ones. You could make new fireballs by using WinTex though. -- Blake Connolly StratoCat@att.net ICQ: 41875991 "I can hurl a tennis racket at small moving objects with deadly accuracy." From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37759E1A.C12E76A4@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: beginner References: <37617EB2.C83FB423@saunalahti.fi> <7l4akt$t8n$1@bgtnsc01.worldnet.att.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sun, 27 Jun 1999 05:23:23 GMT NNTP-Posting-Host: 204.186.44.3 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930461003 204.186.44.3 (Sun, 27 Jun 1999 01:23:23 EDT) NNTP-Posting-Date: Sun, 27 Jun 1999 01:23:23 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13450 StratoCat wrote: > : Sure, with DeHackEd. However, you can't make new fireballs, just use old > ones. > > You could make new fireballs by using WinTex though. Uhmm.. yeah, but you'd need to replace something else first. The point is, unless you are using DDF or a custom engine, you can't create NEW fireballs without affecting anything else.. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3776FE48.80184102@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 38 Date: Mon, 28 Jun 1999 04:46:39 GMT NNTP-Posting-Host: 204.186.44.179 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930545199 204.186.44.179 (Mon, 28 Jun 1999 00:46:39 EDT) NNTP-Posting-Date: Mon, 28 Jun 1999 00:46:39 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13460 Ty Halderman wrote: > Huh? There is no such thing any more as a visplane error in Boom, nor I'm sure > in ZDoom. I experienced a part in my map where if you moved into a certain part, the whole side of a crate I had would disappear, and the flat above (the top of the crate) would "leak", and I"m not talking slime trails here, I mean a HOM-like effect. I've since moved the offending crate and the problem ceased, but the problem manifested itself in both Boom and ZDoom. And the "visplane overflow" which BSP23x detected was at the exact spot it indicated. The game didn't crash, it just looked extremely messy. In a way I wished I saved it, just so I don't look like I'm talking out of my ass. But it was something that BSP tagged as a visplane problem, and a sector that appears open, then flashes back, and back again, is not good.. > Fast is not equivalent to better in all cases. I'd suggest that if you find > you've got problems with the result of one, try another. This can vary from map > to map. No no no, I don't mean fast to compile, I mean which makes the GAME play the fastest. There is definately a visible difference in the framerate in some complex areas depending on the nodes builder used.. > You'll probably want to use RMB for that. Don't you have to create some kinda text file to specify sectors? Or can it just work automagically? -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Perfect horizons nodes builder trick Date: 28 Jun 1999 06:44:06 GMT Organization: None I'm aware of ! Lines: 35 Message-ID: <7l75jm$qa3$1@feed.teaser.fr> References: <7kgrjo$kjt$2@feed.teaser.fr> NNTP-Posting-Host: dip239.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 930552246 26947 194.51.100.239 (28 Jun 1999 06:44:06 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 28 Jun 1999 06:44:06 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13461 In article , mattm@infinet.com says... > >On 19 Jun 1999 19:38:32 GMT, Andre Majorel wrote: >>The new archive I've put on >> ftp://ftp.cdrom.com/pub/idgames/utils/node_builders/bsp23bug.zip > >Should be: >ftp://ftp.cdrom.com/pub/idgames/utils/level_edit/node_builders/bsp23bug.zip Oops. >>contains a level where, at a certain spot, a bug in the nodes >>causes Doom to render a perfect horizon, that really looks like >>it goes off to infinity. >Ummmm...does it? I see readme.txt, bsp23bug.wad, and horizon.png in the >archive, but not the advertised horizon.wad, either in the copy on your >site or in the copy on ftp.cdrom.com... There is no horizon.wad. horizon.png is a screenshot from bsp23bug.wad. > You *can* get a horizon effect in bsp23bug.wad by standing in the >southeast corner of the outdoor area and looking north along the big ugly >red wall. Inch forward and watch the gap widen. After a point (about >after you pass where the red wall is screwed up) the major gap will >disappear and some smaller gaps will appear off to the left. Exactly. In the gap, the floor is drawn all the way to the horizon and that's what I would like to produce in a controlled way. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: can someone please send me doom2 1.9 exe file? Date: Mon, 28 Jun 1999 07:31:05 GMT Organization: . Lines: 20 Message-ID: <7l7j17$o3$3@nntp6.atl.mindspring.net> References: <377624E6.F2C07608@xoommail.com> NNTP-Posting-Host: d1.56.c2.f4 X-Server-Date: 28 Jun 1999 10:33:11 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13462 Jonathan Wilson wrote: >can someone please send me doom2 1.9 exe file? >my copy has become corrupted and i only found out just now because i >tried to use dehacked on it. Either re-install it from your install disks (you DO have the original disks don't you?), or you can download the shareware version of Doom 1.9 and use the EXE from that (it's interchangable between Doom 1 and 2 and both registered and shareware versions, if i'm correct). _____________________________________________________________ Remove all of the junk in my address and change Q to C to reply via e-mail From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey01.news.aol.com!not-for-mail From: tbarnett6@aol.com (TBarnett6) Newsgroups: rec.games.computer.doom.editing Subject: Re: need weaopns for my conversion... Lines: 2 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 28 Jun 1999 19:13:22 GMT References: <37649BAB.227E3F85@xoommail.com> Organization: AOL http://www.aol.com Message-ID: <19990628151322.12471.00001179@ng-cr1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13463 how 'bout a douchebag full of gasoline and a Bic lighter. a squeeze-operated flame thrower ! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 29 Jun 1999 03:45:06 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 13 Jul 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10762 rec.games.computer.doom.misc:6502 rec.games.computer.doom.playing:17444 rec.games.computer.doom.editing:13464 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: Tue, 29 Jun 1999 23:13:05 +0100 Organization: Customer of Planet Online Lines: 38 Message-ID: <7lbgfj$fis$1@news8.svr.pol.co.uk> References: <3776602C.62654CFA@planetfortress.com> NNTP-Posting-Host: modem-58.arsenic.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 930694451 15964 62.136.16.58 (29 Jun 1999 22:14:11 GMT) NNTP-Posting-Date: 29 Jun 1999 22:14:11 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13465 SailorScout wrote in message <3776602C.62654CFA@planetfortress.com>... >I've been working on this one map for a few weeks now, and it's getting >pretty hefty (300 monsters, several thousand sidedefs, etc.), and now it >seems that a few nodes builders are choking. The engine that I'm gearing >this map for is Boom, but also for use with ZDoom. Now, the problem is >that WARM is not only generating a visplane overflow in one area, but >that I'm getting a lot of the dreaded "slime trails" due to extensive >use of diagonal lines. I'm sure I could move some stuff around and fix >the visplane problem, but this made me think about WHICH nodes builder >would be the best for a very large map. > At the risk of starting a "mines bigger than yours thread", I too have seen the occasional error when building my, what I consider to be, complex map. My map (the only REAL one I have attempted) is of my real world place of work. Current stats give 1161 sectors, enemies at last build: 271. It takes around 7 mins to build on my poor P100. (I too build for, ZDooM chugs too much on my m/c) As for building, I looong since gave up on WADAuthors internal builder and currently build with BSP 2.3 and RMB 2.3. The errors I have seen include the disappearing side (Mr Scout mentioned this in a later posting) and, what I describe as "sector bleeding". Both "errors" have been resolved by modifications to the map. I guess the point is: no build errors were flagged. Regards JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Reply-To: thldrmn@teamtnt.com Message-ID: <3779ca44.113255724@192.168.0.1> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 42 Date: Wed, 30 Jun 1999 07:46:38 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930728837 216.77.232.21 (Wed, 30 Jun 1999 03:47:17 EDT) NNTP-Posting-Date: Wed, 30 Jun 1999 03:47:17 EDT Xref: teaser.fr rec.games.computer.doom.editing:13466 SailorScout wrote: >I experienced a part in my map where if you moved into a certain part, >the whole side of a crate I had would disappear, and the flat above (the >top of the crate) would "leak", and I"m not talking slime trails here, I >mean a HOM-like effect. Yes, definitely a node build error. There aren't many that BSP23 would let through, but there are times when moving a vertex is the easiest (for you) solution. Symptomatic relief? Yeah, but it quits hurting :) >And the "visplane overflow" which BSP23x detected was at the >exact spot it indicated. The game didn't crash, it just looked extremely >messy. OK, I see why you referred to it in VP terms then. What that did mean was that it was a point that the node builder found to be very complex, and I'll bet it was in fact an infinite number of visplanes. In old DOOM it just would have crashed anyway and you'd have assumed a VPO. >No no no, I don't mean fast to compile, I mean which makes the GAME play >the fastest. There is definately a visible difference in the framerate >in some complex areas depending on the nodes builder used.. True, though the most important thing (besides throwing hardware at the problem--heh) is the reject. >> You'll probably want to use RMB for that. > >Don't you have to create some kinda text file to specify sectors? Or can >it just work automagically? Auto. You can specify certain reject -tricks- if you want, with a separate file, but if you're not trying to make any safe sectors and other such, then it'll work all by itself. The -perfect option takes just this side of forever on a big map and probably wouldn't be worth it except for a final build. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-ge.switch.ch!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: Wed, 30 Jun 1999 18:15:58 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 18 Message-ID: <377AC14E.109C@NOSPAM.warande.ruu.nl> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13468 SailorScout wrote: > I experienced a part in my map where if you moved into a certain part, > the whole side of a crate I had would disappear, and the flat above (the > top of the crate) would "leak", and I"m not talking slime trails here, I > mean a HOM-like effect. That's not a visplane overflow. Visplane overflows cause Doom2.exe to bomb back to DOS; Boom doesn't have visplane overflows. Your problem sounds more like an unclosed sector. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: 30 Jun 1999 17:48:37 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7ldl9n$3qk$1@feed.teaser.fr> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> NNTP-Posting-Host: dip224.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 930764919 3924 194.51.100.224 (30 Jun 1999 17:48:37 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 30 Jun 1999 17:48:37 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13469 In article <3776FE48.80184102@planetfortress.com>, sailorscout@planetfortress.com says... >In a way I wished I saved it, just so I don't look like I'm talking out >of my ass. But it was something that BSP tagged as a visplane problem, >and a sector that appears open, then flashes back, and back again, is >not good.. When you get that kind of thing, please put a copy of the wad on your page and mail the URL to me or post it on r.g.c.d.e. I don't promise I'll be able to fix it, not even to look into to, but at least it will be handy for further investigation. Thus it's more likely to eventually reach a hacker who would be interested in fixing the bug. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!howland.erols.net!nntp.abs.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377A7350.D5151360@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <377AC14E.109C@NOSPAM.warande.ruu.nl> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 22 Date: Wed, 30 Jun 1999 19:42:55 GMT NNTP-Posting-Host: 204.186.71.1 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930771775 204.186.71.1 (Wed, 30 Jun 1999 15:42:55 EDT) NNTP-Posting-Date: Wed, 30 Jun 1999 15:42:55 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13470 See Ty's message.. I moved the offended vertices and all was well in the world. ;) Gaston Lahaut wrote: > That's not a visplane overflow. Visplane overflows cause Doom2.exe to > bomb back to DOS; Boom doesn't have visplane overflows. Your problem > sounds more like an unclosed sector. > > -- > Gaston Lahaut > Author of the Mordeth TC > http://www.warande.uu.nl/~glahaut/ > Co-Founder of Doomworld > http://www.doomworld.com/ -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377A73C9.48C09345@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <7ldl9n$3qk$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 27 Date: Wed, 30 Jun 1999 19:44:56 GMT NNTP-Posting-Host: 204.186.71.1 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930771896 204.186.71.1 (Wed, 30 Jun 1999 15:44:56 EDT) NNTP-Posting-Date: Wed, 30 Jun 1999 15:44:56 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13471 Well the map itself is already up around 430k from the 300k it was when I first posted, and I'm only halfway done with it, so I wouldn't be surprised if another such error occurs. Basically I'm using lots of diagonal lines which seem to have caused that. Not using BSP generates dozens of slime trails as well.. but I'll keep your note in mind if I find another one. Andre Majorel wrote: > When you get that kind of thing, please put a copy of the wad on > your page and mail the URL to me or post it on r.g.c.d.e. I don't > promise I'll be able to fix it, not even to look into to, but at > least it will be handy for further investigation. Thus it's more > likely to eventually reach a hacker who would be interested in > fixing the bug. > > -- > Andre Majorel > http://www.teaser.fr/~amajorel/ > The actual name is "teaser", not "teezer". -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377A76C2.F34A1A74@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <3779ca44.113255724@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 38 Date: Wed, 30 Jun 1999 19:57:38 GMT NNTP-Posting-Host: 204.186.71.1 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 930772658 204.186.71.1 (Wed, 30 Jun 1999 15:57:38 EDT) NNTP-Posting-Date: Wed, 30 Jun 1999 15:57:38 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13472 Ty Halderman wrote: > OK, I see why you referred to it in VP terms then. What that did mean was that > it was a point that the node builder found to be very complex, and I'll bet it > was in fact an infinite number of visplanes. In old DOOM it just would have > crashed anyway and you'd have assumed a VPO. Yup.. the effect looked something like a cross between an open-sector and a HOM error. But BSP did catch it, and the point is that since I had several dozen linedefs in the problem area, the overflow checking saved me a lot of time. > True, though the most important thing (besides throwing hardware at the > problem--heh) is the reject. Also true, but good nodes certainly do help the framerate, especially in Boom, which might just be driver-related but seems more affected by poor nodes then ZDoom. Jim Flynn's node builder has gotten some acclaim from the few who I know have used it.. happen to know if that one is comparable to BSP? Once again thanks for all the help. I'm tempted to go back and recompile all my WARMed WADs with BSP/RMB just to see what kind of difference there is! > | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | > | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | > | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | > | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | I want a sig like that someday dammit! -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: rec.games.computer.doom.editing Subject: Node builders, returned Date: Wed, 30 Jun 1999 23:15:22 +0100 Organization: Customer of Planet Online Lines: 25 Message-ID: <7le4vq$res$1@news5.svr.pol.co.uk> NNTP-Posting-Host: modem-72.actinium.dialup.pol.co.uk X-Trace: news5.svr.pol.co.uk 930780986 28124 62.136.44.72 (30 Jun 1999 22:16:26 GMT) NNTP-Posting-Date: 30 Jun 1999 22:16:26 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13473 Hi All, Returning to oddities with node builders - has anyone else ever had RMB (2.3) actually crash (or rather hang)? The symptom is RMB's graphic display simply gets stuck on a side/line def - it flickers between white and yellow, similar to when it's processing, but it never gets any further (well, I reboot m/c after a couple of minutes because I know it is not normal!) The first time, I considered it an oddity, the second (which was today) made me wonder. The only common element between the two "crashes" was that my editing had affected sector 0. In case it helps, I build with a batch file which runs BSP 2.3 followed by RMB 2.3. I edit and error check with WadAuthor. Regards JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Node builders.. recommendations and questions Organization: Insert witty quote here. References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <7ldl9n$3qk$1@feed.teaser.fr> X-Newsreader: News Xpress 2.01 Lines: 23 Message-ID: Date: Wed, 30 Jun 1999 23:02:42 GMT NNTP-Posting-Host: 142.177.92.41 X-Trace: sapphire.mtt.net 930783575 142.177.92.41 (Wed, 30 Jun 1999 19:59:35 ADT) NNTP-Posting-Date: Wed, 30 Jun 1999 19:59:35 ADT Xref: teaser.fr rec.games.computer.doom.editing:13474 Andre Majorel wrote: >In article <3776FE48.80184102@planetfortress.com>, >sailorscout@planetfortress.com says... > >>In a way I wished I saved it, just so I don't look like I'm talking out >>of my ass. But it was something that BSP tagged as a visplane problem, >>and a sector that appears open, then flashes back, and back again, is >>not good.. > >When you get that kind of thing, please put a copy of the wad on >your page and mail the URL to me or post it on r.g.c.d.e. Umm.... No. R.G.C.D.* aren't binaries groups, and there are several of us here with slow modems and offline newsreaders who would like to find out how long it takes a large-binary-poster to bleed to death.:) Either use alt.binaries.doom or post the WAD on a webpage. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Reply-To: thldrmn@teamtnt.com Message-ID: <377adf6d.12164954@192.168.0.1> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <3779ca44.113255724@192.168.0.1> <377A76C2.F34A1A74@planetfortress.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 47 Date: Thu, 01 Jul 1999 03:30:14 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930799868 216.77.232.21 (Wed, 30 Jun 1999 23:31:08 EDT) NNTP-Posting-Date: Wed, 30 Jun 1999 23:31:08 EDT Xref: teaser.fr rec.games.computer.doom.editing:13475 SailorScout wrote: >Yup.. the effect looked something like a cross between an open-sector >and a HOM error. But BSP did catch it, and the point is that since I had >several dozen linedefs in the problem area, the overflow checking saved >me a lot of time. Yes, a good flag anyway. It might be interesting to throw something like that into a node builder, wherein perhaps the top 4 most complicated viewpoints would be identified by duplicate player starts 1-4. >Also true, but good nodes certainly do help the framerate, especially in >Boom, which might just be driver-related but seems more affected by poor >nodes then ZDoom. Don't know--Lee made some other changes in MBF that I'm not familiar with but if you see only differences in relation to ZDoom over Boom/MBF then it's probably more the libraries he used, especially for hires. >Jim Flynn's node builder has gotten some acclaim from >the few who I know have used it.. happen to know if that one is >comparable to BSP? I've had good luck with NBLD, yes. I don't know how it stacks up to the others from a technical viewpoint, but it's fast and AFAIK accurate. I've had many levels in my DOOM lifetime that would look better with one of Zennode, BSP, WARM and now NBLD, and often would just keep trying them until I was happy :) >> | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | >> | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | >> | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | >> | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | > >I want a sig like that someday dammit! I'm outta room. I refuse to go past 4 lines so I'll just have to quit now, I guess. You too can have a long sig. Just don't do much of anything but DOOM stuff for about 5 years and volunteer for way too much crap. It'll come at you when you can least defend yourself. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: 1 Jul 1999 06:46:05 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7lf2rd$63e$1@feed.teaser.fr> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <7ldl9n$3qk$1@feed.teaser.fr> NNTP-Posting-Host: dip241.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 930811565 6254 194.51.100.241 (1 Jul 1999 06:46:05 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 1 Jul 1999 06:46:05 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13476 In article , I_Am_The_Archon@Doom.com says... >>When you get that kind of thing, please put a copy of the wad on >>your page and mail the URL to me or post it on r.g.c.d.e. > >Umm.... No. R.G.C.D.* aren't binaries groups, I meant post the _URL_, of course. Don't worry Len, I'm not completely out of my mind yet :-). Mmm, come to think of it... -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!howland.erols.net!pants.skycache.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Node builders.. recommendations and questions Organization: Insert witty quote here. References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <7ldl9n$3qk$1@feed.teaser.fr> <7lf2rd$63e$1@feed.teaser.fr> X-Newsreader: News Xpress 2.01 Lines: 22 Message-ID: Date: Thu, 01 Jul 1999 14:51:19 GMT NNTP-Posting-Host: 142.177.69.1 X-Trace: sapphire.mtt.net 930840493 142.177.69.1 (Thu, 01 Jul 1999 11:48:13 ADT) NNTP-Posting-Date: Thu, 01 Jul 1999 11:48:13 ADT Xref: teaser.fr rec.games.computer.doom.editing:13477 amajorel@teezer.fr (Andre Majorel) wrote: >In article , I_Am_The_Archon@Doom.com >says... > >>>When you get that kind of thing, please put a copy of the wad on >>>your page and mail the URL to me or post it on r.g.c.d.e. >> >>Umm.... No. R.G.C.D.* aren't binaries groups, > >I meant post the _URL_, of course. Don't worry Len, I'm not >completely out of my mind yet :-). Mmm, come to think of it... > :) Sorry about that, but the was it was written left it open for misreading. While walking up the street, the church came into view.... Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.nacamar.de!newsfeed.nacamar.de!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: need weaopns for my conversion... Date: Thu, 1 Jul 1999 21:31:28 +0100 Organization: none Message-ID: <8fKCxFAgA9e3EwCT@wholehog.demon.co.uk> References: <37649BAB.227E3F85@xoommail.com> <19990628151322.12471.00001179@ng-cr1.aol.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 930861098 nnrp-13:10576 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 8 Xref: teaser.fr rec.games.computer.doom.editing:13478 TBarnett6 wrote: >how 'bout a douchebag full of gasoline and a Bic lighter. a squeeze-operated >flame thrower ! Only if you call it petrol. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.enteract.com!news.maxwell.syr.edu!feed1.news.rcn.net!rcn!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: Thu, 01 Jul 1999 18:45:35 -0700 Content-Transfer-Encoding: 7bit References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <3779ca44.113255724@192.168.0.1> <377A76C2.F34A1A74@planetfortress.com> <377adf6d.12164954@192.168.0.1> To: thldrmn@teamtnt.com X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 2 Jul 1999 01:43:07 GMT X-ELN-Insert-Date: Thu Jul 1 18:45:11 1999 Organization: Offworld Press Lines: 22 Mime-Version: 1.0 NNTP-Posting-Host: 1cust250.tnt2.lancaster.ca.da.uu.net Message-ID: <377C19BF.4802@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13479 Ty Halderman wrote: > >Jim Flynn's node builder has gotten some acclaim from > >the few who I know have used it.. happen to know if that one is > >comparable to BSP? > > I've had good luck with NBLD, yes. I don't know how it stacks up to the others > from a technical viewpoint, but it's fast and AFAIK accurate. I've had many > levels in my DOOM lifetime that would look better with one of Zennode, BSP, WARM > and now NBLD, and often would just keep trying them until I was happy Ask me for screenshots from Jim's new maps showing pencil-thin HOMs (NOT slime trails or firelines tho they had some symptoms in common with firelines, in that sometimes they were paired) that were evidently due to the NBLD node builder he used, as when I rebuilt nodes with ANYthing else, the problem went away 100%. The HOMs showed up mostly along stair treads and consistently in the MIDDLE of textures (and caused those odd overlap-looking spots in mid-texture that you may have noticed) and the engine was just sure it could see through the wall, notably walls behind the HOM spot that were =perpendicular= to the affected wall. Didn't matter if I used DOOM, BOOM, or MBF. IMO, NBLD is seriously broken. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Reply-To: thldrmn@teamtnt.com Message-ID: <377dd829.141351333@192.168.0.1> References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <3779ca44.113255724@192.168.0.1> <377A76C2.F34A1A74@planetfortress.com> <377adf6d.12164954@192.168.0.1> <377C19BF.4802@earthlink.net> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 30 Date: Fri, 02 Jul 1999 15:20:48 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 930928926 216.77.232.21 (Fri, 02 Jul 1999 11:22:06 EDT) NNTP-Posting-Date: Fri, 02 Jul 1999 11:22:06 EDT Xref: teaser.fr rec.games.computer.doom.editing:13480 Rez wrote: >Ask me for screenshots from Jim's new maps showing pencil-thin HOMs (NOT >slime trails or firelines tho they had some symptoms in common with >firelines, in that sometimes they were paired) that were evidently due >to the NBLD node builder he used, as when I rebuilt nodes with ANYthing >else, the problem went away 100%. The HOMs showed up mostly along stair >treads and consistently in the MIDDLE of textures (and caused those odd >overlap-looking spots in mid-texture that you may have noticed) and the >engine was just sure it could see through the wall, notably walls behind >the HOM spot that were =perpendicular= to the affected wall. Didn't >matter if I used DOOM, BOOM, or MBF. IMO, NBLD is seriously broken. Could be. I was just referring in general to the fact that you can end up with a level that will do better with some builders than others. Seems to be an art rather than a science at this stage. NBLD probably does need work--I know that Jim still planned to do more with it when he got busy. Maybe he'll get a bit of free time, though as he says, tracing node trees manually to see what went wrong is painful :) Your statement that it's a HOM spot perpendicular to the wall is interesting though, and what little I understand about splitting segs might say that there's a relationship there, or in some angle calculation approaching infinity. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsfeed2.news.nl.uu.net!newsfeed.amsterdam.nl.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Re: Converting sprites from Doom-like games... Date: Fri, 2 Jul 1999 20:23:57 +0200 Organization: Hobby Computer Club News Network Lines: 6 Message-ID: <7lj03n$cvd$1@news.hccnet.nl> References: <7l2q58$5qa$1@news.hccnet.nl> NNTP-Posting-Host: uds13-116.dial.hccnet.nl X-Trace: news.hccnet.nl 930939831 13293 193.173.116.13 (2 Jul 1999 18:23:51 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 2 Jul 1999 18:23:51 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13481 Wintex works fine... However, I also would like to get some ROTT (Rise of the Triad) and Blood 3D weapons converted to DooM. Any ideas? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!news.idt.net!newshub.nntp.mr.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Node builders.. recommendations and questions Date: Fri, 02 Jul 1999 23:18:01 -0700 Content-Transfer-Encoding: 7bit References: <3776602C.62654CFA@planetfortress.com> <37769993.151441510@192.168.0.1> <3776FE48.80184102@planetfortress.com> <3779ca44.113255724@192.168.0.1> <377A76C2.F34A1A74@planetfortress.com> <377adf6d.12164954@192.168.0.1> <377C19BF.4802@earthlink.net> <377dd829.141351333@192.168.0.1> To: thldrmn@teamtnt.com X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 3 Jul 1999 06:15:35 GMT X-ELN-Insert-Date: Fri Jul 2 23:35:01 1999 Organization: Offworld Press Lines: 38 Mime-Version: 1.0 NNTP-Posting-Host: 1cust109.tnt2.lancaster.ca.da.uu.net Message-ID: <377DAB19.5A55@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13482 Ty Halderman wrote: > > Rez gripes about NBLD bugs, then does away with own comments and only keeps Ty's :) > Could be. I was just referring in general to the fact that you can end up with > a level that will do better with some builders than others. Seems to be an art > rather than a science at this stage. Kinda seems so. The other factor being that from Michael Abrash's BSP chapter in THE ZEN OF GRAPHICS PROGRAMMING (my brain still hurts :) BSP [in the engine] is a best-guess-on-the-fly system, thus subject to errors. Presumably some structures will predispose it toward selecting the error side of the equation. > NBLD probably does need work--I know that Jim still planned to do more with it > when he got busy. He's already got tons of screenshots & bug reports, in my usual tedious detail :) > tracing node trees manually to see what went wrong is painful :) I'll bet :( > Your statement that it's a HOM spot perpendicular to the wall is interesting > though, and what little I understand about splitting segs might say that there's > a relationship there, or in some angle calculation approaching infinity. Aha! That could explain some of the locations -- frex, the stairtread samples were pretty consistent in where they appeared, to the point that I started looking for non-obvious ones and usually finding 'em more or less where I expected to. But again that's two *perpendiculars*, either stair riser & tread join, or the join of either a riser or a tread with a wall (typically when there is a sidewall on one side and a pit on the other; there would sometimes be a visually dissimilar HOM on the pit side, too) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!tank.news.pipex.net!pipex!uunet!zur.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Converting sprites from Doom-like games... Message-ID: <377df007.4288812@news.inet.fi> References: <7l2q58$5qa$1@news.hccnet.nl> <7lj03n$cvd$1@news.hccnet.nl> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 18 Date: Sat, 03 Jul 1999 17:11:49 GMT NNTP-Posting-Host: 195.165.4.51 X-Trace: read2.inet.fi 931021909 195.165.4.51 (Sat, 03 Jul 1999 20:11:49 EET DST) NNTP-Posting-Date: Sat, 03 Jul 1999 20:11:49 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13483 On Fri, 2 Jul 1999 20:23:57 +0200, "Jay Bee" wrote: >Wintex works fine... > >However, I also would like to get some ROTT (Rise of the Triad) and Blood 3D >weapons converted to DooM. Any ideas? The best way that I can think of is taking screenshots of the weapons and then editing them and putting into a WAD... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... SET RESTARTOBJECTS=DONTRESTARTHEONETHATCRASHEDOKAY? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!cyclone.bc.net!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing Subject: DOOM2 to Quake2 Lines: 21 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sat, 03 Jul 1999 21:32:25 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 931037545 199.247.224.240 (Sat, 03 Jul 1999 17:32:25 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 17:32:25 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13484 Hiya. Just wondering if anyone out there has or knows where I can get properly converted doom2 textures to .wal for quake2? I think DOOM/2 has the all around best "setting" of ANY '3d' shootemup. The monsters are perfect. The weapons are perfect. The storyline is perfect. Maybe it's just me, but AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing it. I am interested in trying to make a quake2 level with the doom2 textures first. Then probably add/change some models (simple ones first). If all goes well, move on to trying to import the doom2 monsters into quake2, etc..etc... I figure levels are the easiest and best start for me. Any suggestions? Anyone know if http://www.planetquake.com/doom3d/ is ever going to be up and running again? I just *love* the level screen shots! ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377E8C9D.707E7F51@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Sat, 03 Jul 1999 22:19:58 GMT NNTP-Posting-Host: 204.186.53.4 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931040398 204.186.53.4 (Sat, 03 Jul 1999 18:19:58 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 18:19:58 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13485 Uhh.. considering how Generations got in trouble for a similar reason, a full mod is out of the question.. a single map that happens to be a tribute and using non-registered textures would be ok, but a bunch of them would raise legal problems.. Denakhan the Arch-Mage wrote: > I am interested in trying to make a quake2 level with the doom2 textures > first. Then probably add/change some models (simple ones first). If all > goes well, move on to trying to import the doom2 monsters into quake2, > etc..etc... I figure levels are the easiest and best start for me. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newsfeed.fast.net!uunet!ffx.uu.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: has anyone tried to get graphics from the doom alphas? Date: Sun, 04 Jul 1999 07:29:12 +0800 Lines: 5 Message-ID: <377E9CC8.D06DA05B@xoommail.com> NNTP-Posting-Host: studun46.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13486 has anyone tried to get graphics from the doom alphas on cdrom.com? i was playing it and found some stuff that i want to use in my conversion... has anyone done it? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: has anyone tried to get graphics from the doom alphas? Organization: Insert witty quote here. References: <377E9CC8.D06DA05B@xoommail.com> X-Newsreader: News Xpress 2.01 Lines: 13 Message-ID: Date: Sun, 04 Jul 1999 00:00:05 GMT NNTP-Posting-Host: 142.177.54.38 X-Trace: sapphire.mtt.net 931046224 142.177.54.38 (Sat, 03 Jul 1999 20:57:04 ADT) NNTP-Posting-Date: Sat, 03 Jul 1999 20:57:04 ADT Xref: teaser.fr rec.games.computer.doom.editing:13487 Jonathan Wilson wrote: >has anyone tried to get graphics from the doom alphas on cdrom.com? i >was playing it and found some stuff that i want to use in my >conversion... has anyone done it? Depends - precicely which graphics do you mean? Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377EAB09.D7DA5EB3@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? References: <377E9CC8.D06DA05B@xoommail.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 33 Date: Sun, 04 Jul 1999 00:29:45 GMT NNTP-Posting-Host: 204.186.44.121 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931048185 204.186.44.121 (Sat, 03 Jul 1999 20:29:45 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 20:29:45 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13488 I got the flat textures from all the betas/alphas and put them together with a few textures of my own: http://www.planetfortress.com/sailorscout/files/sstex.zip As for the sprites, maps and other resources, they're in an odd format which Wintex and NWT can't read, so I couldn't extract them. I _did_ hear something about a UNIX editor that can read and edit those resources however.. Len Pitre wrote: > > Jonathan Wilson wrote: > >has anyone tried to get graphics from the doom alphas on cdrom.com? i > >was playing it and found some stuff that i want to use in my > >conversion... has anyone done it? > > Depends - precicely which graphics do you mean? > > Len > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Sat, 03 Jul 1999 21:44:12 GMT Organization: . Lines: 18 Message-ID: <7lmb0m$jpc$4@nntp1.atl.mindspring.net> References: <377E9CC8.D06DA05B@xoommail.com> NNTP-Posting-Host: d1.56.c7.a3 X-Server-Date: 4 Jul 1999 00:48:22 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13489 Jonathan Wilson wrote: >has anyone tried to get graphics from the doom alphas on cdrom.com? i >was playing it and found some stuff that i want to use in my >conversion... has anyone done it? The floor/ceiling tiles can be read, but NWT is not able to read the wall textures or the sprites :( You could export them raw, and try to figure out what graphics format they are in, but they might be in a proprietary format (haven't tried this myself yet). _____________________________________________________________ Please note that this address is not accepting mail at the moment. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377EB058.B8114E20@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: More fun with Dehacked Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 107 Date: Sun, 04 Jul 1999 00:52:27 GMT NNTP-Posting-Host: 204.186.44.121 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931049547 204.186.44.121 (Sat, 03 Jul 1999 20:52:27 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 20:52:27 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13490 Yes it's that time again :) Ok, I've made a Dehacked patch and appropriate sprite WAD which takes the Heretic Gargoyle and puts him into Doom. I'm intending to run this with ZDoom, which can handle "new" sprite subnumbers which didn't exist in the IWAD. Anyway, my problem is that for some reason it's ignoring the height and width parameters (I can walk on top of the gargoyle), and he also can't move, no matter how I set the bits or code pointers. He DOES however see me, attack, take pain and can die.. I really don't wanna replace any of the exisiting Doom monsters though.. but do you have to? I'm pretty sure Batman Doom replaced obstacles and got around that with code pointers.. What am I doing wrong? Would the THING ID # have anything to do with anything? Screenshot at: http://home.ptd.net/~golbez/zd_garg.gif (for those curious, yes it's possible to mix and match BEX functions with DEH functions in both Boom and ZDoom) # The Gargoyle's sound 88 is DSSKLDTH, which was replaced with the appropriate # Heretic sound effect. Thing 89 (Eye in Symbol) Initial frame = 216 Hit points = 60 First moving frame = 179 Alert sound = 66 Injury frame = 188 Death frame = 462 Pain chance = 69 Pain sound = 66 Far attack frame = 188 Width = 1966080 Height = 1179648 Mass = 75 Action sound = 66 Bits = 4211206 Frame 179 Duration = 6 Sprite number = 118 Sprite subnumber = 0 Next frame = 181 Frame 181 Duration = 6 Sprite number = 118 Sprite subnumber = 1 Next frame = 183 Frame 183 Duration = 6 Sprite number = 118 Sprite subnumber = 2 Next frame = 179 Frame 188 Duration = 4 Sprite number = 118 Sprite subnumber = 3 Next frame = 212 Frame 212 Duration = 10 Sprite number = 118 Sprite subnumber = 4 Next frame = 179 Frame 214 Duration = 10 Sprite number = 118 Sprite subnumber = 0 Next frame = 216 Frame 216 Duration = 10 Sprite number = 118 Sprite subnumber = 2 Next frame = 214 [CODEPTR] # Chasing the player Frame 179 = A_CHASE Frame 181 = A_CHASE Frame 183 = A_CHASE # Attack! Frame 188 = A_FACETARGET Frame 212 = A_TROOPATTACK # Standing still Frame 214 = A_LOOK Frame 216 = A_LOOK -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: balanco@_NO_SPAMmind@_NO_SPAMspring.qom (Balanco) Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Sat, 03 Jul 1999 21:48:36 GMT Organization: . Lines: 21 Message-ID: <7lmb8u$jpc$5@nntp1.atl.mindspring.net> References: NNTP-Posting-Host: d1.56.c7.a3 X-Server-Date: 4 Jul 1999 00:52:46 GMT X-Newsreader: Forte Free Agent 1.0.82 Xref: teaser.fr rec.games.computer.doom.editing:13491 "Denakhan the Arch-Mage" wrote: >Hiya. > Just wondering if anyone out there has or knows where I can get properly >converted doom2 textures to .wal for quake2? I think DOOM/2 has the all >around best "setting" of ANY '3d' shootemup. The monsters are perfect. The >weapons are perfect. The storyline is perfect. Maybe it's just me, but >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing >it. Heh, you should try Securitron 2. The wad truly scared the hell out of me when I was playing in a darkened room (very few wads do this to me :). _____________________________________________________________ Please note that this address is not accepting mail at the moment. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377EB2A7.4F91AB21@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: DOH!!!! (WAS Re: More fun with Dehacked) References: <377EB058.B8114E20@planetfortress.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 13 Date: Sun, 04 Jul 1999 01:02:15 GMT NNTP-Posting-Host: 204.186.44.121 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931050135 204.186.44.121 (Sat, 03 Jul 1999 21:02:15 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 21:02:15 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13492 I forget to put a Speed value.. never mind. Cyb owns me.. :\ SailorScout wrote: > > /me looks stupid again -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: has anyone tried to get graphics from the doom alphas? Organization: Insert witty quote here. References: <377E9CC8.D06DA05B@xoommail.com> <7lmb0m$jpc$4@nntp1.atl.mindspring.net> X-Newsreader: News Xpress 2.01 Lines: 26 Message-ID: Date: Sun, 04 Jul 1999 01:29:39 GMT NNTP-Posting-Host: 142.177.86.71 X-Trace: sapphire.mtt.net 931051598 142.177.86.71 (Sat, 03 Jul 1999 22:26:38 ADT) NNTP-Posting-Date: Sat, 03 Jul 1999 22:26:38 ADT Xref: teaser.fr rec.games.computer.doom.editing:13493 Balanco wrote: >Jonathan Wilson wrote: > >>has anyone tried to get graphics from the doom alphas on cdrom.com? i >>was playing it and found some stuff that i want to use in my >>conversion... has anyone done it? > > > The floor/ceiling tiles can be read, but NWT is not able >to read the wall textures or the sprites :( You could export >them raw, and try to figure out what graphics format they >are in, but they might be in a proprietary format (haven't tried >this myself yet). > Might be tricky. But at least there's a base to work off of - MBF has the Press-Release Beta stuff with it in "normal" Doom formal. Maybe by comparing that to the "real" PR Beta, you'd be able to make some headway into the conversion, unless the alphas are different AGAIN.... Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!howland.erols.net!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <377E8C9D.707E7F51@planetfortress.com> Subject: Re: DOOM2 to Quake2 Lines: 27 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sun, 04 Jul 1999 01:50:45 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 931053045 199.247.224.240 (Sat, 03 Jul 1999 21:50:45 EDT) NNTP-Posting-Date: Sat, 03 Jul 1999 21:50:45 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13494 SailorScout wrote in message news:377E8C9D.707E7F51@planetfortress.com... > Uhh.. considering how Generations got in trouble for a similar reason, a > full mod is out of the question.. a single map that happens to be a > tribute and using non-registered textures would be ok, but a bunch of > them would raise legal problems.. Hiya. Not to sound like a moron or anything, but what is "Generations"? Next, I'm still interested in doing all the 'stuff' I mentioned (makeing some q2 levels in the DOOM style with textures, monsters, items, etc)...I never said I was going to actually release them. I just like the creation part. I've created a lot of doom2 and hexen wads...just never released them. My interest is purly for personal fun. That said, anyone know where I can get DOOM2 textures in wal format? I used "doomtex" to convert them into quake 1 format, then Wally to convert them into quake2 format. Some worked out fine, most need tweeking and some were totally screwed. I'm looking for an already 'tweeked' set of DOOM2 textures. Anyone? ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: DOOM2 to Quake2 Organization: Insert witty quote here. References: <377E8C9D.707E7F51@planetfortress.com> X-Newsreader: News Xpress 2.01 Lines: 35 Message-ID: Date: Sun, 04 Jul 1999 02:08:44 GMT NNTP-Posting-Host: 142.177.86.71 X-Trace: sapphire.mtt.net 931053943 142.177.86.71 (Sat, 03 Jul 1999 23:05:43 ADT) NNTP-Posting-Date: Sat, 03 Jul 1999 23:05:43 ADT Xref: teaser.fr rec.games.computer.doom.editing:13495 "Denakhan the Arch-Mage" wrote: > >SailorScout wrote in message >news:377E8C9D.707E7F51@planetfortress.com... >> Uhh.. considering how Generations got in trouble for a similar reason, a >> full mod is out of the question.. a single map that happens to be a >> tribute and using non-registered textures would be ok, but a bunch of >> them would raise legal problems.. > >Hiya. > > Not to sound like a moron or anything, but what is "Generations"? In a nutshell: It was a Q2 mod that included levels, graphics, and the like from Wolfenstein, Doom, and Q1. Id needed to defend their copyright, so they told the project leader what he'd need to change to get out of copyright territory. Since what needed to be changed was damnear the whole project, they just gave it up. A lot of *really* ticked off people who were waiting for this mod posted the last pre-release version (.98) on their websites. http://www.planetquake.com/generations/news.html Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Sun, 04 Jul 1999 10:38:38 +0800 Lines: 3 Message-ID: <377EC92D.1DFACFD0@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> NNTP-Posting-Host: studun4.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13496 wall patches. i know you can get the flats using wintex... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.mel.connect.com.au!news.mel.aone.net.au!newsfeed.aone.net.au!ozemail.com.au!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Sun, 04 Jul 1999 10:46:48 +0800 Lines: 8 Message-ID: <377ECB18.3D9A5DB6@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <7lmb0m$jpc$4@nntp1.atl.mindspring.net> NNTP-Posting-Host: studun4.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13497 i figured out the format. the only differences to the format as specified in the uds is that the first 4 entrues (size and offset) are 1 byte, not 2, the column offsets are 2 bytes, not 4 and the "extra" bytes that the uds mentions you need to ignore are not there. does anyone have any code to convert normal graphics to bmp files or something? then i chuod change that code to work on the new graphics... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: 4 Jul 1999 07:35:45 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7ln2sh$iej$1@feed.teaser.fr> References: <377E9CC8.D06DA05B@xoommail.com> <7lmb0m$jpc$4@nntp1.atl.mindspring.net> <377ECB18.3D9A5DB6@xoommail.com> NNTP-Posting-Host: dip200.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 931073745 18899 194.51.100.200 (4 Jul 1999 07:35:45 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 4 Jul 1999 07:35:45 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13498 In article <377ECB18.3D9A5DB6@xoommail.com>, wilsonj@xoommail.com says... >i figured out the format. the only differences to the format as specified in the >uds is that the first 4 entrues (size and offset) are 1 byte, not 2, the column >offsets are 2 bytes, not 4 and the "extra" bytes that the uds mentions you need >to ignore are not there. does anyone have any code to convert normal graphics to >bmp files or something? then i chuod change that code to work on the new >graphics... I will add an option to Deutex to use this different format. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Sun, 4 Jul 1999 13:36:32 +0100 Organization: none Message-ID: References: NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 931092489 nnrp-01:19369 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 37 Xref: teaser.fr rec.games.computer.doom.editing:13499 In article , Denakhan the Arch-Mage writes >Hiya. > > Just wondering if anyone out there has or knows where I can get properly >converted doom2 textures to .wal for quake2? I think DOOM/2 has the all >around best "setting" of ANY '3d' shootemup. The monsters are perfect. The >weapons are perfect. The storyline is perfect. Maybe it's just me, but >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing >it. Well... it scares everyone for a few seconds every now and then... But if you know where everything is, it's not so bad. > I am interested in trying to make a quake2 level with the doom2 textures >first. Then probably add/change some models (simple ones first). If all >goes well, move on to trying to import the doom2 monsters into quake2, >etc..etc... I figure levels are the easiest and best start for me. > Any suggestions? You could try to save all of the textures as bitmaps using deutex or wintex, and convert them into the format that quake uses. Bear in mind that IF YOU USE TEXTURES FROM THE REGISTERED OR COMMERCIAL (DOOM2) VERSIONS OF DOOM, YOU WILL BE BREAKING THE LAW. Textures from the shareware version should be ok, I think. ID tend not to care /that/ much, though -- I've seen Doom 2 levels for Quake. Just an idea: Doom's got tonnes of levels, too. The Classic FX Deathmatch wad has some of the best Doom levels ever. You could also convert dwango maps, bloodlands, gothicdm, etc... to Quake 2. If you do this, do it properly -- single, co-op and multiplayer games. If you make modifications of the original levels, keep the original version as well. I'm sure that we could do with a few 3d models of the the doom monsters and objects -- I'd love to see that. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.idt.net!hermes.visi.com!news-out.visi.com!newsfeed1.earthlink.net!uunet!lax.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Message-ID: <377f2cbe.85380317@news.inet.fi> References: X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 36 Date: Sun, 04 Jul 1999 17:10:17 GMT NNTP-Posting-Host: 195.165.5.120 X-Trace: read2.inet.fi 931108217 195.165.5.120 (Sun, 04 Jul 1999 20:10:17 EET DST) NNTP-Posting-Date: Sun, 04 Jul 1999 20:10:17 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13500 On Sat, 03 Jul 1999 21:32:25 GMT, "Denakhan the Arch-Mage" wrote: >Hiya. > > Just wondering if anyone out there has or knows where I can get properly >converted doom2 textures to .wal for quake2? I think DOOM/2 has the all >around best "setting" of ANY '3d' shootemup. The monsters are perfect. The >weapons are perfect. The storyline is perfect. Maybe it's just me, but >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing >it. Well, IMO Quake 2 did quite well with textures, weapons and storyline too... Not as well as DooM though... Anyway, I dont know any program that could do the job for you, but you can always convert them manually one by one... Extract the textures (not just patches, there is a program that can put textures into pcx files) and then use Wally or some other Quake 2 texture editor to make WAL files from those pcx's... > I am interested in trying to make a quake2 level with the doom2 textures >first. Then probably add/change some models (simple ones first). If all >goes well, move on to trying to import the doom2 monsters into quake2, >etc..etc... I figure levels are the easiest and best start for me. SOG = Son Of Generations Seems quite promessing TC for Q2... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.nacamar.de!nntp.news.xara.net!xara.net!news-lond.gip.net!news.gsl.net!gip.net!tank.news.pipex.net!pipex!uunet!zur.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <377f2db9.85631251@news.inet.fi> References: <377E9CC8.D06DA05B@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 18 Date: Sun, 04 Jul 1999 17:10:18 GMT NNTP-Posting-Host: 195.165.5.120 X-Trace: read2.inet.fi 931108218 195.165.5.120 (Sun, 04 Jul 1999 20:10:18 EET DST) NNTP-Posting-Date: Sun, 04 Jul 1999 20:10:18 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13501 On Sun, 04 Jul 1999 07:29:12 +0800, Jonathan Wilson wrote: >has anyone tried to get graphics from the doom alphas on cdrom.com? i >was playing it and found some stuff that i want to use in my >conversion... has anyone done it? My BaseDM #4 deathmatch level uses some of DooM alpha graphics... And so does "Doctor's Crypt" (SP level for MBF)... I think I only used some computer flats though... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.tli.de!do.de.uu.net!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <377f2e1f.85733472@news.inet.fi> References: <377E9CC8.D06DA05B@xoommail.com> <7lmb0m$jpc$4@nntp1.atl.mindspring.net> <377ECB18.3D9A5DB6@xoommail.com> <7ln2sh$iej$1@feed.teaser.fr> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 24 Date: Sun, 04 Jul 1999 17:10:19 GMT NNTP-Posting-Host: 195.165.5.120 X-Trace: read2.inet.fi 931108219 195.165.5.120 (Sun, 04 Jul 1999 20:10:19 EET DST) NNTP-Posting-Date: Sun, 04 Jul 1999 20:10:19 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13502 On 4 Jul 1999 07:35:45 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <377ECB18.3D9A5DB6@xoommail.com>, wilsonj@xoommail.com says... > >>i figured out the format. the only differences to the format as specified in the >>uds is that the first 4 entrues (size and offset) are 1 byte, not 2, the column >>offsets are 2 bytes, not 4 and the "extra" bytes that the uds mentions you need >>to ignore are not there. does anyone have any code to convert normal graphics to >>bmp files or something? then i chuod change that code to work on the new >>graphics... > >I will add an option to Deutex to use this different format. Way too cool! :) >Andre Majorel - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.esat.net!do.de.uu.net!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <377f2e47.85773487@news.inet.fi> References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 14 Date: Sun, 04 Jul 1999 17:10:22 GMT NNTP-Posting-Host: 195.165.5.120 X-Trace: read2.inet.fi 931108222 195.165.5.120 (Sun, 04 Jul 1999 20:10:22 EET DST) NNTP-Posting-Date: Sun, 04 Jul 1999 20:10:22 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13503 On Sun, 04 Jul 1999 10:38:38 +0800, Jonathan Wilson wrote: >wall patches. i know you can get the flats using wintex... If you manage to get them, please send them to me too :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377F9596.E9F7CED9@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: <377E8C9D.707E7F51@planetfortress.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 16 Date: Sun, 04 Jul 1999 17:10:19 GMT NNTP-Posting-Host: 204.186.44.131 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931108219 204.186.44.131 (Sun, 04 Jul 1999 13:10:19 EDT) NNTP-Posting-Date: Sun, 04 Jul 1999 13:10:19 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13504 Len Pitre wrote: > Since what needed to be changed was damnear the whole project, they just gave it up. *BEEP* Wrong! http://peanutco.com/sog Son of Generations; if you visit my page daily you'd know these things :) -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.maxwell.syr.edu!howland.erols.net!torn!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: DOOM2 to Quake2 Organization: Insert witty quote here. References: <377E8C9D.707E7F51@planetfortress.com> <377F9596.E9F7CED9@planetfortress.com> X-Newsreader: News Xpress 2.01 Lines: 18 Message-ID: <8eNf3.685$Lq5.47426@sapphire.mtt.net> Date: Sun, 04 Jul 1999 17:58:16 GMT NNTP-Posting-Host: 142.177.86.1 X-Trace: sapphire.mtt.net 931110916 142.177.86.1 (Sun, 04 Jul 1999 14:55:16 ADT) NNTP-Posting-Date: Sun, 04 Jul 1999 14:55:16 ADT Xref: teaser.fr rec.games.computer.doom.editing:13505 SailorScout wrote: >Len Pitre wrote: >> Since what needed to be changed was damnear the whole project, they just gave > it up. > >*BEEP* Wrong! >http://peanutco.com/sog Funny, Generations' and SOG's respective member lists only show one person - a beta tester - in common with both these projects. Looks like it's using Generations as a base, but it's not going to be an "official" spinoff. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <377f2cbe.85380317@news.inet.fi> Subject: Re: DOOM2 to Quake2 Lines: 16 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sun, 04 Jul 1999 20:48:20 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 931121300 199.247.224.240 (Sun, 04 Jul 1999 16:48:20 EDT) NNTP-Posting-Date: Sun, 04 Jul 1999 16:48:20 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13506 Hiya. Thanks for the reply's. *sigh* It looks like I'm gonna spend a few day tweeking in Wally, Photoshop and Painter. Ahh well, making and tweeking textures is kinda fun in and of itself...if not a *bit* time consuming. ;-) Oh, and I believe that I can use anything from any game...as long as it is for personal use. Thats the key. As long as I don't actually _release_ the levels with all the textures and stuff I think I'm in the green. Thanks again folks! ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <377FFE26.43DC875D@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: <377E8C9D.707E7F51@planetfortress.com> <377F9596.E9F7CED9@planetfortress.com> <8eNf3.685$Lq5.47426@sapphire.mtt.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 24 Date: Mon, 05 Jul 1999 00:36:27 GMT NNTP-Posting-Host: 204.186.44.75 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931134987 204.186.44.75 (Sun, 04 Jul 1999 20:36:27 EDT) NNTP-Posting-Date: Sun, 04 Jul 1999 20:36:27 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13507 Well Lee'Mon did tell me that he personally couldn't support any "save generations" movement himself since HE was the one shut things down, and from what some other members have told me, I gather most of them stand by his stance too.. Len Pitre wrote: > Funny, Generations' and SOG's respective member lists only show one person - a > beta tester - in common with both these projects. Looks like it's using > Generations as a base, but it's not going to be an "official" spinoff. > > Len > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.primenet.com!nntp.gctr.net!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Sun, 04 Jul 1999 15:50:42 +0800 Lines: 7 Message-ID: <377F1252.299A50EF@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> NNTP-Posting-Host: studun34.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13508 good news. i have made a program that can rip graphics from the doom0_5 alpha. i am trying it on the other alphas now. some sprites and patches do not convert 100% (e.g. door3_5) and only the sprites and patches convert at all. the textures are also usable. if you would like a copy let me know. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Mon, 05 Jul 1999 19:02:07 +0800 Lines: 4 Message-ID: <378090AE.2A71FB50@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> <377f2e47.85773487@news.inet.fi> NNTP-Posting-Host: studun18.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13511 i have a program to extract graphics from the pr beta and a seperate program to extract the the 3 alphas. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!news-peer1.sprintlink.net!news-peer-east1.sprintlink.net!news.sprintlink.net!news-in.usenetserver.com!news.usenetserver.com!uunet!ffx.uu.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Mon, 05 Jul 1999 19:03:46 +0800 Lines: 15 Message-ID: <37809112.FCB116@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <7lmb0m$jpc$4@nntp1.atl.mindspring.net> <377ECB18.3D9A5DB6@xoommail.com> <7ln2sh$iej$1@feed.teaser.fr> NNTP-Posting-Host: studun18.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13512 > >i figured out the format. the only differences to the format as specified in the > >uds is that the first 4 entrues (size and offset) are 1 byte, not 2, the column > >offsets are 2 bytes, not 4 and the "extra" bytes that the uds mentions you need > >to ignore are not there. does anyone have any code to convert normal graphics to > >bmp files or something? then i chuod change that code to work on the new > >graphics... > > I will add an option to Deutex to use this different format. good. ,mabie my programs will not be needed anyway... the press release beta use gfx that do not have the extra bytes but the siaze/offset are 2 bytes large. all versions after that (as far as i know) use the current format. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: 5 Jul 1999 17:01:52 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7lqoe0$ovn$1@feed.teaser.fr> References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> NNTP-Posting-Host: dip204.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 931194112 25591 194.51.100.204 (5 Jul 1999 17:01:52 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 5 Jul 1999 17:01:52 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13513 In article <377F1252.299A50EF@xoommail.com>, wilsonj@xoommail.com says... >good news. i have made a program that can rip graphics from the doom0_5 >alpha. i am trying it on the other alphas now. some sprites and patches >do not convert 100% (e.g. door3_5) and only the sprites and patches >convert at all. the textures are also usable. if you would like a copy >let me know. I would be interested in seeing your programs, particularly in the source code. Even if they're not well polished yet. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 X-ZC-PGP-Key-Avail: X-Mailer: CrossPoint v3.11 R/A20492 Message-ID: <7KGKiOyoBAB@fsje.hit.handshake.de> X-Gateway: ZCONNECT UR hit.handshake.de [DUUCP BETA vom 23.05.1999] References: <377f2cbe.85380317@news.inet.fi> MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit From: faessje@fsje.handshake.de (Daniel Fass) Subject: Re: DOOM2 to Quake2 Date: 05 Jul 1999 08:50:00 +0200 Newsgroups: rec.games.computer.doom.editing Distribution: world Lines: 22 Path: teaser.fr!freenix!isdnet!unlisys!news.snafu.de!newsfeed.nacamar.de!blackbush.xlink.net!news0.de.colt.net!newsfeed.dpn.de!news-out2.f.gtn.com!news-in1.f.gtn.com!newsfeed.netfab.de!news.handshake.de!hit.handshake.de!faessje Xref: teaser.fr rec.games.computer.doom.editing:13514 Sir wrote : > >Hiya. > > > > Just wondering if anyone out there has or knows where I can get > > properly > >converted doom2 textures to .wal for quake2? I think DOOM/2 has the all > >around best "setting" of ANY '3d' shootemup. The monsters are perfect. > >The weapons are perfect. The storyline is perfect. Maybe it's just me, > >but AFAIC DOOM2 is the only game that can actually *scare* me when I'm > >playing it. There was a mod called "generations". But they stopped it, because id-software didn't want it :( There is a new mod called sog (son of generations). They continue the generations-project. Try it. -- ### Tschau, Daniel ### * http://www.faessje.de * faessje@faessje.de * ICQ: 24316308 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.nacamar.de!newsfeed.nacamar.de!f.de.uu.net!dortmund.de.uu.net!do.de.uu.net!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Message-ID: <3780d79b.83269572@news.inet.fi> References: <377f2cbe.85380317@news.inet.fi> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 27 Date: Mon, 05 Jul 1999 21:08:16 GMT NNTP-Posting-Host: 195.165.5.126 X-Trace: read2.inet.fi 931208896 195.165.5.126 (Tue, 06 Jul 1999 00:08:16 EET DST) NNTP-Posting-Date: Tue, 06 Jul 1999 00:08:16 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13515 On Sun, 04 Jul 1999 20:48:20 GMT, "Denakhan the Arch-Mage" wrote: >Hiya. > > Thanks for the reply's. *sigh* It looks like I'm gonna spend a few day >tweeking in Wally, Photoshop and Painter. Ahh well, making and tweeking >textures is kinda fun in and of itself...if not a *bit* time consuming. ;-) Good luck :) I tried that once and stopped after doing bunch of textures :) > Oh, and I believe that I can use anything from any game...as long as it >is for personal use. Thats the key. As long as I don't actually _release_ >the levels with all the textures and stuff I think I'm in the green. True... But I would not do levels for personal use only :) >Denakhan the Arch-Mage - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newspump.monmouth.com!newspeer.monmouth.com!newsfeed.amsterdam.nl.net!sun4nl!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <3780d7f2.83356504@news.inet.fi> References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 21 Date: Mon, 05 Jul 1999 21:08:17 GMT NNTP-Posting-Host: 195.165.5.126 X-Trace: read2.inet.fi 931208897 195.165.5.126 (Tue, 06 Jul 1999 00:08:17 EET DST) NNTP-Posting-Date: Tue, 06 Jul 1999 00:08:17 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13516 On Sun, 04 Jul 1999 15:50:42 +0800, Jonathan Wilson wrote: >good news. i have made a program that can rip graphics from the doom0_5 >alpha. i am trying it on the other alphas now. some sprites and patches >do not convert 100% (e.g. door3_5) and only the sprites and patches >convert at all. the textures are also usable. if you would like a copy >let me know. Could you send me those graphics in modern WAD files or in PCX files or something? If you dont want to do that, then post the program :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.mel.connect.com.au!news.mel.aone.net.au!newsfeed.aone.net.au!ozemail.com.au!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Tue, 06 Jul 1999 07:13:35 +0800 Lines: 5 Message-ID: <37813C1F.B5583B5F@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> <3780d7f2.83356504@news.inet.fi> NNTP-Posting-Host: studun4.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13517 i cant post the program because my isp does not get a.b.d and also my isp will not let me upload to ftp sites through the proxy server. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!easynet-fr!isdnet!news-ge.switch.ch!news-zh.switch.ch!newsfeed-zh.ip-plus.net!news.ip-plus.net!News.Amsterdam.UnisourceCS!landlord!wards.POSTED!not-for-mail From: doom.player@tei.tenga Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <3781542d.8395396@news.freezone.co.uk> References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> X-Newsreader: Forte Free Agent 1.1/16.230 Lines: 7 Date: Tue, 06 Jul 1999 01:28:52 GMT NNTP-Posting-Host: 195.166.144.245 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 931224567 195.166.144.245 (Tue, 06 Jul 1999 02:29:27 BST) NNTP-Posting-Date: Tue, 06 Jul 1999 02:29:27 BST Xref: teaser.fr rec.games.computer.doom.editing:13518 On Sun, 04 Jul 1999 10:38:38 +0800, Jonathan Wilson wrote: >wall patches. i know you can get the flats using wintex... > What about sprites? I heard that the original lost soul was silver, were any other sprites different (apart from the rifle weapon)? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!enews.sgi.com!harbinger.cc.monash.edu.au!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Tue, 06 Jul 1999 12:01:11 +0800 Lines: 4 Message-ID: <37817F87.6A294020@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> <3781542d.8395396@news.freezone.co.uk> NNTP-Posting-Host: studun34.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13519 there are a lot of spreites in there that could be usefull. e.g. a office type chair. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.nyu.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37818D7A.AA87F30B@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> <3781542d.8395396@news.freezone.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Tue, 06 Jul 1999 05:18:21 GMT NNTP-Posting-Host: 204.186.44.34 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931238301 204.186.44.34 (Tue, 06 Jul 1999 01:18:21 EDT) NNTP-Posting-Date: Tue, 06 Jul 1999 01:18:21 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13520 There were a bunch of Wolf3d sprites in there, a few different barrels, and some other stuff.. not very much besides what you already mentioned. doom.player@tei.tenga wrote: > What about sprites? I heard that the original lost soul was silver, > were any other sprites different (apart from the rifle weapon)? -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 6 Jul 1999 03:45:06 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 20 Jul 1999 07:45:03 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10796 rec.games.computer.doom.misc:6542 rec.games.computer.doom.playing:17463 rec.games.computer.doom.editing:13521 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Message-ID: <37811fd1.101757657@news.inet.fi> References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> <377f2e47.85773487@news.inet.fi> <378090AE.2A71FB50@xoommail.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 15 Date: Tue, 06 Jul 1999 13:20:50 GMT NNTP-Posting-Host: 195.165.4.78 X-Trace: read2.inet.fi 931267250 195.165.4.78 (Tue, 06 Jul 1999 16:20:50 EET DST) NNTP-Posting-Date: Tue, 06 Jul 1999 16:20:50 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13522 On Mon, 05 Jul 1999 19:02:07 +0800, Jonathan Wilson wrote: >i have a program to extract graphics from the pr beta and a seperate >program to extract the the 3 alphas. I'm still definately interested :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... File not found. bort, etry, ake like it's working? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: has anyone tried to get graphics from the doom alphas? Organization: Insert witty quote here. References: <377E9CC8.D06DA05B@xoommail.com> <377EC92D.1DFACFD0@xoommail.com> <3781542d.8395396@news.freezone.co.uk> X-Newsreader: News Xpress 2.01 Lines: 41 Message-ID: Date: Tue, 06 Jul 1999 15:29:43 GMT NNTP-Posting-Host: 142.177.65.61 X-Trace: sapphire.mtt.net 931274807 142.177.65.61 (Tue, 06 Jul 1999 12:26:47 ADT) NNTP-Posting-Date: Tue, 06 Jul 1999 12:26:47 ADT Xref: teaser.fr rec.games.computer.doom.editing:13523 doom.player@tei.tenga wrote: Heh.:) >On Sun, 04 Jul 1999 10:38:38 +0800, Jonathan Wilson > wrote: > >>wall patches. i know you can get the flats using wintex... >> >What about sprites? I heard that the original lost soul was silver, >were any other sprites different (apart from the rifle weapon)? Well, in the Doom PR Beta, there was a couple of differences. The lost soul was silver, and had a distance attack (didn't charge you). The Baron's horns were silver-ish, not black. There was some unused "player death" frames. The player split into two at the torso and both halves twitched a bit before stopping. Rockets were the wrong way around (the rear shot looked good, but the side angles were reversed. The rocket explosion didn't have that bright "center". Monster projectiles were different. The Imp fireball was a red plasma shot, and the Baron shot was a large ball of energy (neither looked "organic" enough, IMHO). The plasma gun fired two alternating projectiles - the red imp plasma shot and a green round fireball. Some of the guns looked different too. (The chaingun and the plasma gun.) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!newsfeed.amsterdam.nl.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Re: Converting sprites from Doom-like games... Date: Tue, 6 Jul 1999 21:46:58 +0200 Organization: Hobby Computer Club News Network Lines: 28 Message-ID: <7ltmgm$iit$1@news.hccnet.nl> References: <7l2q58$5qa$1@news.hccnet.nl> <7lj03n$cvd$1@news.hccnet.nl> <377df007.4288812@news.inet.fi> NNTP-Posting-Host: uds2-116.dial.hccnet.nl X-Trace: news.hccnet.nl 931290454 19037 193.173.116.2 (6 Jul 1999 19:47:34 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 6 Jul 1999 19:47:34 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13524 Sir Robin wrote: > >The best way that I can think of is taking screenshots of the weapons >and then editing them and putting into a WAD... > > >- Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ That's the way I used to do it, but it takes too much time. Anyway, I found some patches on ftp.cdrom.com (dt-*.zip) that replace Doom's weapons whith those from Duke and Blood. The creator of those patches (Don Tello->gwhittl@ibm.net), says he used "ARTVIEW3" to extract the graphics from the ART-files. So, I downloaded it, and I will try this. If this works, then all I have to do is figure one way to get the ROTT graphics (seen it in other WADs, I'll try to contact the authors). Thanks for the reply though. Jay Bee. ? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!dispose.news.demon.net!demon!btnet-peer!btnet-feed1!btnet!landlord!wards.POSTED!not-for-mail From: doom.player@tei.tenga Newsgroups: rec.games.computer.doom.editing Subject: RMB - was: Node builders, returned (JohnN) Message-ID: <378232e0.2329094@news.free-online.net> References: <7le4vq$res$1@news5.svr.pol.co.uk> X-Newsreader: Forte Free Agent 1.1/16.230 Date: Tue, 06 Jul 1999 23:41:07 GMT NNTP-Posting-Host: 195.166.145.39 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 931304502 195.166.145.39 (Wed, 07 Jul 1999 00:41:42 BST) NNTP-Posting-Date: Wed, 07 Jul 1999 00:41:42 BST Lines: 27 Xref: teaser.fr rec.games.computer.doom.editing:13525 On Stardate 30 Jun 1999 23:15:22 +0100, under the influence of an alien mind probe, "JohnN" wrote: >Hi All, > >Returning to oddities with node builders - has anyone else ever had RMB >(2.3) actually crash (or rather hang)? > >The symptom is RMB's graphic display simply gets stuck on a side/line def - >it flickers between white and yellow, similar to when it's processing, but >it never gets any further (well, I reboot m/c after a couple of minutes >because I know it is not normal!) > I use version 2.1, sometimes it does take a long time - half an hour plus - to process complex levels. The fact that the line is changing colour suggests that it is still processing. You'll need to let it run for more than a couple of minutes to see if it progresses further. There are several commands that will speed up RMB at the cost of a less accurate reject resource - try PREPROCESS 9 or if the map has large outdoor areas you could use the LENGTH command. By the way, you shouldn't need to reboot - you can stop processing with CTRL-BREAK (or ESC - can't remember which) You did remember to CHKDSK after rebooting didn't you? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.wirehub.nl!news.algonet.se!algonet!pepsi.tninet.se!not-for-mail From: hr2510@hotmail.com (Mike) Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Tue, 06 Jul 1999 11:06:01 GMT Organization: Telenordia Lines: 32 Message-ID: <3783e307.6457240@news.algonet.se> References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> Reply-To: hr2510@hotmail.com NNTP-Posting-Host: du173-253.ppp.algonet.se Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: cubacola.tninet.se 931344111 1764 195.100.253.173 (7 Jul 1999 10:41:51 GMT) X-Complaints-To: abuse@algo.net NNTP-Posting-Date: 7 Jul 1999 10:41:51 GMT X-Newsreader: Doomer Xref: teaser.fr rec.games.computer.doom.editing:13527 On Sun, 04 Jul 1999 15:50:42 +0800, Jonathan Wilson wrote: >good news. i have made a program that can rip graphics from the doom0_5 >alpha. i am trying it on the other alphas now. some sprites and patches >do not convert 100% (e.g. door3_5) and only the sprites and patches >convert at all. the textures are also usable. if you would like a copy >let me know. > Hi Jonathan! I read about your program to extract alpha sprites in "rec.games.computer.doom.editing". I am very interestead to try it, i don't know if it can be downloaded somewhere, if not have you time to email it to me? One more question! I don't know if you are the right person to ask, but there was a while back ago i had a URL where to find all these Alphas and infos about them, but i have lost that one. So if you have any information about it, I be very glad if you whould share it with me. TIA Mikael -----BEGIN PGP PUBLIC KEY BLOCK----- Version: 6.0.2ckt http://members.tripod.com/IRFaiad mQCNAzPt5SIAAAEEAL5DPH4sJhObf9i99hox9vB0gLQxGvSL2tQZRxmP9+OhciEg 8cUIjcRYxZdwWsHYb+L6NxDisgHhQPYOTVYObN6H3ZmKiUUPUKEf+ocbHOAlWOZg 0zVwaaNKLdwvUFlJbtl1oDhuYLLGAjUghIIgApJ3c+gd8h66SlXA33W72xrxAAUR tCJNaWthZWwgR3JhbmRlIDxocjI1MTBAaG90bWFpbC5jb20+iQCVAwUQNrbJ61XA 33W72xrxAQF79AQAhaX3z7bopnicUPnzUqRLBRTDCYWpM5RMXE/1JgZeXxJBtVPc wneud5121+ZSI2D3S3F08WA4jX4YXhKefFeUJP75qOGhELXqEsC0NO8/E3hMLbGK 9zpbf2cq6bSuZ3q0YqzUmFl5RAHUzN9izxRsLE0VF2NYAiErenlvFQ4fLgE= =VFkw -----END PGP PUBLIC KEY BLOCK----- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!dispose.news.demon.net!demon!easynet-tele!easynet.net!server5.netnews.ja.net!server6.netnews.ja.net!server4.netnews.ja.net!qmw!greenwich!usenet From: Chairson Newsgroups: rec.games.computer.doom.editing Subject: any1 know how to draw vector in doom engine.. Date: Wed, 07 Jul 1999 15:05:54 +0100 Organization: the autocad expert Message-ID: <37835EC2.8FD37E6@hotmail.com> Reply-To: lc411@hotmail.com NNTP-Posting-Host: gre-wo-276-g6.gre.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (WinNT; I) Lines: 9 Xref: teaser.fr rec.games.computer.doom.editing:13528 Dear everyone.. do anyone know how to draw vector in doom engine. please give me some ideas please. many thanks... regards gary LC411@hotmail.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: has anyone tried to get graphics from the doom alphas? Organization: Insert witty quote here. References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> <3783e307.6457240@news.algonet.se> X-Newsreader: News Xpress 2.01 Lines: 22 Message-ID: Date: Wed, 07 Jul 1999 21:40:21 GMT NNTP-Posting-Host: 142.177.99.94 X-Trace: sapphire.mtt.net 931383448 142.177.99.94 (Wed, 07 Jul 1999 18:37:28 ADT) NNTP-Posting-Date: Wed, 07 Jul 1999 18:37:28 ADT Xref: teaser.fr rec.games.computer.doom.editing:13529 hr2510 wrote: >One more question! I don't know if you are the right person to ask, but there > was a while back ago i >had a URL where to find all these >Alphas and infos about them, but i have lost that one. So if you have any > information about it, I be >very glad if you whould share it with >me. Try cdrom.com: ftp://ftp.cdrom.com/pub/idgames/historic/ I think that all of them are there. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!news.mel.connect.com.au!news.syd.connect.com.au!nsw.nntp.telstra.net!203.2.75.4.MISMATCH!news.mpx.com.au!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone tried to get graphics from the doom alphas? Date: Thu, 08 Jul 1999 10:00:11 +0800 Lines: 4 Message-ID: <3784062A.C7FF3D22@xoommail.com> References: <377E9CC8.D06DA05B@xoommail.com> <377F1252.299A50EF@xoommail.com> <3783e307.6457240@news.algonet.se> NNTP-Posting-Host: studun3.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13530 i sent my program to someone to upload to cdrom.com for me. keep your eyes on the newstuff folder for it. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!masternews.telia.net!News.Amsterdam.UnisourceCS!landlord!wards.POSTED!not-for-mail From: doom.player@tei.tenga Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Message-ID: <37844c87.5783712@news.freezone.co.uk> References: X-Newsreader: Forte Free Agent 1.1/16.230 Lines: 15 Date: Thu, 08 Jul 1999 19:41:31 GMT NNTP-Posting-Host: 195.166.142.109 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 931462929 195.166.142.109 (Thu, 08 Jul 1999 20:42:09 BST) NNTP-Posting-Date: Thu, 08 Jul 1999 20:42:09 BST Xref: teaser.fr rec.games.computer.doom.editing:13531 On Sat, 03 Jul 1999 21:32:25 GMT, "Denakhan the Arch-Mage" >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing >it. What about Wolfenstein? Personally, I was a bit disappointed with Doom as it never made me jump the way Wolfie did. The guards' patrol routes made them a lot less predictable so I'd often walk round a corner and come face to face with a Kraut. And of course, there was no armour or soul spheres then. The Sentinel on the speccy could be quite scary at times too... (oops, nostalgia mode activated) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!iad-peer.news.verio.net!newshub.northeast.verio.net!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <37844c87.5783712@news.freezone.co.uk> Subject: Re: DOOM2 to Quake2 Lines: 25 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Thu, 08 Jul 1999 23:19:13 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 931475953 199.247.224.240 (Thu, 08 Jul 1999 19:19:13 EDT) NNTP-Posting-Date: Thu, 08 Jul 1999 19:19:13 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13532 > >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing > >it. > > What about Wolfenstein? Personally, I was a bit disappointed with Doom > as it never made me jump the way Wolfie did. The guards' patrol > routes made them a lot less predictable so I'd often walk round a > corner and come face to face with a Kraut. And of course, there was > no armour or soul spheres then. > > The Sentinel on the speccy could be quite scary at times too... (oops, > nostalgia mode activated) Hiya. I never realy got into Wolfenstein. I kinda started with DOOM shareware and then DOOM2 commercial. From that point over, my computer life took a new focus...DOOM and all things DOOM related. :) ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Thu, 8 Jul 1999 23:05:31 +0100 Organization: none Message-ID: <$A3ymCArCSh3EwKR@wholehog.demon.co.uk> References: <37844c87.5783712@news.freezone.co.uk> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 931537424 nnrp-04:8105 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 21 Xref: teaser.fr rec.games.computer.doom.editing:13533 On Thu, 8 Jul 1999, wrote: >What about Wolfenstein? Personally, I was a bit disappointed with Doom >as it never made me jump the way Wolfie did. The guards' patrol >routes made them a lot less predictable so I'd often walk round a >corner and come face to face with a Kraut. And of course, there was >no armour or soul spheres then. Yeah. I think wolfie's bullet sound makes a lot of difference, too. >The Sentinel on the speccy could be quite scary at times too... (oops, >nostalgia mode activated) Sentinel was too early for me, I'm afraid... I'll have to download it from World Of Sinclair some time. :-) I wonder how hard it is... (fnar! - ed) Hang on... this is RGCD... not CSS. Any other spec-chums here? -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: any1 know how to draw vector in doom engine.. Date: 9 Jul 1999 16:36:11 GMT Organization: None I'm aware of ! Lines: 17 Message-ID: <7m58dr$btb$1@feed.teaser.fr> References: <37835EC2.8FD37E6@hotmail.com> NNTP-Posting-Host: dip238.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 931538171 12203 194.51.100.238 (9 Jul 1999 16:36:11 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 9 Jul 1999 16:36:11 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13534 In article <37835EC2.8FD37E6@hotmail.com>, lc411@hotmail.com says... > >Dear everyone.. >do anyone know how to draw vector in doom engine. please give me some >ideas please. Perhaps it's just me but I think that we don't quite understand what you mean by "drawing vector in Doom engine". Could you elaborate ? -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3786339B.D9D17C40@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: <37844c87.5783712@news.freezone.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 30 Date: Fri, 09 Jul 1999 17:38:05 GMT NNTP-Posting-Host: 204.186.75.16 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931541885 204.186.75.16 (Fri, 09 Jul 1999 13:38:05 EDT) NNTP-Posting-Date: Fri, 09 Jul 1999 13:38:05 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13535 doom.player@tei.tenga wrote: > >AFAIC DOOM2 is the only game that can actually *scare* me when I'm playing > >it. The screech of a Cacodemon as I round a corner in a dark room and turn to face it firing at me can still make me jump. Headcrabs in Half-Life can do it sometimes too, but not as much or in the same way. I don't get bothered by them, but my sister gets freaked out by the spiders in Hexen2 :) > What about Wolfenstein? Personally, I was a bit disappointed with Doom > as it never made me jump the way Wolfie did. The guards' patrol > routes made them a lot less predictable so I'd often walk round a > corner and come face to face with a Kraut. ZDoom has path nodes which allow you to create patrol routes for monsters, but you can only use them in "ZDoom-mode" (meaning the map will only work with ZDoom). Any other source ports support this..? > And of course, there was no armour or soul spheres then. We don't need no stinkin' armor! -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Fri, 9 Jul 1999 18:51:26 +0100 Organization: none Message-ID: References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 931542691 nnrp-07:18666 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 13 Xref: teaser.fr rec.games.computer.doom.editing:13536 On Fri, 9 Jul 1999, SailorScout wrote: >The screech of a Cacodemon as I round a corner in a dark room and turn >to face it firing at me can still make me jump. Headcrabs in Half-Life >can do it sometimes too, but not as much or in the same way. I don't get >bothered by them, but my sister gets freaked out by the spiders in >Hexen2 :) I don't really get scared of the larger monsters, stragely. It's mainly shotgun and chaingun guys, when it's dark and I don't know that they're there. I tend to think first, and worry about it later, though. Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.tli.de!dispose.news.demon.net!demon!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: rec.games.computer.doom.editing Subject: Re-RMB crash? Date: Fri, 9 Jul 1999 22:50:09 +0100 Organization: Customer of Planet Online Message-ID: <7m5qsf$2rn$1@news8.svr.pol.co.uk> NNTP-Posting-Host: modem-101.gallium.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 931557071 2935 62.136.15.101 (9 Jul 1999 21:51:11 GMT) NNTP-Posting-Date: 9 Jul 1999 21:51:11 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 37 Xref: teaser.fr rec.games.computer.doom.editing:13537 doom.player@tei.tenga wrote... >I use version 2.1, sometimes it does take a long time - half an hour >plus - to process complex levels. The fact that the line is changing >colour suggests that it is still processing. You'll need to let it >run for more than a couple of minutes to see if it progresses further. When I add to my current project (now a little over 1200 sectors) it takes under 10 mins to run BSP and RMB. I was wondering, if RMB *hasn't* crashed, (and I'm guessing here), perhaps by touching sector 0, a much more complex re-build is required?- if you are a programmer of any sorts, you'll know what I mean - maybe it has to rebuild the *whole* project, not just the new part??? I shall "touch" sector 0 again and let it run... >There are several commands that will speed up RMB at the cost of a >less accurate reject resource - try PREPROCESS 9 or if the map has >large outdoor areas you could use the LENGTH command. I prefer the accuracy. I used WadAuthor's internal builder to start with, until I started becoming blocked by invisible walls! >By the way, you shouldn't need to reboot - you can stop processing >with CTRL-BREAK (or ESC - can't remember which) Doh! <:-( >You did remember to CHKDSK after rebooting didn't you? Windoze 95 don't give you an option, does it? Regards JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!130.185.14.36!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> Subject: Re: DOOM2 to Quake2 Lines: 19 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <1ouh3.24784$ga.38249@news21.bellglobal.com> Date: Fri, 09 Jul 1999 22:06:53 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 931558013 199.247.224.240 (Fri, 09 Jul 1999 18:06:53 EDT) NNTP-Posting-Date: Fri, 09 Jul 1999 18:06:53 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13538 > I don't really get scared of the larger monsters, stragely. It's mainly > shotgun and chaingun guys, when it's dark and I don't know that they're > there. I tend to think first, and worry about it later, though. Barons of Hell for me. When I'm slowly skulking through a quiet, tight coridor, with nowhere to maneuver, barely able to see 5 feet and then BAM! A secret door opens in front of me and a Baron screams his rage as he launches a green fireball at me. Now *that* is just about enough to make me pee myself. ..of course, you have to be alone in a dark room when playing it to get the full effect. (oh, and a kick ass sound system...) ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed1.telenordia.se!news.algonet.se!algonet!masternews.telia.net!News.Amsterdam.UnisourceCS!landlord!wards.POSTED!not-for-mail From: doom.player@tei.tenga Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Message-ID: <37865a67.2921241@news.free-online.net> References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> X-Newsreader: Forte Free Agent 1.1/16.230 Lines: 9 Date: Fri, 09 Jul 1999 23:40:04 GMT NNTP-Posting-Host: 195.166.143.8 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 931563644 195.166.143.8 (Sat, 10 Jul 1999 00:40:44 BST) NNTP-Posting-Date: Sat, 10 Jul 1999 00:40:44 BST Xref: teaser.fr rec.games.computer.doom.editing:13539 On Fri, 09 Jul 1999 17:38:05 GMT, SailorScout wrote: > Headcrabs in Half-Life Head crabs? Is that a type of VD you get at school?! I shudder to think how that might be transmitted... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed1.telenordia.se!news.algonet.se!algonet!masternews.telia.net!News.Amsterdam.UnisourceCS!landlord!wards.POSTED!not-for-mail From: doom.player@tei.tenga Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Message-ID: <37865f9a.4252293@news.free-online.net> References: <37844c87.5783712@news.freezone.co.uk> <$A3ymCArCSh3EwKR@wholehog.demon.co.uk> X-Newsreader: Forte Free Agent 1.1/16.230 Lines: 15 Date: Fri, 09 Jul 1999 23:40:06 GMT NNTP-Posting-Host: 195.166.143.8 X-Complaints-To: abuse@plus.net.uk X-Trace: wards 931563645 195.166.143.8 (Sat, 10 Jul 1999 00:40:45 BST) NNTP-Posting-Date: Sat, 10 Jul 1999 00:40:45 BST Xref: teaser.fr rec.games.computer.doom.editing:13540 >Sentinel was too early for me, I'm afraid... I'll have to download it >from World Of Sinclair some time. :-) > >I wonder how hard it is... (fnar! - ed) It had 10,000 levels which got progressively harder. (that's ten thousand in 48k, don't ask me how). The Sentinel on his own wasn't too hard, but when he had six Sentries rotating in opposite directions and trees transforming into Meanies to teleport you into the open it could get quite frantic. Give it a try, it's very different from anything else. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!152.163.199.19!portc03.blue.aol.com!audrey01.news.aol.com!not-for-mail From: base6all@aol.com (Base6all) Newsgroups: rec.games.computer.doom.editing Subject: *** IMPORTANT NOTICE *** Lines: 10 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 10 Jul 1999 02:25:39 GMT Organization: AOL http://www.aol.com Message-ID: <19990709222539.13014.00000816@ng-bk1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13541 Go here: http://tracker.clicktrade.com/tracker/tracker.dll?to='http://www.1shopstre et.com/partners.htm'&ad=193177.0&lp=164988 and you will find --> FREE MONEY!!!!!!!!!!!!!!!!!!!!!!! ---> GET MONEY JUST BY SURFING THE WEB WHAT THE HELL ARE YOU WAITING FOR? HURRY UP!!!!!!!!!! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <3786B46C.13D07F73@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> <37865a67.2921241@news.free-online.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Sat, 10 Jul 1999 02:47:42 GMT NNTP-Posting-Host: 204.186.53.9 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931574862 204.186.53.9 (Fri, 09 Jul 1999 22:47:42 EDT) NNTP-Posting-Date: Fri, 09 Jul 1999 22:47:42 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13542 Heheh.. they're these little crabs which... jump on your head. I guess.. they really didn't look like crabs, but that's the closet thing they DID look like! doom.player@tei.tenga wrote: > > On Fri, 09 Jul 1999 17:38:05 GMT, SailorScout > wrote: > > > Headcrabs in Half-Life > > Head crabs? Is that a type of VD you get at school?! I shudder to > think how that might be transmitted... -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!bignews.mediaways.net!newsfeed.amsterdam.nl.net!sun4nl!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren Olds) Newsgroups: rec.games.computer.doom.editing Subject: WinDEU + Sector within a sector Date: Sat, 10 Jul 1999 02:13:06 GMT Organization: home Lines: 12 Message-ID: <3788ac30.15579439@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p50-max8.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13543 Just wondering whether anybody can explain how to make a sector within a sector since the documentation is so shocking... I have WinDEU 5.24 + I want to make a teleporter that requires transparent sidedefs... Or maybe somebody can point me in the direction of a decent maual or tutorial for WinDEU...? thanks alot, -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Sat, 10 Jul 1999 14:52:44 +0100 Organization: none Message-ID: <+XmCzOAsA1h3Ew7m@wholehog.demon.co.uk> References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> <1ouh3.24784$ga.38249@news21.bellglobal.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 931614922 nnrp-01:5122 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 12 Xref: teaser.fr rec.games.computer.doom.editing:13544 On Fri, 9 Jul 1999, Denakhan the Arch-Mage wrote: > Barons of Hell for me. When I'm slowly skulking through a quiet, tight >coridor, with nowhere to maneuver, barely able to see 5 feet and then BAM! >A secret door opens in front of me and a Baron screams his rage as he >launches a green fireball at me. Now *that* is just about enough to make me >pee myself. Ner... Fireballs are crap. I'm not the slightest bit scared of anything (or any number of things) with fireballs. Just sidestep out of the way. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37877E10.2CB14891@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> <1ouh3.24784$ga.38249@news21.bellglobal.com> <+XmCzOAsA1h3Ew7m@wholehog.demon.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Sat, 10 Jul 1999 17:08:05 GMT NNTP-Posting-Host: 204.186.53.224 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 931626485 204.186.53.224 (Sat, 10 Jul 1999 13:08:05 EDT) NNTP-Posting-Date: Sat, 10 Jul 1999 13:08:05 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13545 Stuart Brady wrote: > Ner... Fireballs are crap. I'm not the slightest bit scared of anything > (or any number of things) with fireballs. Just sidestep out of the way. > -- > Stuart Brady Not scared of projectiles eh? Remind me of that if I ever see ya on Doomserv and I get ahold of a plasma rifle or BFG9000. :) Personally I hate Revenants because of their darned homing missiles. They're not smart or fast, but they're almost as annoying as Golem Leaders in Heretic (the mummy-like guys which shoot homing skulls after you). -- SailorScout [sailorscout@planetfortress.com] PlanetFortress Newsie & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!iad-peer.news.verio.net!colt.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM2 to Quake2 Date: Sat, 10 Jul 1999 21:00:15 +0100 Organization: none Message-ID: References: <37844c87.5783712@news.freezone.co.uk> <3786339B.D9D17C40@planetfortress.com> <1ouh3.24784$ga.38249@news21.bellglobal.com> <+XmCzOAsA1h3Ew7m@wholehog.demon.co.uk> <37877E10.2CB14891@planetfortress.com> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 931636890 nnrp-01:13605 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 32 Xref: teaser.fr rec.games.computer.doom.editing:13546 On Sat, 10 Jul 1999, SailorScout wrote: >Stuart Brady wrote: >> Ner... Fireballs are crap. I'm not the slightest bit scared of anything >> (or any number of things) with fireballs. Just sidestep out of the way. >Not scared of projectiles eh? Remind me of that if I ever see ya on >Doomserv and I get ahold of a plasma rifle or BFG9000. :) It's different if you're a player. Some players can actually /use/ projectiles... monsters can't. Anyway... I'm not really scared of other people's BFGs, plasma rifles, and rockets. Then again, I'm not scared of other people shotguns and chainguns. I'm not too scared of cyberdemons, unless I have to actually /do/ something whilst they're shooting at me and/or I've only got a pistol (cyberdreams is horrible). Map32 is /easy/, though. Well... I'll just have to play that game on Doomserv to prove it. :-) What's your username? >Personally I hate Revenants because of their darned homing missiles. They're crap. Just hide behind something (or run around in circles), and there's no problem. I find their short range weapon a bit more annoying. >They're not smart or fast, but they're almost as annoying as Golem >Leaders in Heretic (the mummy-like guys which shoot homing skulls after >you). You just have to shoot them with a shotgun a few times and they go down. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <3788ac30.15579439@news.es.co.nz> Subject: Re: WinDEU + Sector within a sector Lines: 47 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Sun, 11 Jul 1999 01:04:27 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news20.bellglobal.com 931655067 199.247.224.240 (Sat, 10 Jul 1999 21:04:27 EDT) NNTP-Posting-Date: Sat, 10 Jul 1999 21:04:27 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13547 WinDEU? Hmmm. Well, if you were using WadAuthor it would take two simple clicks...;-) With WinDEU I suspect that you will have to: 1. Insert a vertex 2. " " " 3. " " " 4. " " " 5. Connect vert #1 to vert #2 by creating a linedef between them 6. Connect vert #2 to vert #3 by creating a linedef between them 7. Connect vert #3 to vert #4 by creating a linedef between them 8. Connect vert #4 to vert #1 by creating a linedef between them 9. Select linedef #1 10. Ctrl-Select linedef #2 11. Ctrl-Select linedef #3 12. Ctrl-Select linedef #4 13. Choose to create a sector from these. With WadAuthor: 1. Right click inside the room you want your teleporter and choose "Create Rectangular Sector" 2. Click inside the room. ^_^ Denakhan the Arch-Mage Warren Olds wrote in message news:3788ac30.15579439@news.es.co.nz... > Just wondering whether anybody can explain how to make a sector within > a sector since the documentation is so shocking... > > I have WinDEU 5.24 + I want to make a teleporter that requires > transparent sidedefs... > > Or maybe somebody can point me in the direction of a decent maual or > tutorial for WinDEU...? > > thanks alot, > > -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!remarQ73!supernews.com!remarQ.com!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren Olds) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinDEU + Sector within a sector Date: Sun, 11 Jul 1999 01:50:27 GMT Organization: home Lines: 90 Message-ID: <3787f4e9.1985681@news.es.co.nz> References: <3788ac30.15579439@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p24-max3.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13548 Thanks, I got it figured though - the order of construction seems to be most important..first make vertices + linedefs + a sector for the teleporter...then make vertices + linedefs for the containing room - then make a sector out of both the containing room and the teleport sector inside. Its still kinda messy though and gives incorrect readings for the ceiling + floor heights even though they appear correctly set in the dialog box... anyways thank-you and maybe you can answer another question of mine - is it possible to have a room under a room - like a tunnel that goes under another room....? I am aware that it is possible to make a bridge however the floor of the bridge is not continuous - it is broken. I have tried making a tunnel under another room - the doom engine deals with it ok but I get HOM when directly above the tunnel sector (in the room above) and an invisible barrier blocking me from entering the tunnel underneath, even though the sidedefs are mapped correctly in the tunnel... I appreciate the help - I'm currently curating a project for the Physics Room gallery in Christchurch New Zealand. I have three artists recreating art galleries for the DOOM II environment. I have become the programmer for the project and have to come quickly up to speed. Creating new textures and sprites is what I'm looking forward to but I need to get the basic architecture tricks under my belt first. Thanks again and if you or anybody else out there would like to offer technical support for the project I would definitely appreciate it... I guess you would recommend WadAuthor over WinDEU - I will check it out, thanks, -- warren On Sun, 11 Jul 1999 01:04:27 GMT, "Denakhan the Arch-Mage" wrote: >WinDEU? Hmmm. Well, if you were using WadAuthor it would take two simple >clicks...;-) > >With WinDEU I suspect that you will have to: > > 1. Insert a vertex > 2. " " " > 3. " " " > 4. " " " > 5. Connect vert #1 to vert #2 by creating a linedef between them > 6. Connect vert #2 to vert #3 by creating a linedef between them > 7. Connect vert #3 to vert #4 by creating a linedef between them > 8. Connect vert #4 to vert #1 by creating a linedef between them > 9. Select linedef #1 > 10. Ctrl-Select linedef #2 > 11. Ctrl-Select linedef #3 > 12. Ctrl-Select linedef #4 > 13. Choose to create a sector from these. > > >With WadAuthor: > > 1. Right click inside the room you want your teleporter and choose >"Create Rectangular Sector" > 2. Click inside the room. > >^_^ > >Denakhan the Arch-Mage > > >Warren Olds wrote in message >news:3788ac30.15579439@news.es.co.nz... >> Just wondering whether anybody can explain how to make a sector within >> a sector since the documentation is so shocking... >> >> I have WinDEU 5.24 + I want to make a teleporter that requires >> transparent sidedefs... >> >> Or maybe somebody can point me in the direction of a decent maual or >> tutorial for WinDEU...? >> >> thanks alot, >> >> -- warren > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed2.news.nl.uu.net!newsfeed.amsterdam.nl.net!sun4nl!newspump.monmouth.com!newspeer.monmouth.com!news-xfer.nuri.net!news.hk.linkage.net!210.184.29.120!206.222.77.93 From: ivjczi@hotmail.com Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.misc Subject: Visit the largest game collection on the net. 9048 Date: 17 Jul 1999 12:59:15 -0800 Organization: LinkAGE Online a PSINet Company Lines: 4 Message-ID: <3790e093.0@210.184.29.120> NNTP-Posting-Host: 210.184.29.120 X-Trace: news.hk.linkage.net 932187236 11508 210.184.29.120 (17 Jul 1999 04:53:56 GMT) X-Complaints-To: abuse@hk.linkage.net NNTP-Posting-Date: 17 Jul 1999 04:53:56 GMT Xref: teaser.fr rec.games.computer.doom.editing:13583 rec.games.computer.doom.help:10816 rec.games.computer.doom.misc:6555 Visit the largest game collection on the net. http://gamersonly.hypermart.net wxifysueluon From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Brendon Wyber Date: Sat, 17 Jul 1999 03:43:46 GMT Organization: home Lines: 11 Message-ID: <378ffb51.2316159@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p6-max5.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13584 does anybody have a current email address for Brendon Wyber - from DEU team fame... Could they please email it to me at the above address... is defunct thanks, -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!news.belnet.be!news-ge.switch.ch!diablo.dera.gov.uk!server1.netnews.ja.net!warwick!R.J.Young From: R.J.Young@warwick.spam.ac.spam.uk.spam.spam.spam (RjY) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.editing Subject: Geoff Allen's DoomEd for Windows v4.2 Followup-To: rec.games.computer.doom.help Date: 17 Jul 1999 11:57:16 GMT Organization: anARCHy Lines: 8 Message-ID: NNTP-Posting-Host: ux-gl-25.warwick.ac.uk X-Trace: holly.csv.warwick.ac.uk 932212636 5384 137.205.192.105 (17 Jul 1999 11:57:16 GMT) X-Complaints-To: abuse@csv.warwick.ac.uk NNTP-Posting-Date: 17 Jul 1999 11:57:16 GMT X-Newsreader: slrn (0.9.5.2 UNIX) Xref: teaser.fr rec.games.computer.doom.help:10817 rec.games.computer.doom.editing:13585 Does anyone have the help files or manuals for this program? All I can find is a website that says "The manuals were lost in a hard disc crash years ago and DONT CONTACT ME ABOUT IT"... Cheers, -- RjY/anARCHy "Every track is like a complete DJ set" From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Brendon Wyber Date: 17 Jul 1999 16:55:51 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7mqcin$lr7$1@feed.teaser.fr> References: <378ffb51.2316159@news.es.co.nz> NNTP-Posting-Host: dip253.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=ISO-8859-1 X-Trace: feed.teaser.fr 932230551 22375 194.51.100.253 (17 Jul 1999 16:55:51 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 17 Jul 1999 16:55:51 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13586 In article <378ffb51.2316159@news.es.co.nz>, solds@es.co.nz says... >does anybody have a current email address for Brendon Wyber - from DEU >team fame... I'm interested too. I spent some time looking for him, to no avail. Raphaël might know his current address but didn't go as far as to actually ask him... -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.berkeley.edu!su-news-hub1.bbnplanet.com!sanjose-news-feed1.bbnplanet.com!news.gtei.net!inficad!not-for-mail From: anonymous@nowhere.you.know Newsgroups: rec.games.computer.doom.editing Subject: Damn...need to know how to do something VERY simple :) Date: 17 Jul 1999 18:57:42 GMT Organization: Joystick Lunatic Software Lines: 50 Message-ID: <7mqjn6$4cr$1@news.inficad.com> NNTP-Posting-Host: user1.inficad.com Xref: teaser.fr rec.games.computer.doom.editing:13587 Okay, for the life of me I CANNOT remember how to either use DCK 2.2 to to the following things...which SHOULD be simple, and I SWEAR I've done before: 1) Split a sector into two using a complex line (For example, a wavy line, or any line with more than 2 vertexes...) 2) Draw a complex (wavy, etc) line down the center of a sector, from one side to the oposite side and make it a double-sided set of lines. I'd like to make, say, a transparent-textured fence that waves down the center of a rectangular room (or any shape that consists of a single line, like maybe a Vee-shaped or sawtooth-shaped line) Here's a crappy ASCII rendition of what I'm trying to do (I SWEAR I've done this before): (Sorry HTML people...this might not look right :P)
 
-=[Already have]=-   -=[ I WANT to do both of these ]=-
+----------------+  +---------------+  +---------------+
|                |  | Split into 2  |OR|Still 1 sector!|
| Simple single  |  |    sectors..._|  |(Double sided _|
|   sector...    |  |  __(Land) __/ |OR|  __ line) __/ |
|                |  |_/  \    _/    |OR|_/  \ \/ _/    |
|                |  |     \__/      |  |Wavy \__/ ^ ^ ^|
|                |  | (Water)       |OR|line is a fence|
+----------------+  +---------------+  +---------------+
 
It's very simple, but it's a bitch to explain :) If you can figure out WTF I'm talking about, please give me a clue as to how to do it in DCK 2.2 (or any version...or editor) Thanks... JLsoft jlsoft@atari*nospam*.org (Remove *nospam* :P) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!nntp.cs.ubc.ca!cyclone.bc.net!torn!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Damn...need to know how to do something VERY simple :) Organization: Insert witty quote here. References: <7mqjn6$4cr$1@news.inficad.com> X-Newsreader: News Xpress 2.01 Lines: 26 Message-ID: Date: Sat, 17 Jul 1999 20:46:31 GMT NNTP-Posting-Host: 142.177.87.18 X-Trace: sapphire.mtt.net 932244236 142.177.87.18 (Sat, 17 Jul 1999 17:43:56 ADT) NNTP-Posting-Date: Sat, 17 Jul 1999 17:43:56 ADT Xref: teaser.fr rec.games.computer.doom.editing:13588 anonymous@nowhere.you.know wrote: > >Okay, for the life of me I CANNOT remember how to either use DCK 2.2 to >to the following things...which SHOULD be simple, and I SWEAR I've done >before: > >1) Split a sector into two using a complex line (For example, a wavy line, > or any line with more than 2 vertexes...) > >2) Draw a complex (wavy, etc) line down the center of a sector, from one >side > to the oposite side and make it a double-sided set of lines. I'd like > to make, say, a transparent-textured fence that waves down the center > of a rectangular room (or any shape that consists of a single line, >like > maybe a Vee-shaped or sawtooth-shaped line) What I usually do in both cases is use one line then split it into smaller lines and move the vertices around until it's the shape I want. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: DeeP97...? Date: Sat, 17 Jul 1999 20:10:45 GMT Organization: home Lines: 5 Message-ID: <3790e2bd.6049719@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p3-max5.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13589 I'm interested to hear from people who use Deep97 or any of its varients - and why they think it is the absolute bomb in level editing as reported by the sbsoftware website and documentation...? -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!uchinews2!newsfeed.stanford.edu!newsfeed.concentric.net!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews1 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: Re: DeeP97...? Date: Sat, 17 Jul 1999 22:10:26 -0500 Organization: http://extra.newsguy.com Lines: 15 Message-ID: <7mrgei$q64@enews1.newsguy.com> References: <3790e2bd.6049719@news.es.co.nz> NNTP-Posting-Host: p-724.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13590 I have Deep97, not regged, and the reason why i prefer it over ANY other doom map editor is because it is complex yet easy to use. It can do anything w/ a doom map and still be one of the easiest editors around. Thomas Warren wrote in message <3790e2bd.6049719@news.es.co.nz>... >I'm interested to hear from people who use Deep97 or any of its >varients - and why they think it is the absolute bomb in level editing >as reported by the sbsoftware website and documentation...? > >-- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.berkeley.edu!pln-w!spln!extra.newsguy.com!newsp.newsguy.com!enews1 From: "Thomas Grimes" Newsgroups: rec.games.computer.doom.editing Subject: Re: has anyone done hand grenades in zdoom? Date: Sat, 17 Jul 1999 22:24:03 -0500 Organization: http://extra.newsguy.com Lines: 14 Message-ID: <7mrh83$qkh@enews1.newsguy.com> References: <3789A315.E9D9B822@xoommail.com> NNTP-Posting-Host: p-798.newsdawg.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13591 Well Twilight Warrior has grenades in it. Thier not very good though. Thomas Jonathan Wilson wrote in message <3789A315.E9D9B822@xoommail.com>... >has anyone does the starndard type "pineaple" hand grenades in zdoom? >i am looking for some for my conversion. i need both the graphics and >the logic. if they bounce then so much the better but they must have a >reasonable kill radous (e.g. replace the bfg) > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nuq-peer.news.verio.net!nntp2.cerf.net!nntp3.cerf.net!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: Brendon Wyber Date: Sun, 18 Jul 1999 03:25:46 GMT Organization: home Lines: 37 Message-ID: <379247b8.2075576@news.es.co.nz> References: <378ffb51.2316159@news.es.co.nz> <7mqcin$lr7$1@feed.teaser.fr> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p51-max5.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13592 no reply from Raphael's email yet... Renaud Paquay's rpa@info.fundp.ac.be is also defunct I wanted to contact Brendon as his old email address @ csc.canterbury.ac.nz is physically very close to where I live and wanted to know whether he would be interested in being involved in a project I am curating... no replies yet though, -- warren On 17 Jul 1999 16:55:51 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <378ffb51.2316159@news.es.co.nz>, solds@es.co.nz says... > >>does anybody have a current email address for Brendon Wyber - from DEU >>team fame... > >I'm interested too. I spent some time looking for him, to no >avail. Raphaël might know his current address but didn't go as >far as to actually ask him... > >-- >Andre Majorel >http://www.teaser.fr/~amajorel/ >The actual name is "teaser", not "teezer". >"Who could possibly believe that I am the nice Python. In fact > I'm thinking of invading Poland next week." -- Michael Palin > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!wanadoo.fr!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Damn...need to know how to do something VERY simple :) Date: Sun, 18 Jul 1999 11:14:04 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 30 Message-ID: <3792196C.4828@NOSPAM.warande.ruu.nl> References: <7mqjn6$4cr$1@news.inficad.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13593 anonymous@nowhere.you.know wrote: > Okay, for the life of me I CANNOT remember how to either use DCK 2.2 to > to the following things...which SHOULD be simple, and I SWEAR I've done > before: > > 1) Split a sector into two using a complex line Judging from your ascii drawing you are -not- trying to split a sector in two. Splitting a sector would mean you have ONE sector consisting of TWO parts but you intend to have a 'land' and a 'water' section... if you plan on using actual 'land' and 'water' floor textures that would mean using two seperate sectors. To insert a sector just go into sector mode (s) and press 'r'. Hold mouse button inside this sector and draw a new rectangle. However, if you want a linedef inside a sector without using two seperate sectors you can do this by inserting a linedef and refer both sidedefs to this sector. Or you can insert a sector and refer all sidedefs of this new sector to the outer sector, after which you can delete one or more linedefs of this new sector. Result is still a linedef inside a sector. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Custom patches/textures help! Date: Sun, 18 Jul 1999 17:30:02 +0100 Organization: Customer of Planet Online Lines: 42 Message-ID: <7msvbl$2vh$1@news7.svr.pol.co.uk> References: <3788743b@news.hunterlink.net.au> <37890938.174D@NOSPAM.warande.ruu.nl> NNTP-Posting-Host: modem-4.sledgehammer.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 932315317 3057 62.136.138.132 (18 Jul 1999 16:28:37 GMT) NNTP-Posting-Date: 18 Jul 1999 16:28:37 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13594 I use wadauthor too and its cool how custom textures work, but custom flats dont :( I.e. new ones Denakhan the Arch-Mage wrote in message news:Iphi3.26374$ga.39381@news21.bellglobal.com... > Hiya. > > > Gaston Lahaut wrote in message > news:37890938.174D@NOSPAM.warande.ruu.nl... > > isnt wrote: > > > After reloading the wad into WinTex, the custom patches and textures > have > > > gone. > > > > Edmap (if not all level editors) does not save patches / textures but > > only the level data. Put those patches in a seperate pwad for use in > > Edmap and to run the level-only pwad. > > Just me, the WadAuthor Crusader at it again...;-) > > WadAuthor will let you use your custom textures and save them when you > save your map. You don't need a batch file to run your map either. You push > a button and that's it. You play your map. When you are done, you quit doom > and you're back in the editor. > Using WinTex, simply make your wad with all your new graphics > ("newtex.wad", for example). Then you simpley combine "newtex.wad" with > your newmap.wad. Open your newmap.wad in WadAuthor and away you go! Your > textures will show up, you can use them, and WA will keep them . > > ^_^ > > Denakhan the Arch-Mage > > > > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: DeeP97...? Date: Sun, 18 Jul 1999 09:11:40 +0100 Message-ID: <7ms277$6a3$1@nthfen.demon.co.uk> References: <3790e2bd.6049719@news.es.co.nz> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 932337054 nnrp-08:4976 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 18 Xref: teaser.fr rec.games.computer.doom.editing:13595 Warren wrote in message <3790e2bd.6049719@news.es.co.nz>... >I'm interested to hear from people who use Deep97 or any of its >varients - and why they think it is the absolute bomb in level editing >as reported by the sbsoftware website and documentation...? > I like the interface :-) It's fairly easy to get started with, and it's linedef-based instead of sector-based. Just download the shareware and try it - that way you can make your own decision. -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of oppurtunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.sdca.home.com.POSTED!not-for-mail From: chucho23@hotmail.com Newsgroups: rec.games.computer.doom.editing Subject: WHAT DOES BAD MUSIC NUMBER 152 MEAN WHEN TRYING TO PLAY A .WAD FILE? Message-ID: <37927ca4.17584114@24.0.3.73> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 15 Date: Mon, 19 Jul 1999 01:23:54 GMT NNTP-Posting-Host: 24.4.70.219 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.sdca.home.com 932347434 24.4.70.219 (Sun, 18 Jul 1999 18:23:54 PDT) NNTP-Posting-Date: Sun, 18 Jul 1999 18:23:54 PDT Organization: @Home Network Xref: teaser.fr rec.games.computer.doom.editing:13596 I'm trying to start making my own wad files, and I can't figure it out. I've downloaded Wad Author and It seems great, but I can't even play the simplest level I make (one room, a start and an exit) The weird thing is, is that I took an existing wad file, and tried to modify it, but none of the modifications took... I even deleted half of a level and if didn't save it or something. any help would be good... thanks.... (the bad music number 152 happens even on levels I don't create, but it goes away when I select two wads files, one normal, and one custom.) thanks in advance From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <379290E3.E9928214@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: WHAT DOES BAD MUSIC NUMBER 152 MEAN WHEN TRYING TO PLAY A .WAD FILE? References: <37927ca4.17584114@24.0.3.73> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Mon, 19 Jul 1999 02:43:47 GMT NNTP-Posting-Host: 204.186.53.166 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 932352227 204.186.53.166 (Sun, 18 Jul 1999 22:43:47 EDT) NNTP-Posting-Date: Sun, 18 Jul 1999 22:43:47 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13597 I don't know what that specific error # means offhand, but maybe you're trying to use a MIDI file instead of a MUS in a source port which doesn't support it? It could also be that your MIDI port is locked due to Windoze messing up somehow (if you're under Win95/98/2K/NT that is) chucho23@hotmail.com wrote: > I'm trying to start making my own wad files, and I can't figure it > out. I've downloaded Wad Author and It seems great, but I can't even > play the simplest level I make (one room, a start and an exit) -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Brendon Wyber Date: 19 Jul 1999 22:09:03 GMT Organization: None I'm aware of ! Lines: 24 Message-ID: <7n07lv$3kr$1@feed.teaser.fr> References: <378ffb51.2316159@news.es.co.nz> <7mqcin$lr7$1@feed.teaser.fr> <379247b8.2075576@news.es.co.nz> NNTP-Posting-Host: dip219.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=ISO-8859-1 X-Trace: feed.teaser.fr 932422143 3739 194.51.100.219 (19 Jul 1999 22:09:03 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Jul 1999 22:09:03 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13598 In article <379247b8.2075576@news.es.co.nz>, solds@es.co.nz says... >no reply from Raphael's email yet... I mailed Raphaël once and he did reply (one or two weeks later, though). >Renaud Paquay's rpa@info.fundp.ac.be is also defunct > >I wanted to contact Brendon as his old email address @ >csc.canterbury.ac.nz is physically very close to where I live and >wanted to know whether he would be interested in being involved in a >project I am curating... Thank you for the update. Be sure to let me know if you eventually find his address. Thanks in advance ! -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!isdnet!uu.fr!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 20 Jul 1999 03:45:09 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 3 Aug 1999 07:45:04 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10822 rec.games.computer.doom.misc:6559 rec.games.computer.doom.playing:17533 rec.games.computer.doom.editing:13599 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.tli.de!newsfeed.nacamar.de!tank.news.pipex.net!pipex!newsfeed1.news.nl.uu.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: BuilD Graphics to DooM Date: Tue, 20 Jul 1999 13:03:28 +0200 Organization: Hobby Computer Club News Network Lines: 36 Message-ID: <7n1l13$6pn$1@news.hccnet.nl> NNTP-Posting-Host: uds2-116.dial.hccnet.nl X-Trace: news.hccnet.nl 932468579 6967 193.173.116.2 (20 Jul 1999 11:02:59 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 20 Jul 1999 11:02:59 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13600 I am working on some kind of TC that will allow the player to assemble his own arsenal. Currently, I have already collected 60+ new weapons for DooM. Among that weapons (like a neat flame-thrower, A-Bomb, minigun, Uzi, double pistols, Quake nailgun) are some pretty good ones I made myself or got from the Internet . I am planning on converting weapons from other games to DooM. I got the weapons from other doom-like games (Strife, Hexen, Heretic)converted, already, but I want to have the weapons from ROTT, Blood and Exhumed (aka powerslave) as well. Does anyone know how to edit the .ART-files from Blood and Exhumed? or Does anyone know if there are patches on the internet that use the Blood and Exhumed weapons I already tried ARTVIEW, but it won't get the blood-palette right. I downloaded the file "Palette.dat" specificly for blood, but no good results (at this time, only the tommy-gun is displayed somewhat correctly). Also, some information on editing ROTT-graphics would be great to have, for I am tired of taking screenshots of every single frame, just to get those weapons on-screen to DooM. Also, if you have some weapons you want me to use, feel free to contact me. Thanx. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!in2p3.fr!news-ge.switch.ch!news.belnet.be!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: jmint0@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Where is doomgl source? Date: Tue, 20 Jul 1999 18:39:29 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 12 Message-ID: <7n2fou$4gt$1@nnrp1.deja.com> NNTP-Posting-Host: 208.163.12.2 X-Article-Creation-Date: Tue Jul 20 18:39:29 1999 GMT X-Http-User-Agent: Mozilla/4.51 [en] (Win98; I) X-Http-Proxy: 1.0 monopoly.monopoly.xetron.com:3128 (Squid/1.NOVM.22), 1.0 x43.deja.com:80 (Squid/1.1.22) for client 192.168.12.32, 208.163.12.2 X-MyDeja-Info: XMYDJUIDjmint0 Xref: teaser.fr rec.games.computer.doom.editing:13601 Does anyone know where I might be able to find the source code for DoomGL? I checked the site http://www.doomworld.com/doomgl/ but I saw no links, am I blind. J. Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "TheInvisibleGhost" Newsgroups: rec.games.computer.doom.editing Subject: Is it possible to add frames for editing in dehacked. Date: Mon, 19 Jul 1999 12:24:46 +0100 Organization: Customer of Planet Online Lines: 10 Message-ID: <7n2i96$4rc$1@news4.svr.pol.co.uk> Reply-To: "TheInvisibleGhost" NNTP-Posting-Host: modem4294967291.events.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 932498534 4972 195.92.2.5 (20 Jul 1999 19:22:14 GMT) NNTP-Posting-Date: 20 Jul 1999 19:22:14 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13602 Im making a new weapon, but in Dehacked it seems only possible to replace frames. Is there a way to add frames (Not Graphics). Secondly. Any idea why when I get the weapon to fire a missile, using the chainsaw code pointer for it (The one for chopping (71 or 72)) sometimes after killing the monster it turns into an imp? Other times it crashes Doom. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "TheInvisibleGhost" Newsgroups: rec.games.computer.doom.editing Subject: Whats a Node? Date: Mon, 19 Jul 1999 12:25:32 +0100 Organization: Customer of Planet Online Lines: 3 Message-ID: <7n2i97$4rc$2@news4.svr.pol.co.uk> Reply-To: "TheInvisibleGhost" NNTP-Posting-Host: modem4294967291.events.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 932498535 4972 195.92.2.5 (20 Jul 1999 19:22:15 GMT) NNTP-Posting-Date: 20 Jul 1999 19:22:15 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13603 Any one? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Is it possible to add frames for editing in dehacked. Organization: Insert witty quote here. References: <7n2i96$4rc$1@news4.svr.pol.co.uk> X-Newsreader: News Xpress 2.01 Lines: 20 Message-ID: Date: Tue, 20 Jul 1999 22:05:48 GMT NNTP-Posting-Host: 142.177.81.14 X-Trace: sapphire.mtt.net 932508198 142.177.81.14 (Tue, 20 Jul 1999 19:03:18 ADT) NNTP-Posting-Date: Tue, 20 Jul 1999 19:03:18 ADT Xref: teaser.fr rec.games.computer.doom.editing:13604 TheInvisibleGhost wrote: >Im making a new weapon, but in Dehacked it seems only possible >to replace frames. Is there a way to add frames (Not Graphics). Not without using a source port, sorry. >Secondly. Any idea why when I get the weapon to fire a missile, using the >chainsaw code pointer for it (The one for chopping (71 or 72)) sometimes >after >killing the monster it turns into an imp? Other times it crashes Doom. Pardon? Firing a missile with the chainsaw codepointer? I seem to have lost you. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7n2fou$4gt$1@nnrp1.deja.com> Subject: Re: Where is doomgl source? Lines: 11 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Wed, 21 Jul 1999 02:32:02 GMT NNTP-Posting-Host: 199.247.224.240 X-Trace: news21.bellglobal.com 932524322 199.247.224.240 (Tue, 20 Jul 1999 22:32:02 EDT) NNTP-Posting-Date: Tue, 20 Jul 1999 22:32:02 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13605 Hiya. I don't thnk that the creator has released it yet. He want's it to be "solid" before he releases it to the public. ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!arclight.uoregon.edu!wn4feed!worldnet.att.net!wnmaster2!not-for-mail From: "Nick Clark" Newsgroups: rec.games.computer.doom.editing Subject: Re: Whats a Node? Date: Tue, 20 Jul 1999 22:41:56 -0500 Organization: AT&T WorldNet Services Lines: 13 Message-ID: <7n3fl1$9ip$1@bgtnsc03.worldnet.att.net> References: <7n2i97$4rc$2@news4.svr.pol.co.uk> NNTP-Posting-Host: 153.37.235.195 X-Trace: bgtnsc03.worldnet.att.net 932528609 9817 153.37.235.195 (21 Jul 1999 03:43:29 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 21 Jul 1999 03:43:29 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:13606 a node is the description of a piece of the bsp (bianary space partition). each node represents a diffrent set of verticies. look at the DooM specs. -nick TheInvisibleGhost wrote in message <7n2i97$4rc$2@news4.svr.pol.co.uk>... >Any one? > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.cwix.com!204.127.161.3!wn3feed!worldnet.att.net!wnmaster2!not-for-mail From: "Nick Clark" Newsgroups: rec.games.computer.doom.editing Subject: Re: WinDEU + Sector within a sector Date: Tue, 20 Jul 1999 22:43:28 -0500 Organization: AT&T WorldNet Services Lines: 25 Message-ID: <7n3fo3$a2u$1@bgtnsc03.worldnet.att.net> References: <3788ac30.15579439@news.es.co.nz> <3787f4e9.1985681@news.es.co.nz> <37890AC2.4AAD@NOSPAM.warande.ruu.nl> NNTP-Posting-Host: 153.37.235.195 X-Trace: bgtnsc03.worldnet.att.net 932528707 10334 153.37.235.195 (21 Jul 1999 03:45:07 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 21 Jul 1999 03:45:07 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:13607 DooM is not true 3D, so you cannot have a sector above a sector. sorry! -nick Gaston Lahaut wrote in message <37890AC2.4AAD@NOSPAM.warande.ruu.nl>... >Warren Olds wrote: >> anyways thank-you and maybe you can answer another question of mine - >> is it possible to have a room under a room - like a tunnel that goes >> under another room....? > >Yes, but... You seem to have just started editing for Doom and those >particular tricks might be a bit too hard for you - yet. But if you want >to give it a go, visit the Doomworld Editing Pages (URL below in sig) >for info on how to do this. >-- >Gaston Lahaut >Author of the Mordeth TC >http://www.warande.uu.nl/~glahaut/ >Co-Founder of Doomworld >http://www.doomworld.com/ > >Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!feed1.news.rcn.net!rcn!wn4feed!worldnet.att.net!wnmaster2!not-for-mail From: "Nick Clark" Newsgroups: rec.games.computer.doom.editing Subject: Re: any1 know how to draw vector in doom engine.. Date: Tue, 20 Jul 1999 22:45:25 -0500 Organization: AT&T WorldNet Services Lines: 19 Message-ID: <7n3frf$ajg$1@bgtnsc03.worldnet.att.net> References: <37835EC2.8FD37E6@hotmail.com> NNTP-Posting-Host: 153.37.235.195 X-Trace: bgtnsc03.worldnet.att.net 932528815 10864 153.37.235.195 (21 Jul 1999 03:46:55 GMT) X-Complaints-To: abuse@worldnet.att.net NNTP-Posting-Date: 21 Jul 1999 03:46:55 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:13608 you don't draw a vector in a doom engine, you draw it in an editor. and why do you need a vector in doom? -nick Chairson wrote in message <37835EC2.8FD37E6@hotmail.com>... >Dear everyone.. >do anyone know how to draw vector in doom engine. please give me some >ideas please. >many thanks... >regards >gary > >LC411@hotmail.com > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!169.132.11.200!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news-w.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Slige 464 out: includes customizable textures/flats! Date: 21 Jul 1999 21:32:28 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 45 Message-ID: <7n5eaj$r40$1@news.btv.ibm.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 932592787 27776 9.2.17.34 (21 Jul 1999 21:33:07 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 21 Jul 1999 21:33:07 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.playing:17542 rec.games.computer.doom.editing:13610 Build 464 of SLIGE, the automatic level-maker for DOOM and DOOM II, is now out. It includes, finally, support for a config file that you can mess with to teach the program about your favorite sets of textures and flats (not just the lame ones that I happened to put in all those months ago). I hope the community will go wild with this. *8) From the news page: Build 464 is now up! The big New Thing is of course config-file support; I'd love to see people start to play around with this, send in new config themes based on DOOM and DOOM II standard IWADs, texture sets from various popular PWADs and TCs, and so on. Maybe we should have a contest for best ChexQuest-based config file for SLIGE! *8) Or not... From the change log: The main new things in build 464 since 449 are: - Config-file support! Finally!! Just textures and flats (and lamps) and themes so far. But it's a start. - Included a sample BLUE.CFG config-file that includes a new demonstration "blue" theme. Kinda pretty, really. - Fixed the bug where barred doors were stuck open. - Fixed a bug found by Len Pitre, where you could get stuck in a closet if you tried real hard. - Fixed a bug where SLIGE would rarely crash when making an arena (and there were no available ceiling-light flats in the theme). - Got rid of those occasional annoying do-nothing switches. - Added one new surprise; I imagine you'll know it if you see it. Heh heh heh. I think there's actually one more new thing (switches that require a key to activate) that I forgot to list. Sometimes I'm insufficiently anal about this stuff... As always, the program (compiled for Win95/98/NT) and the source code (known to be portable to DOS and Linux at the very least) are available at http://www.doomworld.com/slige/ Feedback eagerly sought... DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Slige 464 out: includes customizable textures/flats! Organization: Insert witty quote here. References: <7n5eaj$r40$1@news.btv.ibm.com> X-Newsreader: News Xpress 2.01 Lines: 20 Message-ID: Date: Wed, 21 Jul 1999 21:57:47 GMT NNTP-Posting-Host: 142.177.81.29 X-Trace: sapphire.mtt.net 932594118 142.177.81.29 (Wed, 21 Jul 1999 18:55:18 ADT) NNTP-Posting-Date: Wed, 21 Jul 1999 18:55:18 ADT Xref: teaser.fr rec.games.computer.doom.playing:17543 rec.games.computer.doom.editing:13611 David M. Chess wrote: >From the change log: > (Snip) > - Fixed a bug found by Len Pitre, where you could get stuck in > a closet if you tried real hard. Or you're just really weird.:) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!netnews.com!newshub.northeast.verio.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37968A6C.5B44DD8D@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! References: <7n5eaj$r40$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 73 Date: Thu, 22 Jul 1999 03:06:24 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 932612784 24.64.44.72 (Wed, 21 Jul 1999 20:06:24 PDT) NNTP-Posting-Date: Wed, 21 Jul 1999 20:06:24 PDT Xref: teaser.fr rec.games.computer.doom.editing:13612 David M. Chess wrote: > > Build 464 of SLIGE.... [Scamper off, download, abandon Netscape, start batch file, start testing. Squished part-way through level 1. IDCLEV to level 2. Mistake: squishes real fast. Generate another set of levels. Get stuck at level 4.] 10 cacos in room 2? Five more in room 3? I would complain, except that fleeing in a panic worked. Rooms 4 and 5 were monocultures of troopers, so I guess I didn't miss the "biggest monsters" warning. This build seems to be seriously into monocultures. You may have to tweak your "ammo/health need" rules. Cacos won't generally take damage; sergeants will often commit collective suicide. (>24 sergeants in one room? Len, if this build turns out to be particularly savage, it's my fault. I tried out starting at level one and continuing, instead of starting at level 2 and restarting every level. I reported it as being very easy. That set of levels WAS easy, but was not typical.) It occurs to me that you do not report how you are changing things like monster distributions from build to build. Consider listing them with the other changes. Here, the monocultures are going to change the optimum tactics quite a bit. And it may make things duller. "2 dozen sergeants: shoot and scoot, just like last time." "Three sargeants, a deaf revenant one room over, two cacos, and a few puppies. How would Yonner handle this?" > ...a config file... From your DoomWorld page, I got the impression that you were putting every last numeric constant into the config file. Is that on your task list? > ...you can mess with... If anyone designs new themes, please post them. Send them to Dave, too. > - Added one new surprise; I imagine you'll know it if you see it. > Heh heh heh. I may see it, but not notice it. Build 464, 1207772050, D2, level 5 of 8, 2/3rds of the way through: there is a raised teleport platform just inside the door of a small room with a low door. You can't get at the TP. (This glitch has already been noted for previous builds. Is it useful giving more examples for this sort of thing?) Build 449, 49092975, D2, level 4 of 8, upper right-hand corner of the map: the entrance to an outside garden is blocked by a blazing barrel. I've only seen this the once, so it's hardly high priority. However, it might be possible to fix both problems at once. When adding a potentially blocking object, test if it's close to the door. If yes, then (TP: move it back / convert it to a linear TP against the far wall) (everything else: replace it by a barrel / get rid of it). -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.new-york.net!news.globix.net!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: 22 Jul 1999 12:44:08 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 74 Message-ID: <7n73o4$9qi$1@news.btv.ibm.com> References: <37968A6C.5B44DD8D@home.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 932647492 10066 9.2.17.34 (22 Jul 1999 12:44:52 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 22 Jul 1999 12:44:52 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13613 >From: Rob Ellwood >It occurs to me that you do not report how you are >changing things like monster distributions from build to >build. Consider listing them with the other changes. Here, >the monocultures are going to change the optimum tactics >quite a bit. Hm. Generally there isn't anything along those lines to report. In particular I don't *remember* changing anything relating to monster placement or distribution in the builds leading up to 464. >This build seems to be seriously into monocultures. How many runs of SLIGE did you try? There's a variable "homogenize_monsters" that's set per-WAD, that says how likely the program is to fill a room with pretty much all the same monster. I've debated with myself making it per-level instead of per-WAD, but currently if it's set high for one level of a WAD, it'll be high for all of them. It's usually not high, but sometimes: answer->homogenize_monsters = 0; if (rollpercent(8)) answer->homogenize_monsters = 90; if (rollpercent(15)) answer->homogenize_monsters = roll(100); It's possible that the first WAD you tried had it set to 90, or something else large. Those can definitely be tough; couple or three revenants in a room can be a real challenge! *8) But try another WAD or two, and the effect should be unlikely to recur. (If you use the -v switch, somewhere in the tons of output you get should be a line like "Homogenization 0.". Or "Homogenization 90.".) > From your DoomWorld page, I got the impression that >you were putting every last numeric constant into the config >file. Is that on your task list? Yeah, probably eventually. Although "every last" is getting pretty big (taking the code snippet above literally, for instance, there are at least five constants involved in computing the homogenization alone!). We'll see. I definitely plan to add stuff like "how much ammo it takes the player to kill a caco" to the config file before too long. > I may see it, but not notice it. This particular thing, I think you'll notice... *8) >there is a raised teleport platform just inside the door >of a small room with a low door. You can't get at the TP. (This >glitch has already been noted for previous builds. Is it useful >giving more examples for this sort of thing?) Wurra wurra wurra. Guess I didn't fix that. I was mulling over the best way to do it, but apparently didn't implement any of them. Tsk! Thanks for the reminder. >it might be possible to fix both problems at once. When >adding a potentially blocking object, test if it's close to the >door. If yes, then ... Yeah, a good solution. The problem at the moment is that most of the program doesn't have any notion of where the door to a room *is*. I need to solve that systematically, I think; then it will be easy not only to avoid this sort of bug, but to do things like "slime-pit with a tightrope connecting the doors" and similar classics. Some work involved, though... Thanks for the feedback, as always! DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Support for Doom alpha in Yadex Date: 23 Jul 1999 09:54:39 GMT Organization: None I'm aware of ! Lines: 17 Message-ID: <7n9e4v$21r$1@feed.teaser.fr> NNTP-Posting-Host: dip197.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 932723679 2107 194.51.100.197 (23 Jul 1999 09:54:39 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 23 Jul 1999 09:54:39 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13614 Support for Doom alpha in Yadex Inspired by the recent thread in rgcde, I've added support for Doom alpha versions 0.4, 0.5 and, to some extent, version 0.2. Thanks to Jonathan Wilson for figuring out the format for pictures. And thus is the upcoming release postponed for another two weeks, hurray. For the curious, there is a bunch of screenshots there : http://www.teaser.fr/~amajorel/yadex/historic.html -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Tips for creating & utilizing new textures for DOOM II...? Date: Fri, 23 Jul 1999 18:34:37 GMT Organization: home Lines: 12 Message-ID: <3798b47b.48475887@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p41-max9.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13615 I know many people have created new textures and utilized them in DOOM II, but there doesn't seem to be much documentation... Just looking for tips, tricks, experiences, and guidelines. I realize there is a standard doom palette to conform to and the standard sizing of ceiling + wall textures - ie. multiples of 8 units. Do transparent textures simply have a color that is designated as an alpha key that the doom engine simply drops out...? -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!u-2.maxwell.syr.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Tips for creating & utilizing new sprites for DOOM II...? Date: Fri, 23 Jul 1999 19:00:44 GMT Organization: home Lines: 20 Message-ID: <3799b5e2.48835059@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p41-max9.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13616 This one seems a little trickier, but no doubt there is information out there in the minds of people who know... Using Wintex it is possible to edit individual sprite frames and export them as bitmap images. The most complicated situation appears to be with monsters, in which there are eight viewpoints and a certain number of frames. G1 for instance may be the first frame of the back left viewpoint - G2 will be the next frame in the back left animation... It would appear cyan is the alpha colour...? (r=0,g=255,b=255) I'm guessing that y offsets are used to keep monsters on the ground and fireballs in the air. What is the benefit of the x offset...? Any tips for using the x & y offset...? Just looking for tips, tricks, experiences, and guidelines... -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: 24 Jul 1999 08:39:24 GMT Organization: None I'm aware of ! Lines: 34 Message-ID: <7nbu3s$9f1$1@feed.teaser.fr> References: <3798b47b.48475887@news.es.co.nz> NNTP-Posting-Host: dip228.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 932805564 9697 194.51.100.228 (24 Jul 1999 08:39:24 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 24 Jul 1999 08:39:24 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13617 In article <3798b47b.48475887@news.es.co.nz>, solds@es.co.nz says... > >I know many people have created new textures and utilized them in DOOM >II, but there doesn't seem to be much documentation... Personally, I learnt how to do that by reading the doc that comes with DeuTex. >Do transparent textures simply have a color that is designated as an >alpha key that the doom engine simply drops out...? There is no transparent colour for Doom. Doom stores pictures in a very special format of its own that is _not_ a rectangular matrix of a pixels and that allows for "holes" in the pictures without having to reserve a transparent colour. That format is described in section [5-1] of the UDS (unofficial Doom specs), available at ftp://ftp.cdrom.com/pub/idgames/docs/dmspecs16.zip, IIRC. However, for most purposes, you don't need to know the details because... There are programs such as DeuTex that convert regular bitmaps graphics (rectangular matrices of pixels) to the Doom format, for inclusion of graphics in wads. Those programs do reserve a transparent colour for transparent areas. For DeuTex, it's cyan (rgb:00/ff/ff) by default. Thus, if you want to make graphics with transparent areas for Doom, just fill the transparent areas with cyan and use DeuTex to include them in a pwad. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new sprites for DOOM II...? Date: 24 Jul 1999 08:42:33 GMT Organization: None I'm aware of ! Lines: 29 Message-ID: <7nbu9p$9f1$2@feed.teaser.fr> References: <3799b5e2.48835059@news.es.co.nz> NNTP-Posting-Host: dip228.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 932805753 9697 194.51.100.228 (24 Jul 1999 08:42:33 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 24 Jul 1999 08:42:33 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13618 In article <3799b5e2.48835059@news.es.co.nz>, solds@es.co.nz says... >Using Wintex it is possible to edit individual sprite frames and >export them as bitmap images. The most complicated situation appears >to be with monsters, in which there are eight viewpoints and a certain >number of frames. G1 for instance may be the first frame of the back >left viewpoint - G2 will be the next frame in the back left >animation... See section [5] in the UDS. >It would appear cyan is the alpha colour...? (r=0,g=255,b=255) For DeuTex and WinTex, it is. It can be changed via the -rgb command line option. >I'm guessing that y offsets are used to keep monsters on the ground >and fireballs in the air. What is the benefit of the x offset...? Any >tips for using the x & y offset...? See section [5-1] in the UDS. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <3799DE86.A3BB3827@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? References: <3798b47b.48475887@news.es.co.nz> <7nbu3s$9f1$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 11 Date: Sat, 24 Jul 1999 15:42:10 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 932830930 24.64.44.72 (Sat, 24 Jul 1999 08:42:10 PDT) NNTP-Posting-Date: Sat, 24 Jul 1999 08:42:10 PDT Xref: teaser.fr rec.games.computer.doom.editing:13619 Andre Majorel wrote: > > ...the UDS (unofficial Doom specs), available at > ftp://ftp.cdrom.com/pub/idgames/docs/dmspecs16.zip, IIRC. Thanks for the tip. The current location is: ftp://ftp.cdrom.com/pub/idgames/docs/editing/dmspec16.zip -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <3799FD60.63DC9D58@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new sprites for DOOM II...? References: <3799b5e2.48835059@news.es.co.nz> <7nbu9p$9f1$2@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Sat, 24 Jul 1999 17:52:31 GMT NNTP-Posting-Host: 204.186.44.159 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 932838751 204.186.44.159 (Sat, 24 Jul 1999 13:52:31 EDT) NNTP-Posting-Date: Sat, 24 Jul 1999 13:52:31 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13620 Andre Majorel wrote: > In article <3799b5e2.48835059@news.es.co.nz>, solds@es.co.nz says... > >It would appear cyan is the alpha colour...? (r=0,g=255,b=255) > > For DeuTex and WinTex, it is. It can be changed via the -rgb command > line option. Uhmm yeah, and for Doom and it's spin-off engines too.. if you change Wintex's definition of "transparent" that won't change the engine's definition. I KNOW you know what you're talking about, but I think you're confusing the lad a bit with technicalities. ;) -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.icl.net!colt.net!newspeer.clara.net!news.clara.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: Sat, 24 Jul 1999 19:08:53 +0100 Organization: Customer of Planet Online Lines: 26 Message-ID: <7ncvd4$n5s$1@news5.svr.pol.co.uk> References: <3798b47b.48475887@news.es.co.nz> NNTP-Posting-Host: modem-50.maxipime.dialup.pol.co.uk X-Trace: news5.svr.pol.co.uk 932839652 23740 62.136.78.50 (24 Jul 1999 18:07:32 GMT) NNTP-Posting-Date: 24 Jul 1999 18:07:32 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13621 ok, quickly 1) textures must be multiples of 8 in size, and to tile correctly, 128 units tall 2) cyan is the transparent texture 3) x and y offsets control the offset of the texture on the wall- try it out, but dont make the offsets equal to the size of the texture or you wont see any effect 4) ceiling/floor textures (flats) are 64x64 in size _always_ 5) You cant have transparent parts in floors or ceilings Warren wrote in message news:3798b47b.48475887@news.es.co.nz... > I know many people have created new textures and utilized them in DOOM > II, but there doesn't seem to be much documentation... > > Just looking for tips, tricks, experiences, and guidelines. > > I realize there is a standard doom palette to conform to and the > standard sizing of ceiling + wall textures - ie. multiples of 8 units. > > Do transparent textures simply have a color that is designated as an > alpha key that the doom engine simply drops out...? > > -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!hermes.visi.com!news-out.visi.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: Sat, 24 Jul 1999 17:54:36 -0700 Content-Transfer-Encoding: 7bit References: <7n5eaj$r40$1@news.btv.ibm.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 25 Jul 1999 00:52:21 GMT X-ELN-Insert-Date: Sat Jul 24 17:55:05 1999 Organization: Offworld Press Lines: 15 Mime-Version: 1.0 NNTP-Posting-Host: 1cust210.tnt2.lancaster.ca.da.uu.net Message-ID: <379A604C.557@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.playing:17560 rec.games.computer.doom.editing:13622 David M. Chess wrote: > > Build 464 of SLIGE, the automatic level-maker for DOOM and DOOM II, > is now out. When will the DOS port catch up again?? > http://www.doomworld.com/slige/ > > Feedback eagerly sought... Anyone notice how the area around the download link looks like sharks feeding? :) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!remarQ60!supernews.com!remarQ.com!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Multi-storeyed levels...? Date: Sun, 25 Jul 1999 04:15:01 GMT Organization: home Lines: 25 Message-ID: <379a8e50.90380361@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p3-max6.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13623 Just wondering whether anyone had a URL for the below mentioned OCTAGON pwad or any other levels that provide effective work-arounds for the fact DOOM cannot render sectors above sectors...? Especially the transporter method. -- warren From Unofficial DOOM Specs: [3-1] Is it possible to make a two-story area, where you could walk over or under another player? What about a floating cube? A. Not really - that's a limit of the DOOM engine. Only one sector can occupy a given spot on the (2-D) map, and that sector has one floor and one ceiling height. You can do some fairly convincing imitations, though. Two- or three-"story" buildings have been done, with transporters placed in the middle of the "up"/"down" staircases or lifts. Criss-crossing mazes on two or three levels (see OCTAGON) have been done, where you jump over "trenches" while running the upper levels. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Sun, 25 Jul 1999 04:17:53 GMT Organization: home Lines: 6 Message-ID: <379b8fc0.90748545@news.es.co.nz> References: <379a8e50.90380361@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p3-max6.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13624 apologies the exerpt is from: DESIGN12.FAQ -- Frequently Asked Questions about DOOM Level Design Version 1.2, 09 Sept 1994. Editor: Tom Neff From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newspeer.monmouth.com!news.lightlink.com!diablo.cs.uofs.edu!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <379B4733.A5AD5828@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 22 Date: Sun, 25 Jul 1999 17:19:43 GMT NNTP-Posting-Host: 204.186.71.81 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 932923183 204.186.71.81 (Sun, 25 Jul 1999 13:19:43 EDT) NNTP-Posting-Date: Sun, 25 Jul 1999 13:19:43 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13625 Not sure about that particular level.. but Requiem is just one of the many megawads out there which has things like bridges over bridges, so you can look at that for an example of the effect. With source ports like Boom out, you can also have silent teleporters which make multi-storied buildings far more convincing.. Warren wrote: > > apologies the exerpt is from: > > DESIGN12.FAQ -- Frequently Asked Questions about DOOM Level Design > > Version 1.2, 09 Sept 1994. Editor: Tom Neff -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 25 Jul 1999 21:41:47 GMT Organization: None I'm aware of ! Lines: 18 Message-ID: <7ng0ar$im4$1@feed.teaser.fr> References: <379a8e50.90380361@news.es.co.nz> NNTP-Posting-Host: dip248.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 932938907 19140 194.51.100.248 (25 Jul 1999 21:41:47 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 25 Jul 1999 21:41:47 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13626 In article <379a8e50.90380361@news.es.co.nz>, solds@es.co.nz says... >Just wondering whether anyone had a URL for the below mentioned >OCTAGON pwad or any other levels that provide effective work-arounds >for the fact DOOM cannot render sectors above sectors...? Especially >the transporter method. Octagon is an excellent early (around may 1994) Doom wad. Since then, it has been surpassed but at the time it was remarkable. I wish its author had made more levels. It's presumably in ftp://ftp.cdrom.com/pub/idgames/levels/doom/. If you can't find it, mail me. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <379B9A01.E3039E75@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! References: <37968A6C.5B44DD8D@home.com> <7n73o4$9qi$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Sun, 25 Jul 1999 23:14:13 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 932944453 24.64.44.72 (Sun, 25 Jul 1999 16:14:13 PDT) NNTP-Posting-Date: Sun, 25 Jul 1999 16:14:13 PDT Xref: teaser.fr rec.games.computer.doom.editing:13627 Me: >This build seems to be seriously into monocultures. David M. Chess, Slige Lord: > > How many runs of SLIGE did you try? You're right: I just did four levels of one WAD. Since then, I've done a lot more, and the monster assortment is like the previous build. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <379BA68A.C4F4E6C1@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! References: <7n5eaj$r40$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 7 Date: Mon, 26 Jul 1999 00:07:42 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 932947662 24.64.44.72 (Sun, 25 Jul 1999 17:07:42 PDT) NNTP-Posting-Date: Sun, 25 Jul 1999 17:07:42 PDT Xref: teaser.fr rec.games.computer.doom.playing:17571 rec.games.computer.doom.editing:13628 Are contributions to Slige.c thinkable? If so, I sent a proposal to your AOL account. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newscon01!newscon02!prodigy.com!portc02.blue.aol.com!nyd.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: 26 Jul 1999 14:13:32 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 13 Message-ID: <7nhqgr$b0q$1@news.btv.ibm.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 932998491 11290 9.2.17.34 (26 Jul 1999 14:14:51 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 26 Jul 1999 14:14:51 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.playing:17572 rec.games.computer.doom.editing:13629 I've been told that the latest released SLIGE build won't compile under LINUX, because there's no io.h and no filelength() in that environment. How odd and primitive! *8) I will do some checking around, and do the obvious seek-to-end to get the length instead if that seems called for. In the meantime, anyone porting to LINUX can make the obvious changes themself. Does anyone know of a Wintel tool that will examine C source to make sure that all the calls it makes and include files it includes are ANSI (or whatever) standard? Didn't think so... DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.indiana.edu!NewsNG.Chicago.Qual.Net!207.24.245.130!nyd.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: 26 Jul 1999 14:27:21 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 17 Message-ID: <7nhrao$p9g$1@news.btv.ibm.com> References: <379A604C.557@earthlink.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 932999320 25904 9.2.17.34 (26 Jul 1999 14:28:40 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 26 Jul 1999 14:28:40 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.playing:17573 rec.games.computer.doom.editing:13630 > From: Rez > When will the DOS port catch up again?? Dunno; I haven't tapped mkwong on the shoulder about it or anything. I hate to pressure people! *8) I could post it myself (I do run each release through DJGPP just to make sure that it doesn't find any bugs that MSVC++ misses or anything), but I don't want to get into the business of supporting people's problems with the floating-point or EMS/XMS stuff (since I dunno anything about them). Or I could just send a copy to you; I'll do that at least... DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: 26 Jul 1999 20:37:39 GMT Organization: None I'm aware of ! Lines: 41 Message-ID: <7niguj$pff$1@feed.teaser.fr> References: <7nhqgr$b0q$1@news.btv.ibm.com> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933021459 26095 194.51.100.203 (26 Jul 1999 20:37:39 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 26 Jul 1999 20:37:39 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.playing:17575 rec.games.computer.doom.editing:13631 In article <7nhqgr$b0q$1@news.btv.ibm.com>, chess@us.ibm.com says... >I've been told that the latest released SLIGE build won't >compile under LINUX, because there's no io.h and no filelength() >in that environment. How odd and primitive! *8) filelength() is a DOSism. Using filelength() in a C program is not unlike including the following piece of code : #ifndef MSDOS #error "Sorry." #endif I would recommend using stat() instead. Though it's not ISO either, it's mandated by POSIX and therefore much more portable than filelength(). At least it's a fact that it has been supported by the RTL of DOS C compilers for ages. >I will do >some checking around, and do the obvious seek-to-end to get >the length instead if that seems called for. Yes, another solution. Even more portable than stat() because it's part of the ISO standard. Only gives accurate results if the file is opened in binary mode ("rb"), of course. >Does anyone know of a Wintel tool that will examine C source >to make sure that all the calls it makes and include files it >includes are ANSI (or whatever) standard? Didn't think so... gcc -ansi. As the GLIBC headers check whether _STRICT_ANSI_ or something is defined, it should catch most non-standard things. It does for me. Don't know if it works with DJGPP, though. Keep up the good work with Slige ! -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 27 Jul 1999 03:45:12 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 10 Aug 1999 07:45:03 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10836 rec.games.computer.doom.misc:6570 rec.games.computer.doom.playing:17578 rec.games.computer.doom.editing:13632 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . 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(YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.tli.de!newsfeed1.news.nl.uu.net!sun4nl!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: jsaksa79@hotmail.com (Sir Robin) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Message-ID: <379dc6de.160864739@news.inet.fi> References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 28 Date: Tue, 27 Jul 1999 15:29:11 GMT NNTP-Posting-Host: 195.165.5.108 X-Trace: read2.inet.fi 933089351 195.165.5.108 (Tue, 27 Jul 1999 18:29:11 EET DST) NNTP-Posting-Date: Tue, 27 Jul 1999 18:29:11 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.playing:17579 rec.games.computer.doom.editing:13633 On 26 Jul 1999 14:27:21 GMT, chess@us.ibm.com (David M. Chess) wrote: >> From: Rez > >> When will the DOS port catch up again?? > >Dunno; I haven't tapped mkwong on the shoulder about it or >anything. I hate to pressure people! *8) > >I could post it myself (I do run each release through DJGPP >just to make sure that it doesn't find any bugs that MSVC++ >misses or anything), but I don't want to get into the business >of supporting people's problems with the floating-point or >EMS/XMS stuff (since I dunno anything about them). Or I >could just send a copy to you; I'll do that at least... Actually, if the DJGPP compiled version runs then just ship it (include cwsdpmi.exe in .zip - it's fully legal) and it *will* work :) Trust me, Quake was done with DJGPP... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Backup not found: (A)bort (R)etry (S)lap nearest innocent bystander From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!falcon.america.net!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Wed, 28 Jul 1999 04:43:00 GMT Organization: home Lines: 21 Message-ID: <379e897e.1687558@news.es.co.nz> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p14-max3.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13635 one would assume that silent teleporters could be created by utilizing a silent teleporter sound and an invisible teleporter exit sprite - haven't tried it yet but I don't see any reason why it wouldn't work... Of course all the teleporters would be "invisible" but thats the sacrifice I guess... -- warren On Sun, 25 Jul 1999 17:19:43 GMT, SailorScout wrote: >Not sure about that particular level.. but Requiem is just one of the >many megawads out there which has things like bridges over bridges, so >you can look at that for an example of the effect. With source ports >like Boom out, you can also have silent teleporters which make >multi-storied buildings far more convincing.. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <379FB8D5.5F6B8FDB@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> <379dc6de.160864739@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Thu, 29 Jul 1999 02:15:05 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 933214505 24.64.44.72 (Wed, 28 Jul 1999 19:15:05 PDT) NNTP-Posting-Date: Wed, 28 Jul 1999 19:15:05 PDT Xref: teaser.fr rec.games.computer.doom.playing:17582 rec.games.computer.doom.editing:13636 Our conversation to date: Rez: > When will the DOS port catch up again?? David M. Chess: > >Dunno; I haven't tapped mkwong on the shoulder about it or > >anything. I hate to pressure people! Sir Robin: > ...if the DJGPP compiled version runs then just ship it > (include cwsdpmi.exe in .zip - it's fully legal) and it *will* > work :) I'm modifying SLIGE with DJGPP. It works fine. Rez, if you want, I can e-mail you a copy. Specify if you need a copy of cwsdpmi.exe (whatever that is, and whatever it does). -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Reply-To: thldrmn@teamtnt.com Message-ID: <37a1bd9f.78938912@192.168.0.1> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Thu, 29 Jul 1999 02:35:19 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 933215780 216.77.232.21 (Wed, 28 Jul 1999 22:36:20 EDT) NNTP-Posting-Date: Wed, 28 Jul 1999 22:36:20 EDT Xref: teaser.fr rec.games.computer.doom.editing:13637 solds@es.co.nz (Warren) wrote: > >one would assume that silent teleporters could be created by utilizing >a silent teleporter sound and an invisible teleporter exit sprite - >haven't tried it yet but I don't see any reason why it wouldn't >work... Of course all the teleporters would be "invisible" but thats >the sacrifice I guess... Yes, though you would also have to eliminate the delay after teleporting. Just use a source port (Boom, ZDoom, etc.) that already have implemented one that's totally unnoticeable. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.mpx.com.au!someone From: someone@nowhere.org (Eric) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 29 Jul 1999 03:22:08 GMT Organization: Looser Lines: 21 Message-ID: References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> NNTP-Posting-Host: 202.139.43.2 X-Trace: news1.mpx.com.au 933218528 2078 202.139.43.2 (29 Jul 1999 03:22:08 GMT) X-Complaints-To: abuse@mpx.com.au NNTP-Posting-Date: 29 Jul 1999 03:22:08 GMT X-No-Archive: yes User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:13638 On Thu, 29 Jul 1999 02:35:19 GMT, Ty Halderman wrote: > Just use a source port (Boom, ZDoom, etc.) that already have implemented > one that's totally unnoticeable. Yeah, but my favorite port is Legacy. I like using it and would prefer to use it. I'm working on a level now (which is why I'm here), and I will make it so it will work on all ports and will make a legacy specific version. If you plan on making it use specific ports, please make a version that works with all. >| Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | >| BOOM Boom is nice, but any plans on higher resolutions like in Legacy? -- "Bill Gates and Richard Stallman Meet in Airport; Thousands Killed in Resulting Explosion. News at 11." From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 29 Jul 1999 08:37:47 GMT Organization: None I'm aware of ! Lines: 15 Message-ID: <7np3sr$80e$1@feed.teaser.fr> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> NNTP-Posting-Host: dip238.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933237467 8206 194.51.100.238 (29 Jul 1999 08:37:47 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 29 Jul 1999 08:37:47 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13639 In article , someone@nowhere.org says... >Boom is nice, but any plans on higher resolutions like in Legacy? AFAIK there are no plans to further develop Boom. But LxDoom (a Unix port of Boom with enhancements) has high resolution. Judging by your sigblock, this might be of interest to you. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". "Who could possibly believe that I am the nice Python. In fact I'm thinking of invading Poland next week." -- Michael Palin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.wirehub.nl!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.mpx.com.au!someone From: someone@nowhere.org (Eric) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 29 Jul 1999 09:18:24 GMT Organization: Optus Internet Lines: 11 Message-ID: References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> <7np3sr$80e$1@feed.teaser.fr> NNTP-Posting-Host: 202.139.43.2 X-Trace: news1.mpx.com.au 933239904 7178 202.139.43.2 (29 Jul 1999 09:18:24 GMT) X-Complaints-To: abuse@mpx.com.au NNTP-Posting-Date: 29 Jul 1999 09:18:24 GMT X-No-Archive: yes User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:13640 On 29 Jul 1999 08:37:47 GMT, Andre Majorel wrote: > But LxDoom (a Unix port of Boom with enhancements) has high resolution. > Judging by your sigblock, this might be of interest to you. I'll look into that. Also, the editor I'm playing around with is Yadex. -- "Bill Gates and Richard Stallman Meet in Airport; Thousands Killed in Resulting Explosion. News at 11." From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Thu, 29 Jul 1999 11:13:01 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 61 Message-ID: <7npcvr$elv$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> NNTP-Posting-Host: 205.199.32.178 X-Article-Creation-Date: Thu Jul 29 11:13:01 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x25.deja.com:80 (Squid/1.1.22) for client 205.199.32.178 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13641 In article <37a1bd9f.78938912@192.168.0.1>, thldrmn@teamtnt.com wrote: > solds@es.co.nz (Warren) wrote: > > > > >one would assume that silent teleporters could be created by utilizing > >a silent teleporter sound and an invisible teleporter exit sprite - > >haven't tried it yet but I don't see any reason why it wouldn't > >work... Of course all the teleporters would be "invisible" but thats > >the sacrifice I guess... > > Yes, though you would also have to eliminate the delay after teleporting. Just > use a source port (Boom, ZDoom, etc.) that already have implemented one that's > totally unnoticeable. > The only drawbacks to this method is that monsters may appear to come out of nowhere (for example, when a monster goes up the stairs, and appears in the other part of the level/staircase). Also, you can still telefrag frag/get telefragged with these teleporters, and if there is monsters at the bottom of the stairs, the sounds will get cut off when you get to the top. One way to get around this might be to lay the 2 "staircases"/level parts side by side, so sounds can still be heard (see diagram below). The transition will probaly still be noticable, but the sounds shouldn't get cut off. The only problem wiht this method is that you may need a 2nd teleport sector somewhere on the top to get into the 2nd floor, or you'll have to "flip" the 2nd staircase and connecting level. Though the second method technicaly should work fine, the problem is that the monster sounds would suddenly "jump" to the other side of the stereo speakers. tp =teleport spot v====to 2nd story/peice of level (make nessecary adjustments to exit for room over room effect. May need second teleport sector.) |--| |--| (destination level flipped upsidown) |--| |--| tp tp |--| |--| |--| |--| ^=================Monsters and other peice of level (both staircase peices are exactly and go same direction > | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | > | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | > | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | > | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Thu, 29 Jul 1999 11:17:34 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 31 Message-ID: <7npd8c$eo6$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> NNTP-Posting-Host: 205.199.32.178 X-Article-Creation-Date: Thu Jul 29 11:17:34 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x25.deja.com:80 (Squid/1.1.22) for client 205.199.32.178 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13642 In article <379e897e.1687558@news.es.co.nz>, solds@es.co.nz wrote: > > one would assume that silent teleporters could be created by utilizing > a silent teleporter sound and an invisible teleporter exit sprite - > haven't tried it yet but I don't see any reason why it wouldn't > work... Of course all the teleporters would be "invisible" but thats > the sacrifice I guess... > Actualy, there are many wads that use this technique. Doomzaak.wad comes to mind > -- warren > > On Sun, 25 Jul 1999 17:19:43 GMT, SailorScout > wrote: > > >Not sure about that particular level.. but Requiem is just one of the > >many megawads out there which has things like bridges over bridges, so > >you can look at that for an example of the effect. With source ports > >like Boom out, you can also have silent teleporters which make > >multi-storied buildings far more convincing.. > > > > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Thu, 29 Jul 1999 11:17:33 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 31 Message-ID: <7npd8a$eo5$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> NNTP-Posting-Host: 205.199.32.178 X-Article-Creation-Date: Thu Jul 29 11:17:33 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x25.deja.com:80 (Squid/1.1.22) for client 205.199.32.178 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13643 In article <379e897e.1687558@news.es.co.nz>, solds@es.co.nz wrote: > > one would assume that silent teleporters could be created by utilizing > a silent teleporter sound and an invisible teleporter exit sprite - > haven't tried it yet but I don't see any reason why it wouldn't > work... Of course all the teleporters would be "invisible" but thats > the sacrifice I guess... > Actualy, there are many wads that use this technique. Doomzaak.wad comes to mind > -- warren > > On Sun, 25 Jul 1999 17:19:43 GMT, SailorScout > wrote: > > >Not sure about that particular level.. but Requiem is just one of the > >many megawads out there which has things like bridges over bridges, so > >you can look at that for an example of the effect. With source ports > >like Boom out, you can also have silent teleporters which make > >multi-storied buildings far more convincing.. > > > > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Message-ID: <379fd586.32640906@news.inet.fi> References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> <379dc6de.160864739@news.inet.fi> <379FB8D5.5F6B8FDB@home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 16 Date: Thu, 29 Jul 1999 13:35:57 GMT NNTP-Posting-Host: 195.165.5.117 X-Trace: read2.inet.fi 933255357 195.165.5.117 (Thu, 29 Jul 1999 16:35:57 EET DST) NNTP-Posting-Date: Thu, 29 Jul 1999 16:35:57 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.playing:17583 rec.games.computer.doom.editing:13644 On Thu, 29 Jul 1999 02:15:05 GMT, Rob Ellwood wrote: >Specify if you need a copy >of cwsdpmi.exe (whatever that is, and whatever it does). cwsdpmi.exe is a DOS extender... 32-bit programs need one and DJGPP programs use cwsdpmi... - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... hAS ANYONE SEEN MY cAPSLOCK KEY? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!tank.news.pipex.net!pipex!uunet!zur.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Message-ID: <379fd5d1.32716545@news.inet.fi> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 17 Date: Thu, 29 Jul 1999 13:35:58 GMT NNTP-Posting-Host: 195.165.5.117 X-Trace: read2.inet.fi 933255358 195.165.5.117 (Thu, 29 Jul 1999 16:35:58 EET DST) NNTP-Posting-Date: Thu, 29 Jul 1999 16:35:58 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13645 On 29 Jul 1999 03:22:08 GMT, someone@nowhere.org (Eric) wrote: >>| Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | >>| BOOM > >Boom is nice, but any plans on higher resolutions like in Legacy? BooM is a finished product. Anyway, PrBooM (Win95 version of BooM) supports high resolutions. - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... hAS ANYONE SEEN MY cAPSLOCK KEY? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.berkeley.edu!newspeer.monmouth.com!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Spitfire Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Thu, 29 Jul 1999 14:56:39 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 52 Message-ID: <7npq34$n1n$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> NNTP-Posting-Host: 209.244.75.199 X-Article-Creation-Date: Thu Jul 29 14:56:39 1999 GMT X-Http-User-Agent: Mozilla/4.61 [en] (Win95; I) X-Http-Proxy: 1.0 x34.deja.com:80 (Squid/1.1.22) for client 209.244.75.199 X-MyDeja-Info: XMYDJUIDspitfire78 Xref: teaser.fr rec.games.computer.doom.editing:13646 In article <37a1bd9f.78938912@192.168.0.1>, thldrmn@teamtnt.com wrote: > solds@es.co.nz (Warren) wrote: > > > > >one would assume that silent teleporters could be created by utilizing > >a silent teleporter sound and an invisible teleporter exit sprite - > >haven't tried it yet but I don't see any reason why it wouldn't > >work... Of course all the teleporters would be "invisible" but thats > >the sacrifice I guess... > > Yes, though you would also have to eliminate the delay after teleporting. Just > use a source port (Boom, ZDoom, etc.) that already have implemented one that's > totally unnoticeable. Another way that does not sacrifice your transporters is to use the line definitions that raise and lower floors and ceilings, I did this on one level where you turn a corner going up some stairs, pass through a one way door,and emerge back in the same room but the entire layout is changed from a combination of raised floors and ceilings. this simulates a new floor ocupying the same space as the original floor. One of the things doom offers is to raise a floor and change it's texture. This really makes the change even more convincing. I experimented with a way to do this on a two way basis as well and made a series of halls that went over and under one another without having to jump over. If you design it right, you will have a seamless run through and all you will hear is a faint sound that can be edited out if it bugs you. Doom II uses the now classic door-over-drop-down-floor and this trick is one that has been used effectively on many custom wads. If you lay out the level with care, a three story effect can be used by raising the floor by 128 twice. You just have to make sure the line to trigger it only works once. Two sets of stairs can be set up to raise as part of one switch and this can be used to create interesting effects as well, the rising stair bit in two areas is easy if you can manually assign line defs in your editor. Avoid using the standard walk over lift activation to drop these special effect floors because monsters can activate them thus messing up your illusion. Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Spitfire Newsgroups: rec.games.computer.doom.editing Subject: Re: Support for Doom alpha in Yadex Date: Thu, 29 Jul 1999 15:20:45 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 27 Message-ID: <7nprg6$ntk$1@nnrp1.deja.com> References: <7n9e4v$21r$1@feed.teaser.fr> NNTP-Posting-Host: 209.244.75.199 X-Article-Creation-Date: Thu Jul 29 15:20:45 1999 GMT X-Http-User-Agent: Mozilla/4.61 [en] (Win95; I) X-Http-Proxy: 1.0 x25.deja.com:80 (Squid/1.1.22) for client 209.244.75.199 X-MyDeja-Info: XMYDJUIDspitfire78 Xref: teaser.fr rec.games.computer.doom.editing:13647 > Inspired by the recent thread in rgcde, I've added support for Doom > alpha versions 0.4, 0.5 and, to some extent, version 0.2. Thanks to > Jonathan Wilson for figuring out the format for pictures. And thus is > the upcoming release postponed for another two weeks, hurray. For the > curious, there is a bunch of screenshots there : > > http://www.teaser.fr/~amajorel/yadex/historic.html > And to think, I got my graphics from the Alpha versions the hard way, I ran it under Windows 95, walked up to the wall I wished and hit the print screen key to copy the result to the clipboard. I then pasted it into Wingif, copied it from there into paint for fine tuning and re-pasted the result back into Wingif for final scale and saving. (Wingif seems to give me the best paste results from a dos graphic copy command.) This method is crude and takes practice but at least I got the original lockers that way. Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 29 Jul 1999 21:02:51 GMT Organization: None I'm aware of ! Lines: 12 Message-ID: <7nqfhr$9mh$1@feed.teaser.fr> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> <7np3sr$80e$1@feed.teaser.fr> NNTP-Posting-Host: dip243.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933282171 9937 194.51.100.243 (29 Jul 1999 21:02:51 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 29 Jul 1999 21:02:51 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13648 In article , someone@nowhere.org says... >I'll look into that. Also, the editor I'm playing around with is Yadex. Objectively, it's an excellent choice ;-) Don't forget to give feedback to the author . -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Reply-To: thldrmn@teamtnt.com Message-ID: <37a1dc4b.152331708@192.168.0.1> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 48 Date: Thu, 29 Jul 1999 23:05:34 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 933289608 216.77.232.21 (Thu, 29 Jul 1999 19:06:48 EDT) NNTP-Posting-Date: Thu, 29 Jul 1999 19:06:48 EDT Xref: teaser.fr rec.games.computer.doom.editing:13649 someone@nowhere.org (Eric) wrote: >On Thu, 29 Jul 1999 02:35:19 GMT, Ty Halderman wrote: > >> Just use a source port (Boom, ZDoom, etc.) that already have implemented >> one that's totally unnoticeable. > >Yeah, but my favorite port is Legacy. I like using it and would prefer to >use it. Okay, but you don't get the features you've asked for here. It's a tradeoff. >I'm working on a level now (which is why I'm here), and I will >make it so it will work on all ports and will make a legacy specific >version. Your choice if you want to do more work and create separate versions. >If you plan on making it use specific ports, please make a >version that works with all. Sorry, but really Legacy still doesn't have a good set of author features, though the others do. They do need to implement the extended linedef and sector support if it's going to be a viable author's platform. I can make a level that will work on all the ports except Legacy, quite easily, as most of the extended functions are supported everywhere else. >Boom is nice, but any plans on higher resolutions like in Legacy? As you've been told by others, Boom is frozen at the current version and we have no plans to do any more with it. We did what we needed to, to get author features out there in the engines, and other than Legacy, those features have been implemented in the other engines. We made a public statement some time ago announcing that we were going to endorse ZDoom, and we are making our current projects for that engine. It handles nearly 100% of Boom's additional features (though I do wish the Boom HUD had been implemented), and is becoming even more feature rich as time goes on. This isn't a slam against Legacy, incidentally. It has its audience and users, and is, I understand, an excellent DM engine. However, it's not mainstream and is mostly incompatible with wads designed for extended linedef/sector support. Hopefully that will change at some point. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.atl!upstream.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Reply-To: thldrmn@teamtnt.com Message-ID: <37a0db5a.152090262@192.168.0.1> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> <7npcvr$elv$1@nnrp1.deja.com> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Thu, 29 Jul 1999 23:06:21 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 933289655 216.77.232.21 (Thu, 29 Jul 1999 19:07:35 EDT) NNTP-Posting-Date: Thu, 29 Jul 1999 19:07:35 EDT Xref: teaser.fr rec.games.computer.doom.editing:13650 balanco00@my-deja.com wrote: > The only drawbacks to this method is that monsters may appear >to come out of nowhere (for example, when a monster goes up the >stairs, and appears in the other part of the level/staircase). Well, you don't generally design it that way. Stairs between levels are usually U-shaped with the transfer point out of sight from either end's connecting room. Monsters don't get to use those stairs either, generally. This is all just a matter of style, and silent teleports are best used for single player levels where illusions can be maintained more easily without having to be concerned with sync issues between players. The original discussion was one of how to make a silent teleporter by altering the teleport fog graphic and the sound, so the same problems (plus the part brought into the equation by the unhandled teleport delay) would apply. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newspeer1.nac.net!newsfeed.wirehub.nl!surfnet.nl!barba.uci.kun.nl!not-for-mail From: t_nuz@hotmail.com (Frollo) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: Fri, 30 Jul 1999 01:15:35 GMT Organization: Universitair Centrum Informatievoorziening, The Netherlands Lines: 30 Message-ID: <37a0f98c.3489979@netnews.uci.kun.nl> References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> NNTP-Posting-Host: ib009.extern.kun.nl X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13651 >Warren wrote in message >news:3798b47b.48475887@news.es.co.nz... >> I realize there is a standard doom palette to conform Yes, and there's a very easy way to get hold of the palette: - Start Doom with the parameter -devparm (from the command prompt, type "doom -devparm" + any other parameters you want to use) - During play, press F1. You'll make a screenshot called DOOM00.PCX, stored in the doom directory - Start Paint Shop Pro and open the PCX file - Save the palette (menu: Colors\Save Palette), I'd suggest you name it DOOM.PAL - Now you can use any graphics editor to create a texture. When you're happy with your texture, open it in Paint Shop Pro, choose Colors\Load Palette and pick the Doom palette you saved earlier - Now your texture has the Doom palette (it probably will undergo some palette shifting, wich may not always look good, but hey! Doom's only got 256 colors) - Save the file That's it! Now you can put your texture in a PWAD (using WinTex for instance -- But that's a whole different story...) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!logbridge.uoregon.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Spitfire Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Fri, 30 Jul 1999 06:30:11 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 52 Message-ID: <7nrgpk$soe$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <37a1bd9f.78938912@192.168.0.1> <7npcvr$elv$1@nnrp1.deja.com> <37a0db5a.152090262@192.168.0.1> NNTP-Posting-Host: 4.16.156.32 X-Article-Creation-Date: Fri Jul 30 06:30:11 1999 GMT X-Http-User-Agent: Mozilla/4.61 [en] (Win95; I) X-Http-Proxy: 1.0 x25.deja.com:80 (Squid/1.1.22) for client 4.16.156.32 X-MyDeja-Info: XMYDJUIDspitfire78 Xref: teaser.fr rec.games.computer.doom.editing:13652 In article <37a0db5a.152090262@192.168.0.1>, thldrmn@teamtnt.com wrote: > balanco00@my-deja.com wrote: > > > The only drawbacks to this method is that monsters may appear > >to come out of nowhere (for example, when a monster goes up the > >stairs, and appears in the other part of the level/staircase). > > Well, you don't generally design it that way. Stairs between levels are usually > U-shaped with the transfer point out of sight from either end's connecting room. > Monsters don't get to use those stairs either, generally. > > This is all just a matter of style, and silent teleports are best used for > single player levels where illusions can be maintained more easily without > having to be concerned with sync issues between players. > > The original discussion was one of how to make a silent teleporter by altering > the teleport fog graphic and the sound, so the same problems (plus the part > brought into the equation by the unhandled teleport delay) would apply. > > | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | > | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | > | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | > | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | > One fix for this is to set the flag on the line definition to nomonsters. This will prevent them from crossing the transpotation area. One thing also to consider is to have the player go down stairs that are dark to enforce the illusion of an unbroken walk. I designed a level where you can go up on the roof of the whole building and continue the fray there. The stairs leading to the roof use the f_sky1 effect in the distance after opening a door leading to some stairs. Halfway up, you transport to a whole other section of the map that represents the roof. Frankly, I like the use of multi story effects using moving floors as I outlined in another post on this thread. However this is reserved for single player wads only. Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: 30 Jul 1999 08:41:36 GMT Organization: None I'm aware of ! Lines: 18 Message-ID: <7nrog0$bj3$1@feed.teaser.fr> References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> NNTP-Posting-Host: dip204.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933324096 11875 194.51.100.204 (30 Jul 1999 08:41:36 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 30 Jul 1999 08:41:36 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13653 In article <37a0f98c.3489979@netnews.uci.kun.nl>, t_nuz@hotmail.com says... >- During play, press F1. You'll make a screenshot called DOOM00.PCX, >stored in the doom directory Yes. However, if you want to use the resulting palette for semi-transparent pictures, you need to modify colour 247 (F7h) from rgb:00/00/00 to rgb:00/ff/ff and use that colour for transparent areas. At least for DeuTex/WinTex. For other programs, the transparent colour might be different. IIRC, deutex36.zip already includes a palette file for PSP. -- Andre Majorel http://www.teaser.fr/~amajorel/ The actual name is "teaser", not "teezer". From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news.belnet.be!surfnet.nl!surfnet.nl!barba.uci.kun.nl!not-for-mail From: t_nuz@hotmail.com (Frollo) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: Fri, 30 Jul 1999 13:50:53 GMT Organization: Universitair Centrum Informatievoorziening, The Netherlands Lines: 11 Message-ID: <37a1ad45.9917042@netnews.uci.kun.nl> References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> <7nrog0$bj3$1@feed.teaser.fr> NNTP-Posting-Host: ib056.extern.kun.nl X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13654 On 30 Jul 1999 08:41:36 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >IIRC, deutex36.zip already includes a palette file for PSP. I like WinTex. But I learned from this group that many Doomers rather use DeuTex. What's the advantage of that, compared to WinTex? Thanx in advance, Frollo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Fri, 30 Jul 1999 10:46:31 GMT Organization: home Lines: 42 Message-ID: <37a1502c.2353225@news.es.co.nz> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <7npd8c$eo6$1@nnrp1.deja.com> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p3-max2.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13655 do you have a URL for doomzaak.wad...? - couldn't find it at cdrom.com thats all... -- warren On Thu, 29 Jul 1999 11:17:34 GMT, balanco00@my-deja.com wrote: >In article <379e897e.1687558@news.es.co.nz>, > solds@es.co.nz wrote: >> >> one would assume that silent teleporters could be created by utilizing >> a silent teleporter sound and an invisible teleporter exit sprite - >> haven't tried it yet but I don't see any reason why it wouldn't >> work... Of course all the teleporters would be "invisible" but thats >> the sacrifice I guess... >> > >Actualy, there are many wads that use this technique. Doomzaak.wad comes >to mind > >> -- warren >> >> On Sun, 25 Jul 1999 17:19:43 GMT, SailorScout >> wrote: >> >> >Not sure about that particular level.. but Requiem is just one of the >> >many megawads out there which has things like bridges over bridges, >so >> >you can look at that for an example of the effect. With source ports >> >like Boom out, you can also have silent teleporters which make >> >multi-storied buildings far more convincing.. >> > >> >> > > >Sent via Deja.com http://www.deja.com/ >Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!freenix!sunqbc.risq.qc.ca!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Organization: Insert witty quote here. References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> <7nrog0$bj3$1@feed.teaser.fr> <37a1ad45.9917042@netnews.uci.kun.nl> X-Newsreader: News Xpress 2.01 Lines: 21 Message-ID: Date: Fri, 30 Jul 1999 16:17:44 GMT NNTP-Posting-Host: 142.177.80.66 X-Trace: sapphire.mtt.net 933351335 142.177.80.66 (Fri, 30 Jul 1999 13:15:35 ADT) NNTP-Posting-Date: Fri, 30 Jul 1999 13:15:35 ADT Xref: teaser.fr rec.games.computer.doom.editing:13656 Frollo wrote: >On 30 Jul 1999 08:41:36 GMT, amajorel@teezer.fr (Andre Majorel) wrote: > > >>IIRC, deutex36.zip already includes a palette file for PSP. > >I like WinTex. But I learned from this group that many Doomers rather >use DeuTex. What's the advantage of that, compared to WinTex? > The biggest one is that it's easier to automate (more powerful). If you need to make a 100 new textures for a TC, it's fairly easy to automate the process of loading patches and making textures using Deutex, then use Wintex later for final tweaking. I did the texture WAD for one TC I'm on exactly this way. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!news-xfer.newsread.com!netaxs.com!newsread.com!newsfeed.infinet.com!news.oh.voyager.net!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? References: <379a8e50.90380361@news.es.co.nz> <7ng0ar$im4$1@feed.teaser.fr> Message-ID: X-Newsreader: slrn (0.9.5.6 UNIX) Lines: 16 Date: Sat, 31 Jul 1999 01:00:45 GMT NNTP-Posting-Host: 209.57.148.37 X-Trace: news.oh.voyager.net 933382845 209.57.148.37 (Fri, 30 Jul 1999 21:00:45 EDT) NNTP-Posting-Date: Fri, 30 Jul 1999 21:00:45 EDT Xref: teaser.fr rec.games.computer.doom.editing:13657 On 25 Jul 1999 21:41:47 GMT, Andre Majorel wrote: >In article <379a8e50.90380361@news.es.co.nz>, solds@es.co.nz says... >>Just wondering whether anyone had a URL for the below mentioned >>OCTAGON pwad or any other levels that provide effective work-arounds >>for the fact DOOM cannot render sectors above sectors...? Especially >>the transporter method. >Octagon is an excellent early (around may 1994) Doom wad. Since >then, it has been surpassed but at the time it was remarkable. I >wish its author had made more levels. This might be it: ftp://ftp.cdrom.com/pub/idgames/levels/doom/m-o/octagon.zip -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!iad-peer.news.verio.net!news.verio.net!dfw-artgen.news.verio.net!ord-read.news.verio.net.POSTED!not-for-mail Message-ID: <37A1F981.CBB7C566@owc.net> From: Kevin Ashby X-Mailer: Mozilla 4.61 [en]C-CCK-MCD {TLC;RETAIL} (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Turning snarling pig demons into flesh eating zombies Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 2 Date: Fri, 30 Jul 1999 14:14:10 -0500 NNTP-Posting-Host: 204.233.237.22 X-Complaints-To: abuse@verio.net X-Trace: ord-read.news.verio.net 933361934 204.233.237.22 (Fri, 30 Jul 1999 19:12:14 GMT) NNTP-Posting-Date: Fri, 30 Jul 1999 19:12:14 GMT Organization: Verio Xref: teaser.fr rec.games.computer.doom.editing:13658 how do i turn pig demons into zombies? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!news.mel.connect.com.au!news.per.connect.com.au!news.waia.asn.au!news.omen.net.au!not-for-mail From: Morpheus Dreamlord Newsgroups: rec.games.computer.doom.editing Subject: Slige - where is new (464) version? Date: Sat, 31 Jul 1999 15:39:10 +0800 Organization: SouthWest Internet Systems Lines: 10 Message-ID: <37A2A81E.478E9C48@excite.com> NNTP-Posting-Host: karri.southwest.com.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: demeter.omen.net.au 933406759 5699 203.16.9.20 (31 Jul 1999 07:39:19 GMT) X-Complaints-To: abuse@omen.net.au NNTP-Posting-Date: 31 Jul 1999 07:39:19 GMT X-Mailer: Mozilla 4.61 [en] (Win98; I) X-Accept-Language: en Cache-Post-Path: karri.southwest.com.au!unknown@tea-1.southwest.com.au X-Cache: nntpcache 2.3.2.1 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13659 The 464 version of Slige (with config file support) is NOT on his home page or doomworld - anyone know where to find it? -- Politicians - It seems to me that the worst of them could convince me that horse shit tastes like honey-cake; the best of them would leave me believing that I alone in all the world had failed to enjoy its flavour. The individual is more important then the state! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newsfeed.berkeley.edu!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37A353D3.B535DA71@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige - where is new (464) version? References: <37A2A81E.478E9C48@excite.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Sat, 31 Jul 1999 19:53:00 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 933450780 24.64.44.72 (Sat, 31 Jul 1999 12:53:00 PDT) NNTP-Posting-Date: Sat, 31 Jul 1999 12:53:00 PDT Xref: teaser.fr rec.games.computer.doom.editing:13660 Morpheus Dreamlord wrote: > > The 464 version of Slige (with config file support) is NOT on his home > page or doomworld - anyone know where to find it? What-what-what? It's there. At the top, the red text which LOOK like links, ain't. Further down, the blue text, she is the ones. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!news.mel.connect.com.au!news.per.connect.com.au!news.waia.asn.au!news.omen.net.au!not-for-mail From: Morpheus Dreamlord Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige - where is new (464) version? Date: Sun, 01 Aug 1999 11:49:26 +0800 Organization: SouthWest Internet Systems Lines: 29 Message-ID: <37A3C3C6.44BFD7DF@excite.com> References: <37A2A81E.478E9C48@excite.com> <37A353D3.B535DA71@home.com> NNTP-Posting-Host: karri.southwest.com.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: demeter.omen.net.au 933479391 15690 203.16.9.20 (1 Aug 1999 03:49:51 GMT) X-Complaints-To: abuse@omen.net.au NNTP-Posting-Date: 1 Aug 1999 03:49:51 GMT X-Mailer: Mozilla 4.61 [en] (Win98; I) X-Accept-Language: en Cache-Post-Path: karri.southwest.com.au!unknown@tea-85.southwest.com.au X-Cache: nntpcache 2.3.2.1 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13661 Yah, I know about links, but the link is to slige449 not the 464 version with the cfg support Rob Ellwood wrote: > > Morpheus Dreamlord wrote: > > > > The 464 version of Slige (with config file support) is NOT on his home > > page or doomworld - anyone know where to find it? > > What-what-what? > > > > It's there. At the top, the red text which LOOK like > links, ain't. Further down, the blue text, she is the ones. > > -- > Rob Ellwood > To reply, delete the anti-spam stuff in the address. -- Politicians - It seems to me that the worst of them could convince me that horse shit tastes like honey-cake; the best of them would leave me believing that I alone in all the world had failed to enjoy its flavour. The individual is more important then the state! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464 out: includes customizable textures/flats! Date: Sat, 31 Jul 1999 22:56:14 -0700 Content-Transfer-Encoding: 7bit References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> <379dc6de.160864739@news.inet.fi> <379FB8D5.5F6B8FDB@home.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 1 Aug 1999 05:51:57 GMT X-ELN-Insert-Date: Sat Jul 31 22:55:11 1999 Organization: Offworld Press Lines: 32 Mime-Version: 1.0 NNTP-Posting-Host: 1cust175.tnt2.lancaster.ca.da.uu.net Message-ID: <37A3E17E.3CF7@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.playing:17585 rec.games.computer.doom.editing:13662 Rob Ellwood wrote: > > Our conversation to date: > Rez: > > When will the DOS port catch up again?? > David M. Chess: > > >Dunno; I haven't tapped mkwong on the shoulder about it or > > >anything. I hate to pressure people! Rob: > I'm modifying SLIGE with DJGPP. It works fine. Rez, if > you want, I can e-mail you a copy. Specify if you need a copy > of cwsdpmi.exe (whatever that is, and whatever it does). Thanks, but David Chess generously sent me a copy of build 464 in DJGPP DOS flavour -- and it made me a map that is good by any standards. Nice little layout, looks good, super monster placement, and quite a nasty bugger as Len can attest :) I should package it up and put it on my site. I'd like to see if someone can get 100% kills without firing a shot. So what are you doing to the hapless program? Masochistic players want to know!! CWSDPMI is the DOS DPMI host, required when Windows is not handy to provide it. DJGPP apps (incl. SLIGE) will also run on Win3.1x with Win32s installed, but that's kindof a pain. SLIGE has discovered the concept "bait". Heh heh heh. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Spitfire Newsgroups: rec.games.computer.doom.editing Subject: Re: Turning snarling pig demons into flesh eating zombies Date: Sun, 01 Aug 1999 09:40:27 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 72 Message-ID: <7o14ma$k7h$1@nnrp1.deja.com> References: <37A1F981.CBB7C566@owc.net> NNTP-Posting-Host: 209.245.76.76 X-Article-Creation-Date: Sun Aug 01 09:40:27 1999 GMT X-Http-User-Agent: Mozilla/4.61 [en] (Win95; I) X-Http-Proxy: 1.0 x39.deja.com:80 (Squid/1.1.22) for client 209.245.76.76 X-MyDeja-Info: XMYDJUIDspitfire78 Xref: teaser.fr rec.games.computer.doom.editing:13663 In article <37A1F981.CBB7C566@owc.net>, Kevin Ashby wrote: > how do i turn pig demons into zombies? > > By that I assume you mean the trooper? Or are you looking to give an all new look to the current pig demon? There are basically two ways to do this, by changing the sprite or by changing the executable. From your question I will steer you away from hacking into the program and instead point you towards the WAD approach. You start by exporting all sprites to a separate wad file and save it. Sprite changes can be done from several programs. There are some that you can open each sprite and edit it or replace it. WinTex will do this just fine but it takes a lot of time because you have to replace each angle the demon is in with a picture of your new character at the same angle or it will not look right as it runs around. The graphics are very small in doom compared to the size most people run their windows at. Remember, Doom came out originally to display at 320X200 screen resolution so the graphics are tiny. Before you begin it is a good idea to set your screen resolution to 640X480. Believe me, it helps a LOT and you will be going at it for a LONG time so don't think it will be something you will be able to do in a single sitting if you are creating a new character. One thing to consider in creating a character, in the old days, a graphic artist used to make a model it first and set it up where they could look at it. In this day and age when scanners are so cheap you can take pictures of it at all the angles you will need and photograph it, scanning in those images into the frames of the character. If sculpture is not your thing, you can draw and scan them, adding in color in a paint program later. Sound complicated? It is but bear with me. The results are worth it. A friend of mine replaced all the demons with Cthulhu. (Look him up in a search of the net if you never heard of him.) If however all you want is to use the existing graphic of the zombies (former humans) already in the game then the graphic is already there, you can just swicth them within the game. You can do this by either going into WinTex and do a bunch of careful copy/paste or by extracting the trooper graphics from DOS with DMGRAPH and reinserting them into the game in the locations for the demons. Get a load of this. Back in the day of the prompt, there was a utility that would do it for you in minutes! It's still around so look for it. It's called PCHNG.EXE See if it's at ftp://ftp.cdrom.com (Sorry, my server will only do plain text.) What PCHNG.EXE does is to ask you the code for the first character, then ask for the second character and then it will create a pair of LONG batch files. The first will extract all the graphics and replace their locations in the game and the second will restore them the way they were before. It's a good way of trying out your idea and see if you like it without all the work. You need to have DMGRAPH.EXE for the batch files to run. Before you start make sure you are in true DOS mode, Windows has a tendency to protect files from being altered by batch files in a dos Window even if it is maximized/full screen. Hope this gives you some idea of what your getting into. Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: Sun, 01 Aug 1999 12:29:26 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 64 Message-ID: <7o1ej3$pu9$1@nnrp1.deja.com> References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <7npd8c$eo6$1@nnrp1.deja.com> <37a1502c.2353225@news.es.co.nz> NNTP-Posting-Host: 206.62.108.50 X-Article-Creation-Date: Sun Aug 01 12:29:26 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x31.deja.com:80 (Squid/1.1.22) for client 206.62.108.50 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13664 In article <37a1502c.2353225@news.es.co.nz>, solds@es.co.nz wrote: > > do you have a URL for doomzaak.wad...? - couldn't find it at cdrom.com > thats all... > > -- warren http://phoenix.tudelft.nl/doomzaak/dmzk10.exe and http://phoenix.tudelft.nl/doomzaak/dmzk11.exe It used to be on CDROM.com, under themes/university but it seems they pulled it :(. All of the other wads in the directory are still there. > > On Thu, 29 Jul 1999 11:17:34 GMT, balanco00@my-deja.com wrote: > > >In article <379e897e.1687558@news.es.co.nz>, > > solds@es.co.nz wrote: > >> > >> one would assume that silent teleporters could be created by utilizing > >> a silent teleporter sound and an invisible teleporter exit sprite - > >> haven't tried it yet but I don't see any reason why it wouldn't > >> work... Of course all the teleporters would be "invisible" but thats > >> the sacrifice I guess... > >> > > > >Actualy, there are many wads that use this technique. Doomzaak.wad comes > >to mind > > > >> -- warren > >> > >> On Sun, 25 Jul 1999 17:19:43 GMT, SailorScout > >> wrote: > >> > >> >Not sure about that particular level.. but Requiem is just one of the > >> >many megawads out there which has things like bridges over bridges, > >so > >> >you can look at that for an example of the effect. With source ports > >> >like Boom out, you can also have silent teleporters which make > >> >multi-storied buildings far more convincing.. > >> > > >> > >> > > > > > >Sent via Deja.com http://www.deja.com/ > >Share what you know. Learn what you don't. > > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <37A43FEE.F894226B@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Turning snarling pig demons into flesh eating zombies References: <37A1F981.CBB7C566@owc.net> <7o14ma$k7h$1@nnrp1.deja.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Sun, 01 Aug 1999 12:39:00 GMT NNTP-Posting-Host: 204.186.44.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 933511140 204.186.44.11 (Sun, 01 Aug 1999 08:39:00 EDT) NNTP-Posting-Date: Sun, 01 Aug 1999 08:39:00 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13665 Spitfire wrote: > In article <37A1F981.CBB7C566@owc.net>, > Kevin Ashby wrote: > > how do i turn pig demons into zombies? > > By that I assume you mean the trooper? Or are you looking to give an all > new look to the current pig demon? Pig demon? I hope you meant pink, cause they sure don't look like pigs to me ;) -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <37A4408F.4933E8AF@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> <7nrog0$bj3$1@feed.teaser.fr> <37a1ad45.9917042@netnews.uci.kun.nl> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Sun, 01 Aug 1999 12:41:41 GMT NNTP-Posting-Host: 204.186.44.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 933511301 204.186.44.11 (Sun, 01 Aug 1999 08:41:41 EDT) NNTP-Posting-Date: Sun, 01 Aug 1999 08:41:41 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13666 That and the fact it's still being updated! Wintex isn't.. so that's another "selling point" for DeuTex. Len Pitre wrote: > The biggest one is that it's easier to automate (more powerful). If you need > to make a 100 new textures for a TC, it's fairly easy to automate the process > of loading patches and making textures using Deutex, then use Wintex later for > final tweaking. I did the texture WAD for one TC I'm on exactly this way. > > Len -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!portc04.blue.aol.com!audrey01.news.aol.com!not-for-mail From: datadave@aol.com (DataDave) Newsgroups: rec.games.computer.doom.editing Subject: DooM music ? Lines: 10 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 01 Aug 1999 13:24:42 GMT Organization: AOL http://www.aol.com Message-ID: <19990801092442.09999.00005432@ng-fa1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13667 Please explane to me how to get a pwad that I made, to play midi file of my choice. I have Wintex.exe but not sure how to use it. You may E-mail help to me datadave@aol.com if You wish. Thanks for all Your help Dave From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.icl.net!newsfeed1.news.nl.uu.net!sun4nl!surfnet.nl!barba.uci.kun.nl!not-for-mail From: t_nuz@hotmail.com (Frollo) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: Sun, 01 Aug 1999 15:12:02 GMT Organization: Universitair Centrum Informatievoorziening, The Netherlands Lines: 15 Message-ID: <37a4636b.941099@netnews.uci.kun.nl> References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> <7nrog0$bj3$1@feed.teaser.fr> <37a1ad45.9917042@netnews.uci.kun.nl> <37A4408F.4933E8AF@planetquake.com> NNTP-Posting-Host: ib101.extern.kun.nl X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13668 On Sun, 01 Aug 1999 12:41:41 GMT, SailorScout wrote: >That and the fact it's still being updated! Wintex isn't.. so that's >another "selling point" for DeuTex. > >Len Pitre wrote: >> The biggest one is that it's easier to automate (more powerful). If you need >> to make a 100 new textures for a TC, it's fairly easy to automate the process >> of loading patches and making textures using Deutex, then use Wintex later for >> final tweaking. I did the texture WAD for one TC I'm on exactly this way. Tnx ppl, that sounds quite convenient. I'll go & look for it at once! Frollo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Tips for creating & utilizing new textures for DOOM II...? Date: 1 Aug 1999 17:16:30 GMT Organization: None I'm aware of ! Lines: 33 Message-ID: <7o1vde$l2e$1@feed.teaser.fr> References: <3798b47b.48475887@news.es.co.nz> <7ncvd4$n5s$1@news5.svr.pol.co.uk> <37a0f98c.3489979@netnews.uci.kun.nl> <7nrog0$bj3$1@feed.teaser.fr> <37a1ad45.9917042@netnews.uci.kun.nl> <37A4408F.4933E8AF@planetquake.com> NNTP-Posting-Host: dip201.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933527790 21582 194.51.100.201 (1 Aug 1999 17:16:30 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 1 Aug 1999 17:16:30 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13669 In article <37A4408F.4933E8AF@planetquake.com>, sailorscout@planetquake.com says... >That and the fact it's still being updated! Wintex isn't.. so that's >another "selling point" for DeuTex. Speaking of that, if anyone is interested in taking care of the DOS port, get in touch with me. My personal urge is to get DeuTex to compile and run on Unix. Beyond that... So, DOS users, it's your interest to step forward and help support your platform. The job is to : - get the pre-release sources from me - compile them on DOS (this might involve some hacking) - test the resulting deutex.exe and make sure it works properly (this might involve some more hacking) - feed any changes in the source back to me, for inclusion in the source tree - we'll repeat above steps until we get something that compiles and works properly on both Unix and DOS - send me the final DOS executable (deutex.exe/deusf.exe) for inclusion in the distribution archive Note: so far, DOS ports of DeuTex have been compiled with Borland C but using DJGPP instead would probably be a good idea if only because it would provide 32-bit int and size_t. I expect porting from GCC to DJGPP to be far less painful than from GCC to BC. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.mpx.com.au!someone From: someone@nowhere.org (Eric) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multi-storeyed levels...? Date: 1 Aug 1999 23:15:52 GMT Organization: Looser Lines: 26 Message-ID: References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <7npd8c$eo6$1@nnrp1.deja.com> <37a1502c.2353225@news.es.co.nz> <7o1ej3$pu9$1@nnrp1.deja.com> NNTP-Posting-Host: 202.139.43.2 X-Trace: news1.mpx.com.au 933549352 8937 202.139.43.2 (1 Aug 1999 23:15:52 GMT) X-Complaints-To: abuse@mpx.com.au NNTP-Posting-Date: 1 Aug 1999 23:15:52 GMT X-No-Archive: yes User-Agent: slrn/0.9.5.4 (UNIX) Xref: teaser.fr rec.games.computer.doom.editing:13670 On Sun, 01 Aug 1999 12:29:26 GMT, balanco00@my-deja.com wrote: >http://phoenix.tudelft.nl/doomzaak/dmzk10.exe > >and > >http://phoenix.tudelft.nl/doomzaak/dmzk11.exe I just played that. I think it's even better than School Doom ][ (my favorite). The level I'm working on now is based on my school (high school). It's taking a while because I am spending extra time to make sure it's as accurate as possible. Creating all new characters, also. > It used to be on CDROM.com, under themes/university but it seems they > pulled it :(. All of the other wads in the directory are still there. Well, the file I just downloaded from that url had doom2.wad in it, and was even larger than my doom2.wad: ls -l doom2.wad levels/doomzaak/doom2.wad -rw-r--r-- 1 scorpion root 14604584 Jun 27 13:11 doom2.wad -rw-r--r-- 1 scorpion root 15038024 Jul 2 16:01 levels/doomzaak/doom2.wad Did the file that was on cdrom.com also have doom2.wad in it? That could be the reason they pulled it. You're not supposed to send that. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.nyu.edu!newsfeed.gol.com!wnoc-tyo-news!news.join.ad.jp!news-sv.sinet!hns!wsclark!kuis-news!news.media.kyoto-u.ac.jp!news-relay.imel.kyoto-u.ac.jp!ep3000!news From: okmfbu@excited.com Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help Subject: Largest selection of computer games. 1800 Date: 2 Aug 1999 00:57:52 GMT Organization: Institute for Chemical Research, Kyoto University Lines: 5 Message-ID: <7o2qeg$e70$77@ep3000.scl.kyoto-u.ac.jp> NNTP-Posting-Host: dialin1094.toronto.globalserve.net Xref: teaser.fr rec.games.computer.doom.editing:13671 rec.games.computer.doom.help:10849 Largest Selection Of Computer Games http://gamesman.cjb.net/ emmjzgkckuuscvninebteje From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!newsfeed.direct.ca!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: djktoday@my-deja.com Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: Mon, 02 Aug 1999 12:12:55 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 41 Message-ID: <7o4202$g1f$1@nnrp1.deja.com> References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> NNTP-Posting-Host: 206.244.27.22 X-Article-Creation-Date: Fri Jul 30 18:47:02 1999 GMT X-Http-User-Agent: Mozilla/4.6 [en] (Win95; U) X-Http-Proxy: 1.0 x33.deja.com:80 (Squid/1.1.22) for client 206.244.27.22 Xref: teaser.fr rec.games.computer.doom.playing:17591 rec.games.computer.doom.editing:13674 In article <7nhrao$p9g$1@news.btv.ibm.com>, chess@us.ibm.com (David M. Chess) wrote: > > From: Rez > > > When will the DOS port catch up again?? > > Dunno; I haven't tapped mkwong on the shoulder about it or > anything. I hate to pressure people! *8) > > I could post it myself (I do run each release through DJGPP > just to make sure that it doesn't find any bugs that MSVC++ > misses or anything), but I don't want to get into the business > of supporting people's problems with the floating-point or > EMS/XMS stuff (since I dunno anything about them). Or I > could just send a copy to you; I'll do that at least... > > DC > > If the djgpp version compiles and works, please include it in the zipfile. I promise I won't ask for help with floating-point or EMS/XMS... ;-) (Besides, the older versions already work for me.) Just make it clear in the readme that you don't fully support the DOS version. Oh yeah, including that cwsdpmi.exe, cwsdpmi.doc, and emu387.dxe would be a good thing, too (like sligedos already does). Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!newsfeed.direct.ca!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: djktoday@my-deja.com Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: Mon, 02 Aug 1999 12:12:57 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 41 Message-ID: <7o4204$g1g$1@nnrp1.deja.com> References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> NNTP-Posting-Host: 206.244.27.22 X-Article-Creation-Date: Fri Jul 30 18:47:02 1999 GMT X-Http-User-Agent: Mozilla/4.6 [en] (Win95; U) X-Http-Proxy: 1.0 x33.deja.com:80 (Squid/1.1.22) for client 206.244.27.22 Xref: teaser.fr rec.games.computer.doom.playing:17592 rec.games.computer.doom.editing:13675 In article <7nhrao$p9g$1@news.btv.ibm.com>, chess@us.ibm.com (David M. Chess) wrote: > > From: Rez > > > When will the DOS port catch up again?? > > Dunno; I haven't tapped mkwong on the shoulder about it or > anything. I hate to pressure people! *8) > > I could post it myself (I do run each release through DJGPP > just to make sure that it doesn't find any bugs that MSVC++ > misses or anything), but I don't want to get into the business > of supporting people's problems with the floating-point or > EMS/XMS stuff (since I dunno anything about them). Or I > could just send a copy to you; I'll do that at least... > > DC > > If the djgpp version compiles and works, please include it in the zipfile. I promise I won't ask for help with floating-point or EMS/XMS... ;-) (Besides, the older versions already work for me.) Just make it clear in the readme that you don't fully support the DOS version. Oh yeah, including that cwsdpmi.exe, cwsdpmi.doc, and emu387.dxe would be a good thing, too (like sligedos already does). Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: djktoday@my-deja.com Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: Mon, 02 Aug 1999 12:12:53 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 41 Message-ID: <7o4200$g1d$1@nnrp1.deja.com> References: <379A604C.557@earthlink.net> <7nhrao$p9g$1@news.btv.ibm.com> NNTP-Posting-Host: 206.244.27.22 X-Article-Creation-Date: Fri Jul 30 18:47:02 1999 GMT X-Http-User-Agent: Mozilla/4.6 [en] (Win95; U) X-Http-Proxy: 1.0 x33.deja.com:80 (Squid/1.1.22) for client 206.244.27.22 Xref: teaser.fr rec.games.computer.doom.playing:17593 rec.games.computer.doom.editing:13676 In article <7nhrao$p9g$1@news.btv.ibm.com>, chess@us.ibm.com (David M. Chess) wrote: > > From: Rez > > > When will the DOS port catch up again?? > > Dunno; I haven't tapped mkwong on the shoulder about it or > anything. I hate to pressure people! *8) > > I could post it myself (I do run each release through DJGPP > just to make sure that it doesn't find any bugs that MSVC++ > misses or anything), but I don't want to get into the business > of supporting people's problems with the floating-point or > EMS/XMS stuff (since I dunno anything about them). Or I > could just send a copy to you; I'll do that at least... > > DC > > If the djgpp version compiles and works, please include it in the zipfile. I promise I won't ask for help with floating-point or EMS/XMS... ;-) (Besides, the older versions already work for me.) Just make it clear in the readme that you don't fully support the DOS version. Oh yeah, including that cwsdpmi.exe, cwsdpmi.doc, and emu387.dxe would be a good thing, too (like sligedos already does). Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!news.idt.net!nyd.news.ans.net!abq.news.ans.net!znr.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige - where is new (464) version? Date: 2 Aug 1999 14:18:06 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 27 Message-ID: <7o49c1$g66$1@news.btv.ibm.com> References: <37A3C3C6.44BFD7DF@excite.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 933603521 16582 9.2.17.34 (2 Aug 1999 14:18:41 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 2 Aug 1999 14:18:41 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13677 >From: Morpheus Dreamlord Sorry I haven't answered your notes on this; I'm behind in my mail as usual. >Yah, I know about links, but the link is to slige449 not the 464 version >with the cfg support You seem to be the only one having this problem; everyone else gets the 464 build, with the CFG files in it, when they follow the "program to run" link on "http://www.doomworld.com/slige/". Are you sure you're downloading a fresh copy and then looking at it (as opposed to downloading the new thing to directory X, and then looking at the old thing in directory Y, say)? If you are, then the only thing I can think of is maybe you're behind a really really broken proxy of some kind, that has fallen in love with a copy of the old ZIP file, and continues to serve it even though the real one has changed. Try loading it again in any case. If it still gets you the old version, you might try another URL that should point to the same file: try "ftp://members.aol.com/dmchess/slige.zip" and see if that works and gets you anything different. Of course if anyone *else* is getting the old build from the "program to run" link on the SLIGE page, do let me know... DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!freenix!sunqbc.risq.qc.ca!newsfeed.cwix.com!4.1.16.34!cpk-news-hub1.bbnplanet.com!news.gtei.net!nyd.news.ans.net!abq.news.ans.net!znr.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: 2 Aug 1999 14:24:01 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 32 Message-ID: <7o49n9$hva$1@news.btv.ibm.com> References: <7o4202$g1f$1@nnrp1.deja.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 933603881 18410 9.2.17.34 (2 Aug 1999 14:24:41 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 2 Aug 1999 14:24:41 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.playing:17594 rec.games.computer.doom.editing:13678 >From: djktoday@my-deja.com >If the djgpp version compiles and works, please >include it in the zipfile. I promise I won't ask >for help with floating-point or EMS/XMS... ;-) Yeah, I believe *you* won't! *8) But what about all those people who write me asking what a "command prompt" is, and complaining that when they run SLIGE by doubleclicking on it in explorer, the window closes too fast to see the output? What about the people who apparently have me in their AOL "buddy lists", and send me IMs the instant I log on to check my AOL mail, asking me how to make a door? (I sent that guy to r.g.c.d.e, by the way, so if he shows up be nice to him.) >Oh yeah, including >that cwsdpmi.exe, cwsdpmi.doc, and emu387.dxe >would be a good thing, too (like sligedos already >does). Yeah, then I'll get questions about those, too! *8) I'm toying with the idea of having a sldos.zip or something containing just the DJGPP executable and SLIGE.EXE, along with a READ.ME containing URLs for cwsdpmi and emu387, and a strong disclaimer of support of any kind. That might be little enough work that I'd be willing to actually do it; we'll see... DC http://www.doomworld.com/slige/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!newsfeed.concentric.net!news.mel.aone.net.au!newsfeed.aone.net.au!news.mel.connect.com.au!news.per.connect.com.au!news.waia.asn.au!news.omen.net.au!not-for-mail From: Morpheus Dreamlord Newsgroups: rec.games.computer.doom.editing Subject: Re: Slige - where is new (464) version? Date: Tue, 03 Aug 1999 15:11:11 +0800 Organization: SouthWest Internet Systems Lines: 44 Message-ID: <37A6960F.9A9E2E6C@excite.com> References: <37A3C3C6.44BFD7DF@excite.com> <7o49c1$g66$1@news.btv.ibm.com> NNTP-Posting-Host: karri.southwest.com.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: demeter.omen.net.au 933664273 17126 203.16.9.20 (3 Aug 1999 07:11:13 GMT) X-Complaints-To: abuse@omen.net.au NNTP-Posting-Date: 3 Aug 1999 07:11:13 GMT To: "David M. Chess" X-Mailer: Mozilla 4.61 [en] (Win98; I) X-Accept-Language: en Cache-Post-Path: karri.southwest.com.au!unknown@tea-113.southwest.com.au X-Cache: nntpcache 2.3.2.1 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13680 David... THANK YOU.. the ftp url got me the slige with the cfg files in it!!! Thanks for your response, and i've emailed my isp re the other file and bad proxy's... "David M. Chess" wrote: > > >From: Morpheus Dreamlord > > Sorry I haven't answered your notes on this; I'm behind in my > mail as usual. > > >Yah, I know about links, but the link is to slige449 not the 464 version > >with the cfg support > > You seem to be the only one having this problem; everyone else > gets the 464 build, with the CFG files in it, when they follow > the "program to run" link on "http://www.doomworld.com/slige/". > Are you sure you're downloading a fresh copy and then looking > at it (as opposed to downloading the new thing to directory X, > and then looking at the old thing in directory Y, say)? If you > are, then the only thing I can think of is maybe you're behind > a really really broken proxy of some kind, that has fallen in > love with a copy of the old ZIP file, and continues to serve it > even though the real one has changed. Try loading it again > in any case. If it still gets you the old version, you might > try another URL that should point to the same file: try > "ftp://members.aol.com/dmchess/slige.zip" and see if that > works and gets you anything different. > > Of course if anyone *else* is getting the old build from the > "program to run" link on the SLIGE page, do let me know... > > DC -- Politicians - It seems to me that the worst of them could convince me that horse shit tastes like honey-cake; the best of them would leave me believing that I alone in all the world had failed to enjoy its flavour. The individual is more important then the state! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 3 Aug 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 17 Aug 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10865 rec.games.computer.doom.misc:6586 rec.games.computer.doom.playing:17596 rec.games.computer.doom.editing:13681 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!newshub1.home.com!news.home.com!news.rdc1.va.home.com.POSTED!not-for-mail From: "Dan Combs" Newsgroups: rec.games.computer.doom.editing References: <379a8e50.90380361@news.es.co.nz> <379b8fc0.90748545@news.es.co.nz> <379B4733.A5AD5828@planetquake.com> <379e897e.1687558@news.es.co.nz> <7npd8c$eo6$1@nnrp1.deja.com> <37a1502c.2353225@news.es.co.nz> <7o1ej3$pu9$1@nnrp1.deja.com> Subject: Re: Multi-storeyed levels...? Lines: 14 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Tue, 03 Aug 1999 15:00:28 GMT NNTP-Posting-Host: 24.4.146.172 X-Complaints-To: abuse@home.net X-Trace: news.rdc1.va.home.com 933692428 24.4.146.172 (Tue, 03 Aug 1999 08:00:28 PDT) NNTP-Posting-Date: Tue, 03 Aug 1999 08:00:28 PDT Organization: @Home Network Xref: teaser.fr rec.games.computer.doom.editing:13682 Eric wrote in message > I think it's even better than School Doom ][ (my > favorite). The level I'm working on now is based on my school (high > school). It's taking a while because I am spending extra time to make sure > it's as accurate as possible. Creating all new characters, also. > Where can I find School Doom ][? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Wad crashes unexpectedly Date: Mon, 02 Aug 1999 21:40:04 +1000 Organization: University of Queensland Lines: 12 Message-ID: <37A58394.3483B965@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13683 I am making a simple wad for Doom2 and I am having one simple problem- whenever I go too far north or whenever I shoot someone, Doom2 crashes back to Windows (when running from windows) or locks up the computer (when running from DOS). I have about 270 sectors. Do you have any idea why this keeps happening? Surely I don't have too many sectors do I? I am running Doom2 v1.666 on a Pentium 133 with 16 meg RAM, using WadAuthor v1.20 as my editor. If you know the problem straight up I would appreciate an explanation of the problem, or you can find the uncompleted wad at http://student.uq.edu.au/~s367170/doom2/ and can see for your self what has been bugging me for days now. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!vrn.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Wad crashes unexpectedly Date: Wed, 04 Aug 1999 03:04:19 +1000 Organization: University of Queensland Lines: 12 Message-ID: <37A72113.C71C66E7@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13684 I am making a simple wad for Doom2 and I am having one simple problem- whenever I go too far north or whenever I shoot someone, Doom2 crashes back to Windows (when running from windows) or locks up the computer (when running from DOS). I have about 270 sectors. Do you have any idea why this keeps happening? Surely I don't have too many sectors do I? I am running Doom2 v1.666 on a Pentium 133 with 16 meg RAM, using WadAuthor v1.20 as my editor. If you know the problem straight up I would appreciate an explanation of the problem, or you can find the uncompleted wad at http://student.uq.edu.au/~s367170/doom2/ and can see for your self what has been bugging me for days now. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newshub.northeast.verio.net!newspeer.monmouth.com!uunet!nyc.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Message-ID: <37a70044.4820261@news.inet.fi> References: <7o4202$g1f$1@nnrp1.deja.com> <7o49n9$hva$1@news.btv.ibm.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 40 Date: Wed, 04 Aug 1999 06:16:35 GMT NNTP-Posting-Host: 195.165.5.182 X-Trace: read2.inet.fi 933747395 195.165.5.182 (Wed, 04 Aug 1999 09:16:35 EET DST) NNTP-Posting-Date: Wed, 04 Aug 1999 09:16:35 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.playing:17597 rec.games.computer.doom.editing:13685 On 2 Aug 1999 14:24:01 GMT, chess@us.ibm.com (David M. Chess) wrote: >>From: djktoday@my-deja.com > >>If the djgpp version compiles and works, please >>include it in the zipfile. I promise I won't ask >>for help with floating-point or EMS/XMS... ;-) > >Yeah, I believe *you* won't! *8) But what about all those >people who write me asking what a "command prompt" is, and >complaining that when they run SLIGE by doubleclicking on it >in explorer, the window closes too fast to see the output? >What about the people who apparently have me in their AOL >"buddy lists", and send me IMs the instant I log on to >check my AOL mail, asking me how to make a door? (I sent >that guy to r.g.c.d.e, by the way, so if he shows up be >nice to him.) > >>Oh yeah, including >>that cwsdpmi.exe, cwsdpmi.doc, and emu387.dxe >>would be a good thing, too (like sligedos already >>does). > >Yeah, then I'll get questions about those, too! *8) > >I'm toying with the idea of having a sldos.zip or something >containing just the DJGPP executable and SLIGE.EXE, along >with a READ.ME containing URLs for cwsdpmi and emu387, Umm, cwsdpmi and emu387 are free for you to distribute with any software that you may create... Why to give URL to them when you can include them? - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Message from God: Rebooting universe in 5 sec. Log out. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: blod2000@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Multifloor tuts - where? Date: Wed, 04 Aug 1999 12:38:07 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 11 Message-ID: <7o9c7d$9os$1@nnrp1.deja.com> NNTP-Posting-Host: 195.239.131.150 X-Article-Creation-Date: Mon Aug 02 19:02:15 1999 GMT X-Http-User-Agent: Mozilla/4.6 [en] (Win98; I) X-Http-Proxy: 1.0 x23.deja.com:80 (Squid/1.1.22) for client 195.239.131.150 Xref: teaser.fr rec.games.computer.doom.editing:13687 There were some treads on ways to create multifloor buildings in Doom(silent teleports etc.). Can anyone point me to the tutorials on that topic? The more the better :) blod http://quake.kazan.ru Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.enteract.com!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Blod Newsgroups: rec.games.computer.doom.editing Subject: ZDoom/WadAuthor/WinTex combo question Date: Wed, 04 Aug 1999 13:14:39 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 13 Message-ID: <7o9ebn$b43$1@nnrp1.deja.com> NNTP-Posting-Host: 195.239.131.147 X-Article-Creation-Date: Wed Aug 04 13:14:39 1999 GMT X-Http-User-Agent: Mozilla/4.51 [en] (Win98; I) X-Http-Proxy: 1.0 x48.deja.com:80 (Squid/1.1.22) for client 195.239.131.147 X-MyDeja-Info: XMYDJUIDblod2000 Xref: teaser.fr rec.games.computer.doom.editing:13688 I am in the process of making new wads with custom graphics. My tools are WadAuthor 1.3 & WinTex 4.3. Questions are: 1. Is there any way to see custom flats in WadAuthor? 2. Why WadAuthor can't do atomatic alignment of custom wall textures? 3. How can I customize WinTex for ZDoom editing (I mean pasting new textures/flats in my ZDoom wads)? Thanx in advance! Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!uvsq.fr!nntp-out.monmouth.com!newspeer.monmouth.com!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Blod Newsgroups: rec.games.computer.doom.editing Subject: ZDoom/WadAuthor/WinTex combo question Date: Wed, 04 Aug 1999 13:14:15 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 13 Message-ID: <7o9eav$b3u$1@nnrp1.deja.com> NNTP-Posting-Host: 195.239.131.147 X-Article-Creation-Date: Wed Aug 04 13:14:15 1999 GMT X-Http-User-Agent: Mozilla/4.51 [en] (Win98; I) X-Http-Proxy: 1.0 x48.deja.com:80 (Squid/1.1.22) for client 195.239.131.147 X-MyDeja-Info: XMYDJUIDblod2000 Xref: teaser.fr rec.games.computer.doom.editing:13689 I am in the process of making new wads with custom graphics. My tools are WadAuthor 1.3 & WinTex 4.3. Questions are: 1. Is there any way to see custom flats in WadAuthor? 2. Why WadAuthor can't do atomatic alignment of custom wall textures? 3. How can I customize WinTex for ZDoom editing (I mean pasting new textures/flats in my ZDoom wads)? Thanx in advance! Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Wad crashes unexpectedly Organization: Insert witty quote here. References: <37A58394.3483B965@student.uq.edu.au> X-Newsreader: News Xpress 2.01 Lines: 16 Message-ID: Date: Wed, 04 Aug 1999 14:28:33 GMT NNTP-Posting-Host: 142.177.53.17 X-Trace: sapphire.mtt.net 933776792 142.177.53.17 (Wed, 04 Aug 1999 11:26:32 ADT) NNTP-Posting-Date: Wed, 04 Aug 1999 11:26:32 ADT Xref: teaser.fr rec.games.computer.doom.editing:13690 Richard Kelly wrote: >I am making a simple wad for Doom2 and I am having one simple problem- >whenever I go too far north or whenever I shoot someone, Doom2 crashes >back to Windows (when running from windows) or locks up the computer >(when running from DOS). I have about 270 sectors. Do you have any idea >why this keeps happening? According to Deth's consistency checker, none of the lines are marked as impassible. You really should fix that. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <37A901A8.33CC282C@hotmail.com> Date: Thu, 05 Aug 1999 13:14:48 +1000 From: Liam X-Mailer: Mozilla 4.5 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: source ports Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 147.41.253.232 X-Trace: 5 Aug 1999 13:15:51 -1000, 147.41.253.232 Lines: 15 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!vic.nntp.telstra.net!derwent.nt.tas.gov.au!147.41.253.232 Xref: teaser.fr rec.games.computer.doom.editing:13691 I'm doing a project for school about the source ports (mainly Zdoom and Legacy) and I need some ,erm, "market research". Could I have some help in shafting the education system (I mean ,um, learning. yeah.) ? All you have to do is post or mail me (grat2k@hotmail.com) opinions on: Which is the favourite (NOT best, I won't be responsible for a source port gang war!) port? Which is the favourite, or easiest to edit sets on, and; Which editor offers the most support for the source ports (WadAuthor's winning at the moment) TIA for anything/everything Liam From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!news.idt.net!nyd.news.ans.net!abq.news.ans.net!newsjunkie.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: 5 Aug 1999 14:00:58 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 19 Message-ID: <7oc5gm$krc$1@news.btv.ibm.com> References: <37a70044.4820261@news.inet.fi> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 933861718 21356 9.2.17.34 (5 Aug 1999 14:01:58 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 5 Aug 1999 14:01:58 GMT X-Client: Newz/Ponga (alpha) X-Pizza-Topping: tuna and cherry, extra cheese Xref: teaser.fr rec.games.computer.doom.playing:17600 rec.games.computer.doom.editing:13692 >From: robin@doomnation.com.NOSPAM (Sir Robin) >Umm, cwsdpmi and emu387 are free for you to distribute with any >software that you may create... Why to give URL to them when you can >include them? 'cuase if I include them, I figger there's a greater chance that (despite the disclaimers in my readme file) people will send me email asking for help in using them, or complaining when they conflict with something else on the machine, or yelling at me for having an obsolete version in the ZIP file, or whatever. I'm not interested in being in the distribution and/or support business for stuff I didn't write! (Of course if I don't include them there's the danger of email asking for help in finding and downloading them; but at the moment my intuition suggests that that's the lesser of the two dangers.) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: ZDoom/WadAuthor/WinTex combo question Date: 5 Aug 1999 18:43:19 GMT Organization: None I'm aware of ! Lines: 27 Message-ID: <7ocm07$7d7$1@feed.teaser.fr> References: <7o9eav$b3u$1@nnrp1.deja.com> NNTP-Posting-Host: dip229.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 933878599 7591 194.51.100.229 (5 Aug 1999 18:43:19 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 5 Aug 1999 18:43:19 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13693 In article <7o9eav$b3u$1@nnrp1.deja.com>, blod2000@my-deja.com says... >I am in the process of making new wads with custom graphics. My tools >are WadAuthor 1.3 & WinTex 4.3. Questions are: > >1. Is there any way to see custom flats in WadAuthor? Not many editors allow using flats from pwads, so it seems... The classic workaround is to create an iwad that includes your new/modified flats and make your editor use that instead of the original iwad. I don't know if it can be done with WinTex but I do know that it can be done with DeuSF (in deutex36.zip). >3. How can I customize WinTex for ZDoom editing (I mean pasting new >textures/flats in my ZDoom wads)? I don't know whether it's possible or not but in any case, you don't have to. You could put your level in a pwad and your graphics in another. I think that most people do that, anyway. Good luck with your wad. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Good editor program Date: Thu, 05 Aug 1999 08:24:49 +1000 Organization: University of Queensland Lines: 15 Message-ID: <37A8BDB1.9E00CD77@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13694 I posted the question regarding my wad crashing unexpectedly. I simply opened my wad in Deep97 and was going to save it as a new file, but because I only have the shareware version, it wouldn't let me save it because it was too big, so I broke it up into three sections and was able to save three new files, each of which seemed to work fine on their own. Now I want to paste them back into the one file again, but I need a program that will allow me to do this (I am too cheap to register Deep97- the shareware version doesn't even allow copying and pasting from one file to another). Can anyone tell me the names (and preferably the locations) of some good, fully functional, Windows based editors that will allow me do get my wad up and running again (not WadAuthor- it was the cause of all of my problems in the first place!)? I downloaded a heap of editors but none will let me do what I need to do. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!torn!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: Good editor program Date: Fri, 06 Aug 1999 13:24:34 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 15 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37aae11c.996887@news.ncf.carleton.ca> References: <37A8BDB1.9E00CD77@student.uq.edu.au> NNTP-Posting-Host: p45t1.std.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13695 On Thu, 05 Aug 1999 08:24:49 +1000, Richard Kelly wrote: >Can anyone tell me the names (and preferably >the locations) of some good, fully functional, Windows based editors >that will allow me do get my wad up and running again (not WadAuthor- it >was the cause of all of my problems in the first place!)? You might have to switch to a Dos-based editor. One editor that I know of is called Waded. It comes with a utility that is able to concatinate multiple wad files. IIRC, that utility can still be double-clicked to run, since its input is asked in the program. Be careful on how you name the output file for that program. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: WadAuthor and the impassible flag Date: Thu, 05 Aug 1999 18:50:54 +1000 Organization: University of Queensland Lines: 8 Message-ID: <37A9506E.2BA65B26@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13696 Why doesn't WadAuthor automatically set the impassible flag on a line that has only one side? Isn't this usually the case? Deep picks up lines that have one side and no impassible flag as an error and fixes it for you. (Unfortunately I don't have a registered version of Deep) Does it make any difference to the Doom engine if the flag isn't set? Can you set WadAuthor to automatically set the impassible flag on one-sided linedefs? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: WadAuthor and the impassible flag Organization: Insert witty quote here. References: <37A9506E.2BA65B26@student.uq.edu.au> X-Newsreader: News Xpress 2.01 Lines: 15 Message-ID: <_pHq3.175$Sr.958@sapphire.mtt.net> Date: Fri, 06 Aug 1999 20:19:59 GMT NNTP-Posting-Host: 142.177.65.32 X-Trace: sapphire.mtt.net 933970682 142.177.65.32 (Fri, 06 Aug 1999 17:18:02 ADT) NNTP-Posting-Date: Fri, 06 Aug 1999 17:18:02 ADT Xref: teaser.fr rec.games.computer.doom.editing:13697 Richard Kelly wrote: >Why doesn't WadAuthor automatically set the impassible flag on a line >that has only one side? Isn't this usually the case? Deep picks up lines >that have one side and no impassible flag as an error and fixes it for >you. (Unfortunately I don't have a registered version of Deep) Does it >make any difference to the Doom engine if the flag isn't set? If it isn't, then you can fall through solid walls. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Message-ID: <37ac1013.336597228@news.inet.fi> References: <37a70044.4820261@news.inet.fi> <7oc5gm$krc$1@news.btv.ibm.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 34 Date: Sat, 07 Aug 1999 12:27:20 GMT NNTP-Posting-Host: 195.165.5.108 X-Trace: read2.inet.fi 934028840 195.165.5.108 (Sat, 07 Aug 1999 15:27:20 EET DST) NNTP-Posting-Date: Sat, 07 Aug 1999 15:27:20 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.playing:17601 rec.games.computer.doom.editing:13698 On 5 Aug 1999 14:00:58 GMT, chess@us.ibm.com (David M. Chess) wrote: >>From: robin@doomnation.com.NOSPAM (Sir Robin) > >>Umm, cwsdpmi and emu387 are free for you to distribute with any >>software that you may create... Why to give URL to them when you can >>include them? > >'cuase if I include them, I figger there's a greater chance that >(despite the disclaimers in my readme file) people will send me >email asking for help in using them, or complaining when they >conflict with something else on the machine, or yelling at me >for having an obsolete version in the ZIP file, or whatever. >I'm not interested in being in the distribution and/or support >business for stuff I didn't write! (Of course if I don't include >them there's the danger of email asking for help in finding >and downloading them; but at the moment my intuition suggests >that that's the lesser of the two dangers.) Well... All I can say that I have never heard of anyone having problems with cwsdpmi and emu387... I dont think that users will even try to launch them and if they try then they propably just notice that they dont do anything and forget it... Quake, BooM and many, many others use it and I have never heard of anyone asking about them... >DC - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Message from God: Rebooting universe in 5 sec. Log out. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <37AC7EDC.C8967F57@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor and the impassible flag References: <37A9506E.2BA65B26@student.uq.edu.au> <_pHq3.175$Sr.958@sapphire.mtt.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 25 Date: Sat, 07 Aug 1999 18:45:37 GMT NNTP-Posting-Host: 204.186.44.197 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 934051537 204.186.44.197 (Sat, 07 Aug 1999 14:45:37 EDT) NNTP-Posting-Date: Sat, 07 Aug 1999 14:45:37 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13699 Interestingly, E1M5 in Heretic (shareware and registered) doesn't have the impassable flag set on any of it's 1-sided lines! But you don't go clipping about randomly either.. another mystery of the Doom world. ;) But yeah, you SHOULD have Impassable set on all 1-sided walls.. Len Pitre wrote: > Richard Kelly wrote: > >Why doesn't WadAuthor automatically set the impassible flag on a line > >that has only one side? Isn't this usually the case? Deep picks up lines > >that have one side and no impassible flag as an error and fixes it for > >you. (Unfortunately I don't have a registered version of Deep) Does it > >make any difference to the Doom engine if the flag isn't set? > > If it isn't, then you can fall through solid walls. > > Len -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newspeer.monmouth.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: Re: Slige 464...DOS version Date: Sat, 07 Aug 1999 18:22:54 -0700 Content-Transfer-Encoding: 7bit References: <37a70044.4820261@news.inet.fi> <7oc5gm$krc$1@news.btv.ibm.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 8 Aug 1999 01:19:22 GMT X-ELN-Insert-Date: Sat Aug 7 18:25:05 1999 Organization: Offworld Press Lines: 34 Mime-Version: 1.0 NNTP-Posting-Host: 1cust211.tnt3.lancaster.ca.da.uu.net Message-ID: <37ACDBEE.4B21@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.playing:17602 rec.games.computer.doom.editing:13700 David M. Chess wrote: > > >From: robin@doomnation.com.NOSPAM (Sir Robin) > > >Umm, cwsdpmi and emu387 are free for you to distribute with any > >software that you may create... Why to give URL to them when you can > >include them? > > 'cuase if I include them, I figger there's a greater chance that > (despite the disclaimers in my readme file) people will send me > email asking for help in using them, or complaining when they > conflict with something else on the machine, or yelling at me > for having an obsolete version in the ZIP file, or whatever. If a system will run any of the DJGPP-based DOOM ports without crashing, it is already set up to be compatible with CWSDPMI+SLIGEDOS. Anyone who is running them on a system without a mathco (unlikely) will already know about 386EMU. > I'm not interested in being in the distribution and/or support > business for stuff I didn't write! (Of course if I don't include > them there's the danger of email asking for help in finding > and downloading them; but at the moment my intuition suggests > that that's the lesser of the two dangers.) Nah, it's standard to include CWSDPMI.EXE with any DJGPP app. Besides, if they really need help, they can ask in here. We'll fix 'em ~REZ~ Try a good SLIGEDOS_build464 map -- can you get 100% kills without firing a shot? http://home.earthlink.net/~rividh/asylum/bin/slw_464.zip From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor and the impassible flag Reply-To: thldrmn@teamtnt.com Message-ID: <37acf299.45950039@192.168.0.1> References: <37A9506E.2BA65B26@student.uq.edu.au> <_pHq3.175$Sr.958@sapphire.mtt.net> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sun, 08 Aug 1999 03:01:04 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 934081346 216.77.232.21 (Sat, 07 Aug 1999 23:02:26 EDT) NNTP-Posting-Date: Sat, 07 Aug 1999 23:02:26 EDT Xref: teaser.fr rec.games.computer.doom.editing:13701 I_Am_The_Archon@Doom.com (Len Pitre) wrote: >Richard Kelly wrote: >>...Does it >>make any difference to the Doom engine if the flag isn't set? > >If it isn't, then you can fall through solid walls. In Boom and derivatives, the logic was changed to see if there was a second sidedef or not, rather than using either the Im or 2S flags. I think this was in direct compensation for braindead wads that didn't have the flags set right. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: Good editor program Reply-To: thldrmn@teamtnt.com Message-ID: <37adf319.46078651@192.168.0.1> References: <37A8BDB1.9E00CD77@student.uq.edu.au> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sun, 08 Aug 1999 03:06:49 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 934081698 216.77.232.21 (Sat, 07 Aug 1999 23:08:18 EDT) NNTP-Posting-Date: Sat, 07 Aug 1999 23:08:18 EDT Xref: teaser.fr rec.games.computer.doom.editing:13702 Richard Kelly wrote: >I am too cheap to register Deep97 Then don't use it. I'm not interested in paying for an editor either, but the deal with Deep is that you pay if you use it, so either pay or don't use it. Or keep yourself within the unregistered limitations. As for combining wads, WARM will do that, and it can also shift the map parts around so they won't overlap when you merge them, in case you want to be sure you don't have problems with that aspect of the merge. | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Keys Date: Sat, 07 Aug 1999 02:04:51 +1000 Organization: University of Queensland Lines: 9 Message-ID: <37AB07A3.EF22EB3F@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13703 I am making a simple multi-level wad where the idea is to collect three keys (which are not all situated in the same level). Is there any way to make it so that if a player collects a key, it is carried over with them into the next level? Can you do this by hacking the exe or modifying the wad? Also, how can you make an exit point which goes to the previous level, not the next level (or secret level)? This way, players can move freely back and forth through all the levels to collect the keys. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Re: Good editor program Date: Sat, 07 Aug 1999 02:28:07 +1000 Organization: University of Queensland Lines: 14 Message-ID: <37AB0D17.9032DFB2@student.uq.edu.au> References: <37A8BDB1.9E00CD77@student.uq.edu.au> <37adf319.46078651@192.168.0.1> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13704 > >I am too cheap to register Deep97 > > Then don't use it. I'm not interested in paying for an editor either, but the > deal with Deep is that you pay if you use it, so either pay or don't use it. Or > keep yourself within the unregistered limitations. I am. I don't want to cheat Deep. I want a different program. > As for combining wads, WARM will do that, and it can also shift the map parts > around so they won't overlap when you merge them, in case you want to be sure > you don't have problems with that aspect of the merge. When you say combining wads, do you mean into separate levels or one level. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Date: Mon, 09 Aug 1999 13:36:24 +0800 Lines: 19 Message-ID: <37AE68D8.E9301D09@xoommail.com> References: <37AB07A3.EF22EB3F@student.uq.edu.au> NNTP-Posting-Host: studun27.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13705 Richard Kelly wrote: > I am making a simple multi-level wad where the idea is to collect three > keys (which are not all situated in the same level). Is there any way to > make it so that if a player collects a key, it is carried over with them > into the next level? Can you do this by hacking the exe or modifying the > wad? Also, how can you make an exit point which goes to the previous > level, not the next level (or secret level)? This way, players can move > freely back and forth through all the levels to collect the keys. > Thanks. are you using a source port? if so which one are you using? the zdoom source port you could use the hub idea (like in hexen or hexen II) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Multifloor tuts - where? Date: 9 Aug 1999 07:17:01 GMT Organization: None I'm aware of ! Lines: 26 Message-ID: <7olv9d$ldd$1@feed.teaser.fr> References: <7o9c7d$9os$1@nnrp1.deja.com> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=ISO-8859-1 X-Trace: feed.teaser.fr 934183021 21933 194.51.100.203 (9 Aug 1999 07:17:01 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 9 Aug 1999 07:17:01 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13706 In article <7o9c7d$9os$1@nnrp1.deja.com>, blod2000@my-deja.com says... >There were some treads on ways to create >multifloor buildings in Doom(silent teleports >etc.). Can anyone point me to the tutorials on >that topic? The more the better :) You might find what you want there... Special effects * [14]Doom special fx and wad tricks * [15]The Doomworld editing pages * [16]Iikka Keränen's special effects wad * [17]Jens Hykkelbjerg's Doom special effects page 14. ftp://ftp.cdrom.com/pub/idgames/docs/editing/dtricks1.zip 15. http://www.doomworld.com/tutorials/intro.shtml 16. ftp://ftp.cdrom.com/pub/idgames/docs/editing/ikspcial.zip 17. http://www.cybernet.dk/users/jensh/doom/special/ -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!wanadoo.fr!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Message-ID: <37ae3ddd.479412306@news.inet.fi> References: <37AB07A3.EF22EB3F@student.uq.edu.au> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 22 Date: Mon, 09 Aug 1999 10:25:30 GMT NNTP-Posting-Host: 195.165.5.170 X-Trace: read2.inet.fi 934194330 195.165.5.170 (Mon, 09 Aug 1999 13:25:30 EET DST) NNTP-Posting-Date: Mon, 09 Aug 1999 13:25:30 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13707 On Sat, 07 Aug 1999 02:04:51 +1000, Richard Kelly wrote: >I am making a simple multi-level wad where the idea is to collect three >keys (which are not all situated in the same level). Is there any way to >make it so that if a player collects a key, it is carried over with them >into the next level? Can you do this by hacking the exe or modifying the >wad? Also, how can you make an exit point which goes to the previous >level, not the next level (or secret level)? This way, players can move >freely back and forth through all the levels to collect the keys. ZDooM is what you need... But you need to get some editor that supports ZDooM, learn ZDooM editing and one of the most complicated parts of it: making hubs. - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you--- Do you--- You can't--- Ach, never mind. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newspeer.monmouth.com!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: Blod Newsgroups: rec.games.computer.doom.editing Subject: Re: Multifloor tuts - where? Date: Mon, 09 Aug 1999 11:30:40 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 35 Message-ID: <7ome51$89r$1@nnrp1.deja.com> References: <7o9c7d$9os$1@nnrp1.deja.com> <7olv9d$ldd$1@feed.teaser.fr> NNTP-Posting-Host: 195.239.131.156 X-Article-Creation-Date: Mon Aug 09 11:30:40 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 5.0; Windows 98; DigExt) X-Http-Proxy: 1.0 x21.deja.com:80 (Squid/1.1.22) for client 195.239.131.156 X-MyDeja-Info: XMYDJUIDblod2000 Xref: teaser.fr rec.games.computer.doom.editing:13708 Thanx a lot! I saw a pair of new links for me in your URL list. In article <7olv9d$ldd$1@feed.teaser.fr>, amajorel@teezer.fr (Andre Majorel) wrote: > In article <7o9c7d$9os$1@nnrp1.deja.com>, blod2000@my-deja.com says... > > >There were some treads on ways to create > >multifloor buildings in Doom(silent teleports > >etc.). Can anyone point me to the tutorials on > >that topic? The more the better :) > > You might find what you want there... > > Special effects > > * [14]Doom special fx and wad tricks > * [15]The Doomworld editing pages > * [16]Iikka Keränen's special effects wad > * [17]Jens Hykkelbjerg's Doom special effects page > > 14. ftp://ftp.cdrom.com/pub/idgames/docs/editing/dtricks1.zip > 15. http://www.doomworld.com/tutorials/intro.shtml > 16. ftp://ftp.cdrom.com/pub/idgames/docs/editing/ikspcial.zip > 17. http://www.cybernet.dk/users/jensh/doom/special/ > > -- > Andre Majorel (it's really "teaser") > http://www.teaser.fr/~amajorel/ > "I'm an atheist, thank God." -- JF > > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!torn!kwon!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: Good editor program Date: Mon, 09 Aug 1999 15:13:09 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 12 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37aeefde.9251250@news.ncf.carleton.ca> References: <37A8BDB1.9E00CD77@student.uq.edu.au> <37adf319.46078651@192.168.0.1> <37AB0D17.9032DFB2@student.uq.edu.au> NNTP-Posting-Host: p9t4.web.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13709 On Sat, 07 Aug 1999 02:28:07 +1000, Richard Kelly wrote: >> As for combining wads, WARM will do that, and it can also shift the map parts >> around so they won't overlap when you merge them, in case you want to be sure >> you don't have problems with that aspect of the merge. > >When you say combining wads, do you mean into separate levels or one level. > Combining wads usually places the maps into seperate levels. Placing them all into one level is rather messy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!router1.news.adelphia.net!news.hyperioncom.net!server1.news.adelphia.net.POSTED!not-for-mail From: "Javier \"Dukrous\" Heredia" Newsgroups: rec.games.computer.doom.editing References: <37A9506E.2BA65B26@student.uq.edu.au> <_pHq3.175$Sr.958@sapphire.mtt.net> <37acf299.45950039@192.168.0.1> Subject: Re: WadAuthor and the impassible flag Lines: 30 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Message-ID: Date: Mon, 09 Aug 1999 16:41:55 GMT NNTP-Posting-Host: 24.48.24.146 X-Complaints-To: abuse@adelphia.net X-Trace: server1.news.adelphia.net 934216915 24.48.24.146 (Mon, 09 Aug 1999 12:41:55 EDT) NNTP-Posting-Date: Mon, 09 Aug 1999 12:41:55 EDT Xref: teaser.fr rec.games.computer.doom.editing:13710 Setting impassible on 1-sided lines is unnecessary depending on the nodebuilder you use. WadAuthor's internal node builder (a decent one for small to mid-sized maps) is one of those. Javier "Dukrous" Heredia Ty Halderman wrote in message news:37acf299.45950039@192.168.0.1... > I_Am_The_Archon@Doom.com (Len Pitre) wrote: > > >Richard Kelly wrote: > >>...Does it > >>make any difference to the Doom engine if the flag isn't set? > > > >If it isn't, then you can fall through solid walls. > > In Boom and derivatives, the logic was changed to see if there was a second > sidedef or not, rather than using either the Im or 2S flags. I think this was > in direct compensation for braindead wads that didn't have the flags set right. > > > | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | > | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | > | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | > | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!freenix!sunqbc.risq.qc.ca!logbridge.uoregon.edu!news-feed.riddles.org.uk!newsfeeds.sol.net!news.execpc.com!newspeer.sol.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: datadave@aol.com (DataDave) Newsgroups: rec.games.computer.doom.editing Subject: short movies in DooM Lines: 12 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 09 Aug 1999 17:20:14 GMT Organization: AOL http://www.aol.com Message-ID: <19990809132014.26094.00011097@ng-fp1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13711 Can someone point me to some info about how to make movies in DooM and DooM2. I know you use a series of pictures sort of a slide show, but run fast enough to be seen as a movie, but i know nothing of adding it to my Pwad. Thanks in advance for your help. Dave From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!chnws02.mediaone.net!204.210.64.17!newsf1.maine.rr.com!newsr2.maine.rr.com.POSTED!not-for-mail From: "Bill" Newsgroups: rec.games.computer.doom.editing Subject: simple question(should be) Lines: 10 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Mon, 9 Aug 1999 16:20:22 -0400 NNTP-Posting-Host: 204.210.72.215 X-Complaints-To: abuse@rr.com X-Trace: newsr2.maine.rr.com 934229998 204.210.72.215 (Mon, 09 Aug 1999 13:19:58 PDT) NNTP-Posting-Date: Mon, 09 Aug 1999 13:19:58 PDT Organization: TWC Portland, Maine Xref: teaser.fr rec.games.computer.doom.editing:13712 I want to create a sector where when you kill all the monsters in it, an adjacent sector's floor lowers to match the floor of the sector who's monsters were killed... like in MAP07 of doom2 when you kill all the mancubuses. I can't figure out for the life of me how to do this although I suspect that it has to be done when building the nodes. Any suggestions on how I can achieve this effect? Thanks Bill From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newspump.monmouth.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: simple question(should be) Organization: Insert witty quote here. References: X-Newsreader: News Xpress 2.01 Lines: 20 Message-ID: Date: Mon, 09 Aug 1999 21:30:35 GMT NNTP-Posting-Host: 142.177.99.46 X-Trace: sapphire.mtt.net 934234123 142.177.99.46 (Mon, 09 Aug 1999 18:28:43 ADT) NNTP-Posting-Date: Mon, 09 Aug 1999 18:28:43 ADT Xref: teaser.fr rec.games.computer.doom.editing:13713 Bill wrote: >I want to create a sector where when you kill all the monsters in it, an >adjacent sector's floor lowers to match the floor of the sector who's >monsters were killed... like in MAP07 of doom2 when you kill all the >mancubuses. I can't figure out for the life of me how to do this although I >suspect that it has to be done when building the nodes. Any suggestions on >how I can achieve this effect? Thanks It's an effect specific to the map. MAP07 lowers a wall tagged 666 when the Mancubi are all dead, and raises another one (to form a step) tagged 667 when the Arachnotrons are dead. E1M8 lowers a wall when both Barons are dead, E4M8 lowers a wall when the Spider Mastermind dies. Any Doom2 map will open a 666 tagged door when the last Commander Keen dies. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.cwix.com!24.92.64.31!newse1.midsouth.rr.com!not-for-mail From: "Riki (aka Ian Chipman)" Newsgroups: rec.games.computer.doom.editing References: Subject: Re: simple question(should be) Lines: 21 Organization: Tempest Animated Entertainment X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 09 Aug 1999 23:15:49 GMT NNTP-Posting-Host: 24.95.106.36 X-Complaints-To: abuse@midsouth.rr.com X-Trace: newse1.midsouth.rr.com 934240549 24.95.106.36 (Mon, 09 Aug 1999 18:15:49 CDT) NNTP-Posting-Date: Mon, 09 Aug 1999 18:15:49 CDT Xref: teaser.fr rec.games.computer.doom.editing:13714 Len Pitre wrote in message ... >It's an effect specific to the map. MAP07 lowers a wall tagged 666 when the >Mancubi are all dead, and raises another one (to form a step) tagged 667 when >the Arachnotrons are dead. E1M8 lowers a wall when both Barons are dead, E4M8 >lowers a wall when the Spider Mastermind dies. Any Doom2 map will open a 666 >tagged door when the last Commander Keen dies. And, if you're making a ZDoom level, you can put a MAPINFO lump in your WAD. With the MAPINFO lump, one of the many things that you can do is have those level-exclusive things that Len talked about happen in ANY level you want. (Read the ZDoom editing notes to find out how to do this) Riki From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!news.ecn.ou.edu!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Date: Sat, 07 Aug 1999 11:34:42 +1000 Organization: University of Queensland Lines: 10 Message-ID: <37AB8D32.2583B333@student.uq.edu.au> References: <37AB07A3.EF22EB3F@student.uq.edu.au> <37AE68D8.E9301D09@xoommail.com> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13715 > are you using a source port? > if so which one are you using? > the zdoom source port you could use the hub idea (like in hexen or hexen II) Hmmm...What is a source port? What is ZDoom? Is a hub like a central area where you can access different levels? Like in Turok? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Date: Sat, 07 Aug 1999 11:35:30 +1000 Organization: University of Queensland Lines: 6 Message-ID: <37AB8D62.57F5C33B@student.uq.edu.au> References: <37AB07A3.EF22EB3F@student.uq.edu.au> <37ae3ddd.479412306@news.inet.fi> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13716 > ZDooM is what you need... But you need to get some editor that > supports ZDooM, learn ZDooM editing and one of the most complicated > parts of it: making hubs. Where can I get ZDoom? What is it? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Re: Good editor program Date: Sat, 07 Aug 1999 11:39:42 +1000 Organization: University of Queensland Lines: 11 Message-ID: <37AB8E5E.157385AB@student.uq.edu.au> References: <37A8BDB1.9E00CD77@student.uq.edu.au> <37adf319.46078651@192.168.0.1> <37AB0D17.9032DFB2@student.uq.edu.au> <37aeefde.9251250@news.ncf.carleton.ca> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13717 > >When you say combining wads, do you mean into separate levels or one level. > > > > Combining wads usually places the maps into seperate levels. Placing them > all into one level is rather messy. I don't want them in seperate levels. I want to make one large level. The reason the level had to be split up in the first place was because I only have shareware Deep97, which has a very limited map size. Now that I have finished I want to paste each section into the one map. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Date: Tue, 10 Aug 1999 11:50:02 +0800 Lines: 22 Message-ID: <37AFA169.2CE1F8B0@xoommail.com> References: <37AB07A3.EF22EB3F@student.uq.edu.au> <37AE68D8.E9301D09@xoommail.com> <37AB8D32.2583B333@student.uq.edu.au> NNTP-Posting-Host: studun13.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13718 Richard Kelly wrote: > > are you using a source port? > > if so which one are you using? > > the zdoom source port you could use the hub idea (like in hexen or hexen II) > > Hmmm...What is a source port? > What is ZDoom? > Is a hub like a central area where you can access different levels? Like in > Turok? id software released the source code to doom a source port is a modified version of this source that can do extra stuff zdoom is one of these source ports. you can get it from the source ports page on www.doomworld.com. a hub is a level that has teleporters to other levels and is is usually a central level where you go to one level then do something there (push a switch,get a ket or whatever) and that then opens the gate from the hub to the next level. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: ZDoom Date: Sat, 07 Aug 1999 16:40:15 +1000 Organization: University of Queensland Lines: 6 Message-ID: <37ABD4CF.3AB8DE20@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13719 All this talk of ZDoom has prompted me to download it. Is wad authoring in ZDoom as easy as regular wad authoring? Are there any online tutorials or help? You've all been very helpful to me. I'm just a newbie at all this. Thanks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.maxwell.syr.edu!news.mel.connect.com.au!news.mel.aone.net.au!newsfeed.aone.net.au!ozemail.com.au!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: ZDoom Date: Sat, 07 Aug 1999 16:41:22 +1000 Organization: University of Queensland Lines: 3 Message-ID: <37ABD512.F1E4D607@student.uq.edu.au> References: <37ABD4CF.3AB8DE20@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13720 An add-on to the above question. Can I use normal editing programs to make wads for ZDoom? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 10 Aug 1999 03:45:08 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 24 Aug 1999 07:45:03 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10876 rec.games.computer.doom.misc:6599 rec.games.computer.doom.playing:17609 rec.games.computer.doom.editing:13721 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: i.eat@spammers.com (Mechanix) Newsgroups: rec.games.computer.doom.editing Subject: Re: ZDoom Date: Tue, 10 Aug 1999 10:07:31 GMT Organization: MindSpring Enterprises Lines: 48 Message-ID: <37aff814.22330514@news.mindspring.com> References: <37ABD4CF.3AB8DE20@student.uq.edu.au> NNTP-Posting-Host: d1.56.c3.75 X-Server-Date: 10 Aug 1999 10:08:54 GMT X-Newsreader: Forte Free Agent 1.1/32.230 Xref: teaser.fr rec.games.computer.doom.editing:13722 On Sat, 07 Aug 1999 16:40:15 +1000, Richard Kelly wrote: Its still easy in the sense that it is still fundamentally the same - basically just adding sectors and linedefs. But it has alot of extended features included, such as extra linedef types and some new monsters, called stealth monsters. It does take some learning though if you want to be able to use and understand all of the features (does anybody actually use all the features?) like hubs and scripting.. A good resource for Zdoom tutorials and other Zdoom information is here: http://members.xoom.com/rickclark/ I dont think you can edit Zdoom good at all if you use a regular editor though, you might want to get one of these: Deep97 (www.sbsoftware.com), Wadauthor (its somewhere on cdrom.com), or Zeth (located on the zdoom site). The previous two are shareware... If you get wadauthor, make sure you get the zdoom.wcf (zdoom configuration file for wadauthor) on rick clarks site. And prepare for it to stop working after 30 days (you can just re-unzip it though, if you're cheap and got no sense of shame like me :). Also, its essential (if you want to use hubs and other zdoom 'centric' features) that you dl the editing package (also on the zdoom site) that has the technical guides, etc.. And make sure you use the wad conversion program included to change your iwad so that you'll be able to use it with the editors (the zdoom features are very hexen like (also like turok, it has mouselook, well with a mouse instead of the n64 controller :), jumping, hubs..) Thats alot of crap, and it takes awhile to get used to and to understand how it works, but if you can figure it out the zdoom engine is far superior to the regular doom engine. Also, I'd suggest getting zdoom 117c for development if its still on the site.. The later versions all seem to be in a buggy "continual development cycle" (the current ones hub system I think is screwed). 117c seems to be the last stable one so far. >All this talk of ZDoom has prompted me to download it. Is wad authoring >in ZDoom as easy as regular wad authoring? Are there any online >tutorials or help? You've all been very helpful to me. I'm just a newbie >at all this. >Thanks. > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: short movies in DooM Date: Tue, 10 Aug 1999 12:42:07 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 47 Message-ID: <37B0808F.140C@NOSPAM.warande.ruu.nl> References: <19990809132014.26094.00011097@ng-fp1.aol.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13723 DataDave wrote: > Can someone point me to some info > about how to make movies in DooM > and DooM2. Get Deutex (ftp.cdrom.com/pub/doom2/utils/graphics_edit/ I believe) and unzip in your Doom(2) directory. Extract the resources of the iwad (deutex -xtract doom(2).wad). You may delete everything it extracts except for "wadinfo.txt" and "textures/texture1.txt". From these two ascii files you may delete everything not related to textures and their patches, although that is entirely optional (just works much faster). Go to texture1.txt and look for an animated texture, like FIREBLU. You see two textures defined (FIREBLU1, FIREBLU2, X and Y size) and their patches with X / Y offset. The trick is to extend this animation by adding textures (here named FIREBLUA, -B) between FIREBLU1 and FIREBLU2: FIREBLU1 128 128 * blah1 0 0 FIREBLUA 128 128 * blah2 0 0 FIREBLUB 128 128 * blah3 0 0 FIREBLU2 128 128 * blah4 0 0 You now have a 4-frame 128x128 animation instead of the usual 2 frames. You cannot change the animation speed though. Now, you need to define the patches 'blah1' to 'blah4' in wadinfo.txt by adding their names in the appropriate column. 'Blah?' is the actual name of the graphic you have in your pwad. Lastly, build your new pwad (or rather, its new texture1 / pnames resource) with "deutex -make yourwad.wad". This new pwad contains everything defined in your wadinfo.txt and texture1.txt, which is why you will want to delete everything in those ascii files referring to original stuff you don't want, like levels, sprites, sounds, etc. More info in the Deutex manual. Have fun, -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.cwix.com!152.163.239.227!portc03.blue.aol.com!audrey03.news.aol.com!not-for-mail From: datadave@aol.com (DataDave) Newsgroups: rec.games.computer.doom.editing Subject: Re: short movies in DooM Lines: 8 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 10 Aug 1999 17:49:21 GMT References: <37B0808F.140C@NOSPAM.warande.ruu.nl> Organization: AOL http://www.aol.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Message-ID: <19990810134921.27217.00000156@ng-fg1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13724 >Get Deutex (ftp.cdrom.com/pub/doom2/utils/graphics_edit/ I believe) >and unzip Thanks A Million! I will give it a shot. Dave º¿º From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.berkeley.edu!newsfeed1.news.nl.uu.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Re: BuilD Graphics to DooM Date: Tue, 10 Aug 1999 22:49:12 +0200 Organization: Hobby Computer Club News Network Lines: 10 Message-ID: <7oq37q$m9c$1@news.hccnet.nl> References: <7n1l13$6pn$1@news.hccnet.nl> NNTP-Posting-Host: uds11-116.dial.hccnet.nl X-Trace: news.hccnet.nl 934318138 22828 193.173.116.11 (10 Aug 1999 20:48:58 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 10 Aug 1999 20:48:58 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13725 Never mind the ARTR-file aditing, I got the proper utils, now. I do need some graphics from ROTT, though. Any thoughts? Thanx, Jay Bee. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Keys Message-ID: <37b045a4.22777636@news.inet.fi> References: <37AB07A3.EF22EB3F@student.uq.edu.au> <37ae3ddd.479412306@news.inet.fi> <37AB8D62.57F5C33B@student.uq.edu.au> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 28 Date: Tue, 10 Aug 1999 21:08:38 GMT NNTP-Posting-Host: 195.165.5.13 X-Trace: read2.inet.fi 934319318 195.165.5.13 (Wed, 11 Aug 1999 00:08:38 EET DST) NNTP-Posting-Date: Wed, 11 Aug 1999 00:08:38 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13726 On Sat, 07 Aug 1999 11:35:30 +1000, Richard Kelly wrote: >> ZDooM is what you need... But you need to get some editor that >> supports ZDooM, learn ZDooM editing and one of the most complicated >> parts of it: making hubs. > >Where can I get ZDoom? What is it? ZDooM is a source port... Id software released DooM's source code to public and peoples started making their own versions of it - called source ports. DosDooM was the first source port... Later game names like BooM, DooM Legacy and some other... One was ZDooM... A Windows source port that had some interesting features... More features kept coming to it when the author released new versions, and soon it became the superior port if counted by features... http://zdoom.notgod.com/ - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you--- Do you--- You can't--- Ach, never mind. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!howland.erols.net!peerfeed.news.psi.net!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Message-ID: <37b04663.22968479@news.inet.fi> References: X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 36 Date: Tue, 10 Aug 1999 21:08:39 GMT NNTP-Posting-Host: 195.165.5.13 X-Trace: read2.inet.fi 934319319 195.165.5.13 (Wed, 11 Aug 1999 00:08:39 EET DST) NNTP-Posting-Date: Wed, 11 Aug 1999 00:08:39 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13727 On Mon, 09 Aug 1999 23:15:49 GMT, "Riki (aka Ian Chipman)" wrote: > >Len Pitre wrote in message ... >>It's an effect specific to the map. MAP07 lowers a wall tagged 666 when the >>Mancubi are all dead, and raises another one (to form a step) tagged 667 >when >>the Arachnotrons are dead. E1M8 lowers a wall when both Barons are dead, >E4M8 >>lowers a wall when the Spider Mastermind dies. Any Doom2 map will open a >666 >>tagged door when the last Commander Keen dies. > > >And, if you're making a ZDoom level, you can put a MAPINFO lump in your WAD. >With the MAPINFO lump, one of the many things that you can do is have those >level-exclusive things that Len talked about happen in ANY level you want. >(Read the ZDoom editing notes to find out how to do this) With ZDooM you can also make it easyer... Make monster have a special action (like linedefs have) and when it dies it will do that... open door, exit level, lower floor, call lift... You can also make it call a script and that script can cound if all of that kind monsters (or any kind you want) are dead and after they are dead you can do anything you want in that script... >Riki - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you--- Do you--- You can't--- Ach, never mind. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.cwix.com!24.92.64.31!newse1.midsouth.rr.com!not-for-mail From: "Riki (aka Ian Chipman)" Newsgroups: rec.games.computer.doom.editing References: <7n1l13$6pn$1@news.hccnet.nl> <7oq37q$m9c$1@news.hccnet.nl> Subject: Re: BuilD Graphics to DooM Lines: 21 Organization: Tempest Animated Entertainment X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Tue, 10 Aug 1999 21:51:07 GMT NNTP-Posting-Host: 24.95.106.36 X-Complaints-To: abuse@midsouth.rr.com X-Trace: newse1.midsouth.rr.com 934321867 24.95.106.36 (Tue, 10 Aug 1999 16:51:07 CDT) NNTP-Posting-Date: Tue, 10 Aug 1999 16:51:07 CDT Xref: teaser.fr rec.games.computer.doom.editing:13728 Jay Bee wrote in message <7oq37q$m9c$1@news.hccnet.nl>... >Never mind the ARTR-file aditing, I got the proper utils, now. >I do need some graphics from ROTT, though. >Any thoughts? > It's kind of difficult to rip stuff from ROTT, because there isn't very much in the way of third-party support for it. There are DOS-based WAD utilities that will help you dissect the DARKWAR.WAD file and convert the wall textures to PCX, but you won't get the best results in the world. But on the ROTT CD-ROM, there are the wall and floor textures already extracted in BMP format. ROTT utilities can be found on the Hott Rott Spott, http://www.gibbed.com/rott/ Riki riki@tokyo-3.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.cwix.com!24.92.64.31!newse1.midsouth.rr.com!not-for-mail From: "Riki (aka Ian Chipman)" Newsgroups: rec.games.computer.doom.editing References: <37ABD4CF.3AB8DE20@student.uq.edu.au> <37ABD512.F1E4D607@student.uq.edu.au> Subject: Re: ZDoom Lines: 23 Organization: Tempest Animated Entertainment X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Tue, 10 Aug 1999 21:59:59 GMT NNTP-Posting-Host: 24.95.106.36 X-Complaints-To: abuse@midsouth.rr.com X-Trace: newse1.midsouth.rr.com 934322399 24.95.106.36 (Tue, 10 Aug 1999 16:59:59 CDT) NNTP-Posting-Date: Tue, 10 Aug 1999 16:59:59 CDT Xref: teaser.fr rec.games.computer.doom.editing:13729 Richard Kelly wrote in message <37ABD512.F1E4D607@student.uq.edu.au>... >An add-on to the above question. Can I use normal editing programs to make >wads for ZDoom? As for level editing, you could, but then you wouldn't be able to make the most out of ZDoom's capabilities. There are special editing tools and resources on ZDoom's homepage (http://zdoom.notgod.com/), which will get you started. There's also a special configuration file for WadAuthor and a modified version of DETH, called ZETH, which is designed exclusively for ZDoom!! As for WAD editing, the best utility to my knowledge is WinTex. (Or at least that's what I use.) But then again, it's pretty difficult to add some of the ZDoom-specific lumps (such as MAPINFO lumps and MOD music), because WinTex doesn't directly support ZDoom. Riki riki@tokyo-3.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <37B0A287.E0B4356A@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor and the impassible flag References: <37A9506E.2BA65B26@student.uq.edu.au> <_pHq3.175$Sr.958@sapphire.mtt.net> <37acf299.45950039@192.168.0.1> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Tue, 10 Aug 1999 22:06:49 GMT NNTP-Posting-Host: 204.186.44.166 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 934322809 204.186.44.166 (Tue, 10 Aug 1999 18:06:49 EDT) NNTP-Posting-Date: Tue, 10 Aug 1999 18:06:49 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13730 Still.. if you don't set Impassable on 1S lines, while it may look fine in the game and in WadAuthor, it's not good practice. Maps made this way look "funky" in Wintex's map preview for example. Not arguing, just agreeing in different manner ;) Javier "Dukrous" Heredia wrote: > > Setting impassible on 1-sided lines is unnecessary depending on the > nodebuilder you use. WadAuthor's internal node builder (a decent one for > small to mid-sized maps) is one of those. > > Javier "Dukrous" Heredia -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!newspump.monmouth.com!newspeer.monmouth.com!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Thu, 12 Aug 1999 23:39:05 -0700 Content-Transfer-Encoding: 7bit References: <37b04663.22968479@news.inet.fi> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 13 Aug 1999 06:35:27 GMT X-ELN-Insert-Date: Thu Aug 12 23:45:03 1999 Organization: Offworld Press Lines: 14 Mime-Version: 1.0 NNTP-Posting-Host: 1cust236.tnt2.lancaster.ca.da.uu.net Message-ID: <37B3BD89.2C78@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13733 Sir Robin wrote: > With ZDooM you can also make it easyer... Make monster have a special > action (like linedefs have) and when it dies it will do that... open > door, exit level, lower floor, call lift... You can also make it call > a script and that script can cound if all of that kind monsters (or > any kind you want) are dead and after they are dead you can do > anything you want in that script... One thing I just don't get, is why something dying should cause an action? I don't mean in the WAD (I know how it works, that's not what I'm talking about), but as part of the level's reality? Doesn't make good sense to me. Anyone want to take a stab at explaining it? :) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!grolier!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Fri, 13 Aug 1999 22:35:18 +0100 Message-ID: <7p231e$6q0$1@nthfen.demon.co.uk> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 934599653 nnrp-08:14367 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 22 Xref: teaser.fr rec.games.computer.doom.editing:13734 Rez wrote in message <37B3BD89.2C78@earthlink.net>... > >One thing I just don't get, is why something dying should cause an >action? I don't mean in the WAD (I know how it works, that's not what >I'm talking about), but as part of the level's reality? Doesn't make >good sense to me. Anyone want to take a stab at explaining it? :) > OK, imagine yourself in a Dungeon Master kind of role - you sit about and control things. Your pet cyberdemon who was supposed to kill the intruders has just been killed and you're a little POed about it. Wouldn't you just love to drop 50 chaingunners on the bastard who did it? :) -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!bignews.mediaways.net!newsfeed.nacamar.de!tank.news.pipex.net!pipex!uunet!ams.uu.net!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Message-ID: <37b41076.271344770@news.inet.fi> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 30 Date: Sat, 14 Aug 1999 09:09:20 GMT NNTP-Posting-Host: 195.165.5.43 X-Trace: read2.inet.fi 934621760 195.165.5.43 (Sat, 14 Aug 1999 12:09:20 EET DST) NNTP-Posting-Date: Sat, 14 Aug 1999 12:09:20 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13735 On Thu, 12 Aug 1999 23:39:05 -0700, Rez wrote: >Sir Robin wrote: >> With ZDooM you can also make it easyer... Make monster have a special >> action (like linedefs have) and when it dies it will do that... open >> door, exit level, lower floor, call lift... You can also make it call >> a script and that script can cound if all of that kind monsters (or >> any kind you want) are dead and after they are dead you can do >> anything you want in that script... > >One thing I just don't get, is why something dying should cause an >action? I don't mean in the WAD (I know how it works, that's not what >I'm talking about), but as part of the level's reality? Doesn't make >good sense to me. Anyone want to take a stab at explaining it? :) It doesnt make sense. Also it doesnt make sense that a wall opens when I pick an object, etc. etc. But it feels good in the game - good enough for me :) >~REZ~ - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you--- Do you--- You can't--- Ach, never mind. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!torn!kwon!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Sat, 14 Aug 1999 11:52:02 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 27 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37b55762.172326@news.ncf.carleton.ca> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> NNTP-Posting-Host: p28t4.xpr.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13736 On Sat, 14 Aug 1999 09:09:20 GMT, robin@doomnation.com.NOSPAM (Sir Robin) wrote: >On Thu, 12 Aug 1999 23:39:05 -0700, Rez > wrote: > >> >>One thing I just don't get, is why something dying should cause an >>action? I don't mean in the WAD (I know how it works, that's not what >>I'm talking about), but as part of the level's reality? In MAP07 of Doom II, There are two sets of monsters. When you kill the first set, some wall lowers to reveal some re-inforcements. Calling reinforcements is reasonable. Now, when you slay off the reinforcements, you gain access to the exit. This is also reasonable, depending on the nature of the exit. In reality, some types of exits take a while to pass through, and enemies can just simply nail you. Preventing people from passing through an exit before an enemy dies is perfectly reasonable. >Also it doesnt make sense that a wall opens when I pick an object, etc. etc. Consider that to be a trap. You moved too close to an object, and the trap activates. Consider it the same as some of those crushing ceilings. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> Subject: Re: simple question(should be) Lines: 8 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: <4dot3.3946$H6.1011028@news1.rdc1.on.wave.home.com> Date: Sun, 15 Aug 1999 00:54:24 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934678464 24.112.15.37 (Sat, 14 Aug 1999 17:54:24 PDT) NNTP-Posting-Date: Sat, 14 Aug 1999 17:54:24 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13737 >... Also it doesnt make sense that a wall opens when >I pick an object, etc. etc. Remember Indiana Jones and the Raiders of the Lost Ark? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing Subject: Best Editor Lines: 21 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 15 Aug 1999 01:04:24 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934679064 24.112.15.37 (Sat, 14 Aug 1999 18:04:24 PDT) NNTP-Posting-Date: Sat, 14 Aug 1999 18:04:24 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13738 I have to say that the best DooM editor that I've seen yet has to be DMapEdit. It's in ver 4.2.2b now and fully supports DooM, DooM II, Heretic, HeXen, Strife, and ZDoom. It allows you to convert maps between the formats, is incredibly easy to use, has a great checker, 3D preview, and a bunch of other stuff like easy sector creating mode, fix lines, fix segments, make stairs, etc... It's fully graphic, almost WYSIWYG. It supports custom wads so your textures and stuff show up in it's pick lists. It's also got a demo recording/playback mode that lets you record your actions so that you can show other people what you did/how you made a map. It's still being updated so it should be even better in the future. I definitely recommend it to any serious level author. They're also working on a windows version, so you won't even have to quit windows! Alec Soroudi asoroudi@julian.uwo.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing Subject: Undocumented Types? Lines: 11 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 15 Aug 1999 01:15:15 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934679715 24.112.15.37 (Sat, 14 Aug 1999 18:15:15 PDT) NNTP-Posting-Date: Sat, 14 Aug 1999 18:15:15 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13739 Hi, I'm wondering if there is any documentation on the linetypes and other details in DooM editting? There's got to be some kind of documentation on the 666, 667,... linetypes etc. Thanks Alec Soroudi asoroudi@julian.uwo.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!grolier!dispose.news.demon.net!demon!nntp.primenet.com!nntp.gctr.net!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.gtei.net!firehose.mindspring.com!not-for-mail From: i.hate@spam.com (Mechanix) Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Sun, 15 Aug 1999 02:41:03 GMT Organization: MindSpring Enterprises Message-ID: <37b6289e.6355041@news.mindspring.com> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> <37b55762.172326@news.ncf.carleton.ca> NNTP-Posting-Host: d1.56.c9.f0 X-Server-Date: 15 Aug 1999 02:42:40 GMT X-Newsreader: Forte Free Agent 1.1/32.230 Lines: 10 Xref: teaser.fr rec.games.computer.doom.editing:13740 On Sat, 14 Aug 1999 11:52:02 GMT, bk039@freenet.carleton.ca (Raymond Martineau) wrote: > In reality, >some types of exits take a while to pass through, and enemies can just >simply nail you. Preventing people from passing through an exit before an >enemy dies is perfectly reasonable. hehe. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!grolier!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Message-ID: <37b5bfcf.2586474@news.inet.fi> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> <37b55762.172326@news.ncf.carleton.ca> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 20 Date: Sun, 15 Aug 1999 10:46:24 GMT NNTP-Posting-Host: 195.165.5.233 X-Trace: read2.inet.fi 934713984 195.165.5.233 (Sun, 15 Aug 1999 13:46:24 EET DST) NNTP-Posting-Date: Sun, 15 Aug 1999 13:46:24 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13741 On Sat, 14 Aug 1999 11:52:02 GMT, bk039@freenet.carleton.ca (Raymond Martineau) wrote: >>Also it doesnt make sense that a wall opens when I pick an object, etc. etc. > >Consider that to be a trap. You moved too close to an object, and the trap >activates. Consider it the same as some of those crushing ceilings. But the placement of traps is way too odd... Like armor in some tech base of *humans* and when you take it suddenly a wall opens and bunch of aliens come out... Just doesnt make sense to me, but it's great to play :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Have you--- Do you--- You can't--- Ach, never mind. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!skynet.be!poster!not-for-mail From: ethhoack ethandphi exbeess Newsgroups: rec.games.computer.doom.editing Subject: dos & linux editors Date: Sun, 15 Aug 1999 18:40:15 +0200 Organization: Belgacom Skynet SA/NV Lines: 7 Message-ID: <37B6ED6E.8CF42D20@skynet.be> NNTP-Posting-Host: dialup400.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: news1.skynet.be 934735122 2882 195.238.24.144 (15 Aug 1999 16:38:42 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 15 Aug 1999 16:38:42 GMT X-Mailer: Mozilla 4.51 [en] (X11; I; Linux 2.2.5-15 i586) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13742 what are the best wad editors for dos andor linux to get me started with wad editing ? -- ethh pgp5 public key available, hkp://keys.pgp.com/ethh@skynet.be cpt, rc5-64 team #15802 doom space marines http://doomnation.com/rc5 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!wholehog.demon.co.uk!stuart From: Stuart Brady Newsgroups: rec.games.computer.doom.editing Subject: Re: dos & linux editors Date: Sun, 15 Aug 1999 18:18:41 +0100 Organization: none Message-ID: References: <37B6ED6E.8CF42D20@skynet.be> NNTP-Posting-Host: wholehog.demon.co.uk X-NNTP-Posting-Host: wholehog.demon.co.uk:193.237.133.156 X-Trace: news.demon.co.uk 934737533 nnrp-10:1768 NO-IDENT wholehog.demon.co.uk:193.237.133.156 X-Complaints-To: abuse@demon.net MIME-Version: 1.0 X-Newsreader: Turnpike (32) Trial Version 3.05 Lines: 11 Xref: teaser.fr rec.games.computer.doom.editing:13743 On Sun, 15 Aug 1999, ethhoack ethandphi exbeess wrote: >what are the best wad editors for dos andor linux to get me started with >wad editing ? http://www.doomworld.com/files/editors.shtml has a list of them. I started with DCK for DOS... but that can't use boom's features. You could try zeth, or if you go to http://lxdoom.linuxgames.com/tools.html there are a number of links to Doom tools for Linux. -- Stuart Brady From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!newscore.gigabell.net!newscore.ipf.de!newsfeed.icl.net!newsfeed1.news.nl.uu.net!sun4nl!news.hccnet.nl!not-for-mail From: "Insane Fury" Newsgroups: rec.games.computer.doom.editing Subject: RotT WAD dumper Date: Sun, 15 Aug 1999 19:28:28 +0200 Organization: Hobby Computer Club News Network Lines: 10 Message-ID: <7p6tb9$p1u$1@news.hccnet.nl> NNTP-Posting-Host: uds26-116.dial.hccnet.nl X-Trace: news.hccnet.nl 934738089 25662 193.173.116.26 (15 Aug 1999 17:28:09 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 15 Aug 1999 17:28:09 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13744 I found this little util for Rise of the Triad on some old BBS, but it is a very old version (it can't extract GFX from the wad-file). Does anyone have a newer version? Thanx. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newsfeed.icl.net!newsfeed.icl.net!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Best Editor Message-ID: <37b6bc93.67303779@news.inet.fi> References: X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 26 Date: Sun, 15 Aug 1999 19:24:26 GMT NNTP-Posting-Host: 195.165.4.17 X-Trace: read2.inet.fi 934745066 195.165.4.17 (Sun, 15 Aug 1999 22:24:26 EET DST) NNTP-Posting-Date: Sun, 15 Aug 1999 22:24:26 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13745 On Sun, 15 Aug 1999 01:04:24 GMT, "Alec Soroudi" wrote: > I have to say that the best DooM editor that I've seen yet has to be >DMapEdit. It's in ver 4.2.2b now and fully supports DooM, DooM II, Heretic, >HeXen, Strife, and ZDoom. I still prefer Deth & Zeth. They let me do what ever I want with my level and they work with Win95 too (the OS that I'm "forced" to use - not the OS of my choice). > They're also working on a windows version, so you won't even have to >quit windows! Well, that at least is good, but I think it still wont beat Deth/Zeth :) I might try it though when it comes out... >Alec Soroudi - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Undocumented Types? Message-ID: <37b6bcf5.67402005@news.inet.fi> References: X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 21 Date: Sun, 15 Aug 1999 19:24:27 GMT NNTP-Posting-Host: 195.165.4.17 X-Trace: read2.inet.fi 934745067 195.165.4.17 (Sun, 15 Aug 1999 22:24:27 EET DST) NNTP-Posting-Date: Sun, 15 Aug 1999 22:24:27 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13746 On Sun, 15 Aug 1999 01:15:15 GMT, "Alec Soroudi" wrote: > Hi, I'm wondering if there is any documentation on the linetypes and >other details in DooM editting? There's got to be some kind of >documentation on the 666, 667,... linetypes etc. Yes, I think it all exists in the official DooM faq. I'm sure you can find it somewhere from internet... Of course we hardcore editors already know all of them :) >Alec Soroudi - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing Subject: DMapEditor Link Lines: 12 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 15 Aug 1999 20:09:45 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934747785 24.112.15.37 (Sun, 15 Aug 1999 13:09:45 PDT) NNTP-Posting-Date: Sun, 15 Aug 1999 13:09:45 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13747 Sorry, I forgot to put the link. Goto www.babtech.com, click on DooM (they've also got pages on Shadow Warrior and Duke Nukem 3D), and about half way down the page it'll have links for both 4.2 and 4.2.2b. I don't think that the DMapEdit site itself is still around but this one will be there for sure. Alec Soroudi asoroudi@julian.uwo.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing References: <37b6bcf5.67402005@news.inet.fi> Subject: Re: Undocumented Types? Lines: 32 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 15 Aug 1999 20:11:04 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934747864 24.112.15.37 (Sun, 15 Aug 1999 13:11:04 PDT) NNTP-Posting-Date: Sun, 15 Aug 1999 13:11:04 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13748 I've checked the DooM faq and they just have the standard types not the undocumented ones. Where did you learn them? Alec Soroudi asoroudi@julian.uwo.ca Sir Robin wrote in message <37b6bcf5.67402005@news.inet.fi>... >On Sun, 15 Aug 1999 01:15:15 GMT, "Alec Soroudi" > wrote: > >> Hi, I'm wondering if there is any documentation on the linetypes and >>other details in DooM editting? There's got to be some kind of >>documentation on the 666, 667,... linetypes etc. > >Yes, I think it all exists in the official DooM faq. I'm sure you can >find it somewhere from internet... > >Of course we hardcore editors already know all of them :) > >>Alec Soroudi > > >- Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > >... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing Subject: WinTex Lines: 8 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 15 Aug 1999 21:46:18 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934753578 24.112.15.37 (Sun, 15 Aug 1999 14:46:18 PDT) NNTP-Posting-Date: Sun, 15 Aug 1999 14:46:18 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13749 Does anyone know if WinTex is still being supported, or is 4.3 the absolute final version? Alec Soroudi asoroudi@julian.uwo.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.wirehub.nl!skynet.be!poster!not-for-mail From: ethhoack ethandphi exbeess Newsgroups: rec.games.computer.doom.editing Subject: Re: Best Editor Date: Mon, 16 Aug 1999 01:40:07 +0200 Organization: Belgacom Skynet SA/NV Lines: 15 Message-ID: <37B74FD7.1256B29D@skynet.be> References: <37b6bc93.67303779@news.inet.fi> NNTP-Posting-Host: dialup763.brussels2.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: news1.skynet.be 934760297 12730 195.238.25.251 (15 Aug 1999 23:38:17 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 15 Aug 1999 23:38:17 GMT X-Mailer: Mozilla 4.51 [en] (X11; I; Linux 2.2.5-15 i586) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13750 Sir Robin wrote: > I still prefer Deth & Zeth. They let me do what ever I want with my > level and they work with Win95 too (the OS that I'm "forced" to use - > not the OS of my choice). i only run the osses of my choice. to play zdoom, i use caldera dr dos (link from my page). os/2 also allows to play new doom ports in a dos fullscreen. -- ethh pgp5 public key available, hkp://keys.pgp.com/ethh@skynet.be cpt, rc5-64 team #15802 doom space marines http://doomnation.com/rc5 From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!sympatico Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: Undocumented Types? Organization: Insert witty quote here. References: <37b6bcf5.67402005@news.inet.fi> X-Newsreader: News Xpress 2.01 Lines: 13 Message-ID: Date: Sun, 15 Aug 1999 23:47:00 GMT NNTP-Posting-Host: 142.177.87.79 X-Trace: sapphire.mtt.net 934760718 142.177.87.79 (Sun, 15 Aug 1999 20:45:18 ADT) NNTP-Posting-Date: Sun, 15 Aug 1999 20:45:18 ADT Xref: teaser.fr rec.games.computer.doom.editing:13751 Alec Soroudi wrote: > I've checked the DooM faq and they just have the standard types not the >undocumented ones. > Where did you learn them? 666 and 667 aren't linedef types - they're sector tags. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37B78197.630A9CF@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Skylight with convex vertex => hole in reality. Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 56 Date: Mon, 16 Aug 1999 03:13:41 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 934773221 24.64.44.72 (Sun, 15 Aug 1999 20:13:41 PDT) NNTP-Posting-Date: Sun, 15 Aug 1999 20:13:41 PDT Xref: teaser.fr rec.games.computer.doom.editing:13752 Background: I'm adding new shapes to Slige, the random level generator. The shapes are being used as skylights: holes in the roof which show the outside sky. Some of the shapes have what I'll call "inner vertices". Examples: the five inner corners of a pentagram; the inner corners of a *-shaped star. I'm using BSP as the node builder. Problem: The inner vertices give vertical "holes" in what you see. "3D Game Alchemy" calls these "slime trails". (The BSP documentation mentions "bleeding", without explanation. I expect it's the same thing.) The recommended fix is "use another node builder". For Slige, that isn't an option. The end users may be using any node builder, and will probably use BSP. Is there a better fix than "don't use those shapes for skylights"? More complete description: When you approach these, you'll often see a vertical strip where you don't see the room. Instead, you see a solid line of the sky going down and a solid line of floor going up. They meet at a "horizon". From a still image, you would ask "why is there a slit cut in the wall?" When playing, you would ask "why is there a slit cut in reality?" These vertical strips aren't visible from all angles. At some angles, they are wider than others. These vertical strips are all at those inner vertices of the skylights. As far as I can tell, they appear at not more than one vertex per shape. I checked my code for errors, and I'm happy with it. I build an array of x,y co-ordinates, convert to vertices, and add linedefs. I don't do the obvious mistakes: recalc- ulating the x,y co-ordinates; on the last linedef, looping back to the x,y of the first vertex instead of the first vertex. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!frmug.org!freenix!sunqbc.risq.qc.ca!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp2.ptd.net.POSTED!not-for-mail Message-ID: <37B7836E.7BD112EF@planetquake.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 18 Date: Mon, 16 Aug 1999 03:19:56 GMT NNTP-Posting-Host: 204.186.75.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp2.ptd.net 934773596 204.186.75.11 (Sun, 15 Aug 1999 23:19:56 EDT) NNTP-Posting-Date: Sun, 15 Aug 1999 23:19:56 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13753 Wintex isn't being developed further, but it's command-line equivalent (DeuTex) still IS being maintained. Alec Soroudi wrote: > > Does anyone know if WinTex is still being supported, or is 4.3 the > absolute final version? > > Alec Soroudi > asoroudi@julian.uwo.ca -- SailorScout [Defender of 3D & Justice!] PlanetFortress Co-Founder & Admin (http://www.planetfortress.com) The Gaming Center (http://www.planetfortress.com/sailorscout) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.on.wave.home.com.POSTED!not-for-mail From: "Alec Soroudi" Newsgroups: rec.games.computer.doom.editing References: <37b6bcf5.67402005@news.inet.fi> Subject: Re: Undocumented Types? Lines: 19 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Mon, 16 Aug 1999 05:06:31 GMT NNTP-Posting-Host: 24.112.15.37 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.on.wave.home.com 934779991 24.112.15.37 (Sun, 15 Aug 1999 22:06:31 PDT) NNTP-Posting-Date: Sun, 15 Aug 1999 22:06:31 PDT Organization: @Home Network Canada Xref: teaser.fr rec.games.computer.doom.editing:13754 Well where can I get some documentation on them? Len Pitre wrote in message ... >Alec Soroudi wrote: >> I've checked the DooM faq and they just have the standard types not the >>undocumented ones. >> Where did you learn them? > >666 and 667 aren't linedef types - they're sector tags. > >Len > >-- >Pointless SIG file >Replace "doom" with "hotmail" to send e-mail. >End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: dos & linux editors Date: 16 Aug 1999 06:32:37 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7p8ba5$i9l$1@feed.teaser.fr> References: <37B6ED6E.8CF42D20@skynet.be> NNTP-Posting-Host: dip235.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934785157 18741 194.51.100.235 (16 Aug 1999 06:32:37 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Aug 1999 06:32:37 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13755 In article <37B6ED6E.8CF42D20@skynet.be>, ethh@skynet.be says... >what are the best wad editors for dos andor linux to get me started with >wad editing ? For a list of Unix editors, see http://www.teaser.fr/~amajorel/doom/unix_doom_editing.html I'm not sure there is a single "best" editor. All have different strengths and weaknesses and it's a question of personal taste too. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: 16 Aug 1999 06:38:22 GMT Organization: None I'm aware of ! Lines: 15 Message-ID: <7p8bku$i9l$2@feed.teaser.fr> References: NNTP-Posting-Host: dip235.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934785502 18741 194.51.100.235 (16 Aug 1999 06:38:22 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Aug 1999 06:38:22 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13756 In article , asoroudi@julian.uwo.ca says... > Does anyone know if WinTex is still being supported, or is 4.3 the >absolute final version? It's not maintained anymore. I'm not sure but I think that the source is available (something like wtex43sc.zip ?). And DeuTex is maintained. A new version is due RSN. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Undocumented Types? Date: 16 Aug 1999 06:52:50 GMT Organization: None I'm aware of ! Lines: 18 Message-ID: <7p8cg2$i9l$3@feed.teaser.fr> References: <37b6bcf5.67402005@news.inet.fi> NNTP-Posting-Host: dip235.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934786370 18741 194.51.100.235 (16 Aug 1999 06:52:50 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Aug 1999 06:52:50 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13757 In article , asoroudi@julian.uwo.ca says... >>666 and 667 aren't linedef types - they're sector tags. > > Well where can I get some documentation on them? They should be documented in the UDS but they apparently aren't. I guess that you could retrieve past posts on this topic with a deja.com power search like "~g rec.games.computer.doom.editing 666 & e1m8". -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Mon, 16 Aug 1999 09:29:01 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 34 Message-ID: <7p8lkl$p60$1@nnrp1.deja.com> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> <37b55762.172326@news.ncf.carleton.ca> <37b5bfcf.2586474@news.inet.fi> NNTP-Posting-Host: 206.62.104.67 X-Article-Creation-Date: Mon Aug 16 09:29:01 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x35.deja.com:80 (Squid/1.1.22) for client 206.62.104.67 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13758 In article <37b5bfcf.2586474@news.inet.fi>, robin@doomnation.com.NOSPAM (Sir Robin) wrote: > On Sat, 14 Aug 1999 11:52:02 GMT, bk039@freenet.carleton.ca (Raymond > Martineau) wrote: > > >>Also it doesnt make sense that a wall opens when I pick an object, etc. etc. > > > >Consider that to be a trap. You moved too close to an object, and the trap > >activates. Consider it the same as some of those crushing ceilings. > > But the placement of traps is way too odd... Like armor in some tech > base of *humans* and when you take it suddenly a wall opens and bunch > of aliens come out... Just doesnt make sense to me, but it's great to > play :) Actualy it does. Remember that the monsters did change around some of the interiors. Think of this: You just kicked their buddies asses, and the monsters are mad and want to get back at you in one of the worst possible ways. You are injured, and running low on supplies. The monsters decide to put something you need such as armor or ammo in an area near a hide out they built. When you come and take the ammo, they fling open the doors to their the hide out (and sometimes lock the one behind you), and they try to kill you. Ofcourse, this dosen't explain why they don't use fake armor or empty shell casings/cartridges, or why extra amnmo and med kits are left in the hide out :). Also, why don't the monsters make all ceilings crushing ceilings that they control, and seal the doors (I know, there would't be a game if they did that :) Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!dispose.news.demon.net!demon!feed1.news.rcn.net!rcn!newsfeed.atl!news2.mia.POSTED!not-for-mail From: teamtnt@teamtnt.com (Ty Halderman) Newsgroups: rec.games.computer.doom.editing Subject: Re: WadAuthor and the impassible flag Reply-To: thldrmn@teamtnt.com Message-ID: <37b7e0c4.495689241@192.168.0.1> References: <37A9506E.2BA65B26@student.uq.edu.au> <_pHq3.175$Sr.958@sapphire.mtt.net> <37acf299.45950039@192.168.0.1> X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Mon, 16 Aug 1999 10:02:58 GMT NNTP-Posting-Host: 216.77.232.21 X-Trace: news2.mia 934797915 216.77.232.21 (Mon, 16 Aug 1999 06:05:15 EDT) NNTP-Posting-Date: Mon, 16 Aug 1999 06:05:15 EDT Lines: 20 Xref: teaser.fr rec.games.computer.doom.editing:13759 "Javier \"Dukrous\" Heredia" wrote: >Setting impassible on 1-sided lines is unnecessary depending on the >nodebuilder you use. WadAuthor's internal node builder (a decent one for >small to mid-sized maps) is one of those. Doesn't really matter. It's wrong, and there are tools that depend on the correct setting of the IM flag. The IM flag does mean that a monster/player can't pass through it, though a 1-sided line means that it can't see through it. Different things, evaluated differently not only by node builders but by the engines themselves. Belt and suspenders--why defend a trivial error in a very few editors (or was it just one of them--I don't remember?) | Ty Halderman |Member: TeamTNT|Home: http://www.teamtnt.com/ty | | BOOM|Eternal DOOM|Grievance|Bloodlands|Icarus|Pursuit|Final DOOM | | Eternal DM|Reclamation|Doom2000|Ultimate Invasion|The Return|... | | Maintainer: ftp.cdrom.com/pub/idgames|r.g.c.d.announce Moderator | From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-ge.switch.ch!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: dos & linux editors Date: Mon, 16 Aug 1999 14:02:51 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 14 Message-ID: <37B87C7B.E79@NOSPAM.warande.ruu.nl> References: <37B6ED6E.8CF42D20@skynet.be> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13760 Stuart Brady wrote: > I started with DCK for DOS... but that can't use boom's features. Yes it can. TeamTNT even provided an updated DCK config file although that doesn't contain all the new function. But, you can add those yourself quite easily. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!isdnet!netnews.com!newspeer.monmouth.com!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: Mon, 16 Aug 1999 20:02:32 +0800 Lines: 22 Message-ID: <37B7FDD7.3D983E22@xoommail.com> References: <7p8bku$i9l$2@feed.teaser.fr> NNTP-Posting-Host: studun23.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13761 Andre Majorel wrote: > In article , > asoroudi@julian.uwo.ca says... > > > Does anyone know if WinTex is still being supported, or is 4.3 the > >absolute final version? > > It's not maintained anymore. I'm not sure but I think that the source > is available (something like wtex43sc.zip ?). And DeuTex is maintained. > A new version is due RSN. > > -- > Andre Majorel (it's really "teaser") > http://www.teaser.fr/~amajorel/ > "I'm an atheist, thank God." -- JF the wintex source code on cdrom.com is only for ver 3.4. bummer. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!news.maxwell.syr.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: Mon, 16 Aug 1999 20:02:35 +0800 Lines: 22 Message-ID: <37B7FDDB.DD4E1FEE@xoommail.com> References: <7p8bku$i9l$2@feed.teaser.fr> NNTP-Posting-Host: studun23.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13762 Andre Majorel wrote: > In article , > asoroudi@julian.uwo.ca says... > > > Does anyone know if WinTex is still being supported, or is 4.3 the > >absolute final version? > > It's not maintained anymore. I'm not sure but I think that the source > is available (something like wtex43sc.zip ?). And DeuTex is maintained. > A new version is due RSN. > > -- > Andre Majorel (it's really "teaser") > http://www.teaser.fr/~amajorel/ > "I'm an atheist, thank God." -- JF the wintex source code on cdrom.com is only for ver 3.4. bummer. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Undocumented Types? Message-ID: <37b7fee4.73516283@news.inet.fi> References: <37b6bcf5.67402005@news.inet.fi> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 27 Date: Mon, 16 Aug 1999 14:26:03 GMT NNTP-Posting-Host: 195.165.5.225 X-Trace: read2.inet.fi 934813563 195.165.5.225 (Mon, 16 Aug 1999 17:26:03 EET DST) NNTP-Posting-Date: Mon, 16 Aug 1999 17:26:03 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13763 On Sun, 15 Aug 1999 20:11:04 GMT, "Alec Soroudi" wrote: > I've checked the DooM faq and they just have the standard types not the >undocumented ones. > Where did you learn them? Well, like Len said... 666 & 667 are not linedef types but sector tags that are in certain levels used for special stuff... Btw, in any DooM 2 level all doors that have tag 666 will open if the level has commander keen(s) on it after death of the last keen... That's one of the specials... In MAP07 all sectors tagged to 666 will lower when the last mancubus is killed... I dont remember what happens to 667 sectors, but whatever it is, it happens in MAP07 after the death of last arachnotron... Ah yeah, it raises the floor, but I dont remember how much... >Alec Soroudi - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newshub2.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37B85B4B.E83ECF6D@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: a windeu problem Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 9 Date: Mon, 16 Aug 1999 18:41:07 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934828867 24.64.98.101 (Mon, 16 Aug 1999 11:41:07 PDT) NNTP-Posting-Date: Mon, 16 Aug 1999 11:41:07 PDT Xref: teaser.fr rec.games.computer.doom.editing:13764 alt.games.doom:23208 hello all... i am in the works of making a level with windeu32 and i would like to know, will/which monsters can teleport by crossing a linedef with a teleport type, and will they come out on the designated teleport exit? i tried this with an imp, but he just crossed over the line without teleporting. i walked over it fine and i did teleport, so can someone please tell me what i'm doing wrong? thanx... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,alt.games.doom From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> X-Newsreader: News Xpress 2.01 Lines: 35 Message-ID: Date: Mon, 16 Aug 1999 20:19:54 GMT NNTP-Posting-Host: 142.177.81.59 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 934834794 142.177.81.59 (Mon, 16 Aug 1999 17:19:54 ADT) NNTP-Posting-Date: Mon, 16 Aug 1999 17:19:54 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13765 alt.games.doom:23209 NATHAN JONES wrote: >hello all... > >i am in the works of making a level with windeu32 and i would like to >know, will/which monsters can teleport by crossing a linedef with a >teleport type, and will they come out on the designated teleport exit? Quick teleporter summary: Monsters will activate teleport lines. Monster-only teleport lines will ignore (obviously enough) the players. There's no such thing as a player-only teleport line. That said: >i tried this with an imp, but he just crossed over the line without >teleporting. i walked over it fine and i did teleport, so can someone >please tell me what i'm doing wrong? thanx... Are you both walking over it in the same direction? If you walk over a teleport line from the back side, it won't trigger. (I.E. If the imp is walking south over the line and doesn't teleport, while you can walk north over the line and it does work, then the problem is that the line is facing the wrong way.) If you want a teleport line to trigger from either direction, you acutally need two lines close to each other, one facing north, one facing south. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37B87F70.72D05882@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 49 Date: Mon, 16 Aug 1999 21:15:18 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934838118 24.64.98.101 (Mon, 16 Aug 1999 14:15:18 PDT) NNTP-Posting-Date: Mon, 16 Aug 1999 14:15:18 PDT Xref: teaser.fr rec.games.computer.doom.editing:13766 alt.games.doom:23210 the line activates when you walk from the imp's position forward, and i have tried it myself it it does work that way and only that way, but for some reason when the imp walked over it the first time, it did not activate. Now, i was able to lure the imp back over the line, and then back againg to activate it, and it DID work that time. I do have a door near the line, so could this be the problem? basically what i was trying to do is have player 1 throw a switch which would open up a door. then, an imp would come out and cross over the line (teleporting somewhere to telefrag a cyberdemon)... it works everytime i try it myself, but only sometimes when the monsters do it. Len Pitre wrote: > > NATHAN JONES wrote: > >hello all... > > > >i am in the works of making a level with windeu32 and i would like to > >know, will/which monsters can teleport by crossing a linedef with a > >teleport type, and will they come out on the designated teleport exit? > > Quick teleporter summary: > > Monsters will activate teleport lines. > > Monster-only teleport lines will ignore (obviously enough) the players. > > There's no such thing as a player-only teleport line. > > That said: > > >i tried this with an imp, but he just crossed over the line without > >teleporting. i walked over it fine and i did teleport, so can someone > >please tell me what i'm doing wrong? thanx... > > Are you both walking over it in the same direction? If you walk over a > teleport line from the back side, it won't trigger. (I.E. If the imp is > walking south over the line and doesn't teleport, while you can walk north > over the line and it does work, then the problem is that the line is facing > the wrong way.) If you want a teleport line to trigger from either direction, > you acutally need two lines close to each other, one facing north, one facing > south. > > Len > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Skylight with convex vertex => hole in reality. Date: 16 Aug 1999 21:36:21 GMT Organization: None I'm aware of ! Lines: 38 Message-ID: <7pa08l$kpl$1@feed.teaser.fr> References: <37B78197.630A9CF@home.com> NNTP-Posting-Host: dip246.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934839381 21301 194.51.100.246 (16 Aug 1999 21:36:21 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 16 Aug 1999 21:36:21 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13767 In article <37B78197.630A9CF@home.com>, rob.ellwoodDELETETHISPART@home.com says... > I'm adding new shapes to Slige, the random level generator. >The shapes are being used as skylights: holes in the roof which >show the outside sky. > > Some of the shapes have what I'll call "inner vertices". >Examples: the five inner corners of a pentagram; the inner corners >of a *-shaped star. > > I'm using BSP as the node builder. > > The inner vertices give vertical "holes" in what you see. > > "3D Game Alchemy" calls these "slime trails". (The BSP >documentation mentions "bleeding", without explanation. I expect >it's the same thing.) Your level is probably fine; it's a problem with Doom and the nodes builder. BSP 2.3 seems to be particularly prone to slime trails. You could try : - using Colin Phipps' patch (http://lxdoom.linuxgames.com/), - using BSP 3.0, - avoiding linedefs that are not either N-S or E-W, - moving the vertices around (maybe by chance, the slime trails will go away). Theoretically, using linedefs with "simple" dx/dy ratios should help reduce the number of slime trails, as those result (I'm told) from rounding errors. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Bill" Newsgroups: rec.games.computer.doom.editing,alt.games.doom References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> Subject: Re: a windeu problem Lines: 65 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Mon, 16 Aug 1999 17:59:32 -0400 NNTP-Posting-Host: 204.210.72.215 X-Complaints-To: abuse@rr.com X-Trace: newsr2.maine.rr.com 934840714 204.210.72.215 (Mon, 16 Aug 1999 14:58:34 PDT) NNTP-Posting-Date: Mon, 16 Aug 1999 14:58:34 PDT Organization: TWC Portland, Maine Path: teaser.fr!ac-versailles.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!chnws02.mediaone.net!204.210.64.17!newsf1.maine.rr.com!newsr2.maine.rr.com.POSTED!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13768 alt.games.doom:23211 Monsters cannot telefrag things. If there is a player or a monster standing in the designated teleport space of the linedef, then when the monster passes over that linedef they will NOT teleport. There is a way around this if you use the zdoom editing package you can specify whether or not to allow monsters to telefrag. Bill NATHAN JONES wrote in message news:37B87F70.72D05882@home.com... > the line activates when you walk from the imp's position forward, and i > have tried it myself it it does work that way and only that way, but for > some reason when the imp walked over it the first time, it did not > activate. Now, i was able to lure the imp back over the line, and then > back againg to activate it, and it DID work that time. I do have a door > near the line, so could this be the problem? > > basically what i was trying to do is have player 1 throw a switch which > would open up a door. then, an imp would come out and cross over the > line (teleporting somewhere to telefrag a cyberdemon)... it works > everytime i try it myself, but only sometimes when the monsters do it. > > Len Pitre wrote: > > > > NATHAN JONES wrote: > > >hello all... > > > > > >i am in the works of making a level with windeu32 and i would like to > > >know, will/which monsters can teleport by crossing a linedef with a > > >teleport type, and will they come out on the designated teleport exit? > > > > Quick teleporter summary: > > > > Monsters will activate teleport lines. > > > > Monster-only teleport lines will ignore (obviously enough) the players. > > > > There's no such thing as a player-only teleport line. > > > > That said: > > > > >i tried this with an imp, but he just crossed over the line without > > >teleporting. i walked over it fine and i did teleport, so can someone > > >please tell me what i'm doing wrong? thanx... > > > > Are you both walking over it in the same direction? If you walk over a > > teleport line from the back side, it won't trigger. (I.E. If the imp is > > walking south over the line and doesn't teleport, while you can walk north > > over the line and it does work, then the problem is that the line is facing > > the wrong way.) If you want a teleport line to trigger from either direction, > > you acutally need two lines close to each other, one facing north, one facing > > south. > > > > Len > > > > -- > > Pointless SIG file > > Replace "doom" with "hotmail" to send e-mail. > > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Message-ID: <37B8905F.CF3C4134@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 67 Date: Mon, 16 Aug 1999 22:27:36 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934842456 24.64.98.101 (Mon, 16 Aug 1999 15:27:36 PDT) NNTP-Posting-Date: Mon, 16 Aug 1999 15:27:36 PDT Path: teaser.fr!ac-versailles.fr!oleane!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13769 alt.games.doom:23212 darn... i guess i will have to think of anyother way to kill the cyb... Bill wrote: > > Monsters cannot telefrag things. If there is a player or a monster standing > in the designated teleport space of the linedef, then when the monster > passes over that linedef they will NOT teleport. There is a way around this > if you use the zdoom editing package you can specify whether or not to allow > monsters to telefrag. > > Bill > > NATHAN JONES wrote in message > news:37B87F70.72D05882@home.com... > > the line activates when you walk from the imp's position forward, and i > > have tried it myself it it does work that way and only that way, but for > > some reason when the imp walked over it the first time, it did not > > activate. Now, i was able to lure the imp back over the line, and then > > back againg to activate it, and it DID work that time. I do have a door > > near the line, so could this be the problem? > > > > basically what i was trying to do is have player 1 throw a switch which > > would open up a door. then, an imp would come out and cross over the > > line (teleporting somewhere to telefrag a cyberdemon)... it works > > everytime i try it myself, but only sometimes when the monsters do it. > > > > Len Pitre wrote: > > > > > > NATHAN JONES wrote: > > > >hello all... > > > > > > > >i am in the works of making a level with windeu32 and i would like to > > > >know, will/which monsters can teleport by crossing a linedef with a > > > >teleport type, and will they come out on the designated teleport exit? > > > > > > Quick teleporter summary: > > > > > > Monsters will activate teleport lines. > > > > > > Monster-only teleport lines will ignore (obviously enough) the players. > > > > > > There's no such thing as a player-only teleport line. > > > > > > That said: > > > > > > >i tried this with an imp, but he just crossed over the line without > > > >teleporting. i walked over it fine and i did teleport, so can someone > > > >please tell me what i'm doing wrong? thanx... > > > > > > Are you both walking over it in the same direction? If you walk over a > > > teleport line from the back side, it won't trigger. (I.E. If the imp is > > > walking south over the line and doesn't teleport, while you can walk > north > > > over the line and it does work, then the problem is that the line is > facing > > > the wrong way.) If you want a teleport line to trigger from either > direction, > > > you acutally need two lines close to each other, one facing north, one > facing > > > south. > > > > > > Len > > > > > > -- > > > Pointless SIG file > > > Replace "doom" with "hotmail" to send e-mail. > > > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!aquitaine.fr.clara.net!fr.clara.net!skynet.be!news.algonet.se!algonet!newsfeed.tli.de!newsfeed.enteract.com!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Mon, 16 Aug 1999 16:36:53 -0700 Content-Transfer-Encoding: 7bit References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> <37b55762.172326@news.ncf.carleton.ca> <37b5bfcf.2586474@news.inet.fi> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 16 Aug 1999 23:33:27 GMT X-ELN-Insert-Date: Mon Aug 16 16:35:12 1999 Organization: Offworld Press Lines: 24 Mime-Version: 1.0 NNTP-Posting-Host: 1cust34.tnt1.lancaster.ca.da.uu.net Message-ID: <37B8A095.1D84@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13770 Sir Robin wrote: > > >>Also it doesnt make sense that a wall opens when I pick an object, etc. etc. > > > >Consider that to be a trap. You moved too close to an object, and the trap > >activates. Consider it the same as some of those crushing ceilings. > > But the placement of traps is way too odd... Like armor in some tech > base of *humans* and when you take it suddenly a wall opens and bunch > of aliens come out... Just doesnt make sense to me, but it's great to > play :) What I was thinking of specifically was, here's a cybe running around loose (this was in Herian2, which I liked other than when it did this) and the exit wall comes down when he dies. Another boring exchange of rockets with a cybe that in any other map you could just run around, or at least get a little interest out of it by opening the exit and trying to get him into it with the barons revealed therein. But as it was, all it did was put a stop in the level's flow. I'm VERY tired of cybes (very seldom do I see one that really adds interest to the map) which didn't help my attitude :) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!newsfeeds.sol.net!news.execpc.com!newspeer.sol.net!news.chicago.winstar.net!newsfeed.infinet.com!news.oh.voyager.net!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex References: <7p8bku$i9l$2@feed.teaser.fr> <37B7FDDB.DD4E1FEE@xoommail.com> Message-ID: X-Newsreader: slrn (0.9.5.6 UNIX) Lines: 18 Date: Tue, 17 Aug 1999 02:47:36 GMT NNTP-Posting-Host: 209.57.148.205 X-Trace: news.oh.voyager.net 934858056 209.57.148.205 (Mon, 16 Aug 1999 22:47:36 EDT) NNTP-Posting-Date: Mon, 16 Aug 1999 22:47:36 EDT Xref: teaser.fr rec.games.computer.doom.editing:13771 On Mon, 16 Aug 1999 20:02:35 +0800, Jonathan Wilson wrote: >Andre Majorel wrote: >> In article , >> asoroudi@julian.uwo.ca says... >> > Does anyone know if WinTex is still being supported, or is 4.3 the >> >absolute final version? >> It's not maintained anymore. I'm not sure but I think that the source >> is available (something like wtex43sc.zip ?). > the wintex source code on cdrom.com is only for ver 3.4. bummer. And I recall that it's only for the Visual BASIC part of it, which is little more than a cute front-end, and utterly worthless. I always preferred DeuTex, anyway, despite its stone-age method of dealing with sound clips and music. Glad to know Majorel's still working on it. :) -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,alt.games.doom From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> X-Newsreader: News Xpress 2.01 Lines: 16 Message-ID: Date: Tue, 17 Aug 1999 03:04:12 GMT NNTP-Posting-Host: 142.177.65.62 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 934859052 142.177.65.62 (Tue, 17 Aug 1999 00:04:12 ADT) NNTP-Posting-Date: Tue, 17 Aug 1999 00:04:12 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13772 alt.games.doom:23215 NATHAN JONES wrote: >darn... i guess i will have to think of anyother way to kill the cyb... > If you're using the original Doom EXE and not Boom or a Boom-based source port (I don't know about the others), you might get around it by making the map MAP30, where I believe monsters CAN telefrag. However, for the map to work in Boom you'll need to include a message in the text file telling the user to turn on compatibility mode. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newspump.monmouth.com!newspeer.monmouth.com!netnews.com!chnws02.mediaone.net!204.210.64.17!newsf1.maine.rr.com!newsr2.maine.rr.com.POSTED!not-for-mail From: "Bill" Newsgroups: rec.games.computer.doom.editing,alt.games.doom References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> Subject: Re: a windeu problem Lines: 29 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Tue, 17 Aug 1999 00:44:27 -0400 NNTP-Posting-Host: 204.210.72.215 X-Complaints-To: abuse@rr.com X-Trace: newsr2.maine.rr.com 934865006 204.210.72.215 (Mon, 16 Aug 1999 21:43:26 PDT) NNTP-Posting-Date: Mon, 16 Aug 1999 21:43:26 PDT Organization: TWC Portland, Maine Xref: teaser.fr rec.games.computer.doom.editing:13773 alt.games.doom:23216 When a player comes in contact with a shooting skull cube which the end monster throws out, it is instant death. I don't believe that MAP30 allows monsters to telefrag, i think that it may look that way since when the cube comes in contact you die immediately and the monster spawns. Bill Len Pitre wrote in message news:Mi4u3.65$zo6.2203@sapphire.mtt.net... > NATHAN JONES wrote: > >darn... i guess i will have to think of anyother way to kill the cyb... > > > > If you're using the original Doom EXE and not Boom or a Boom-based source port > (I don't know about the others), you might get around it by making the map > MAP30, where I believe monsters CAN telefrag. However, for the map to work in > Boom you'll need to include a message in the text file telling the user to > turn on compatibility mode. > > Len > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Date: Tue, 17 Aug 1999 08:14:14 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 19 Message-ID: <37B97C46.1239@NOSPAM.warande.ruu.nl> References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13774 alt.games.doom:23218 NATHAN JONES wrote: > the line activates when you walk from the imp's position forward, and i > have tried it myself it it does work that way and only that way, but > for some reason when the imp walked over it the first time, it did not > activate. Now, i was able to lure the imp back over the line, and then > back againg to activate it, and it DID work that time. Something is blocking the Imp's teleport destination, in your case a Cyberdemon you want to telefrag. Monsters do not telefrag other monsters (except on map30); instead, the teleport trigger will be ignored. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37B90E6A.D56D9C46@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Tue, 17 Aug 1999 07:25:14 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934874714 24.64.98.101 (Tue, 17 Aug 1999 00:25:14 PDT) NNTP-Posting-Date: Tue, 17 Aug 1999 00:25:14 PDT Xref: teaser.fr rec.games.computer.doom.editing:13775 alt.games.doom:23219 well.... can anyone give me any better ideas in which to make it appear as though the cyb was "fried"? i am trying to make a prison type level, with a working electric chair. this is where my problem has come up, and telefragging him was the best idea i could think of. NATHAN JONES wrote: > > hello all... > > i am in the works of making a level with windeu32 and i would like to > know, will/which monsters can teleport by crossing a linedef with a > teleport type, and will they come out on the designated teleport exit? > > i tried this with an imp, but he just crossed over the line without > teleporting. i walked over it fine and i did teleport, so can someone > please tell me what i'm doing wrong? thanx... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: 17 Aug 1999 08:07:35 GMT Organization: None I'm aware of ! Lines: 26 Message-ID: <7pb587$mj1$1@feed.teaser.fr> References: <7p8bku$i9l$2@feed.teaser.fr> <37B7FDDB.DD4E1FEE@xoommail.com> NNTP-Posting-Host: dip213.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934877255 23137 194.51.100.213 (17 Aug 1999 08:07:35 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 17 Aug 1999 08:07:35 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13776 In article , mattm@infinet.com says... >> the wintex source code on cdrom.com is only for ver 3.4. bummer. I never used WinTex so I don't know how much it has changed between v3.4 and v4.3. Hint : Olivier Montanuy would be glad to find someone to maintain it. I suppose he still has the latest source. >And I recall that it's only for the Visual BASIC part of it, which is >little more than a cute front-end, and utterly worthless. Yes but the source code of the C part of it _is_ available. It's called... DeuTex :-) > I always preferred DeuTex, anyway, despite its stone-age method of >dealing with sound clips and music. At least I've put your comments in the TODO file. Anyone who feels like hacking the sound support will soon be able to. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Date: 17 Aug 1999 08:11:53 GMT Organization: None I'm aware of ! Lines: 14 Message-ID: <7pb5g9$mj1$2@feed.teaser.fr> References: <37B85B4B.E83ECF6D@home.com> <37B90E6A.D56D9C46@home.com> NNTP-Posting-Host: dip213.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934877513 23137 194.51.100.213 (17 Aug 1999 08:11:53 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 17 Aug 1999 08:11:53 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13777 alt.games.doom:23220 In article <37B90E6A.D56D9C46@home.com>, nljones@home.com says... >well.... can anyone give me any better ideas in which to make it appear >as though the cyb was "fried"? Crushing ceiling ? With Strife you could also use the special sector type "instant death". :-) -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntprelay.berkeley.edu!newsfeed.berkeley.edu!news.ecn.ou.edu!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: Tue, 17 Aug 1999 20:43:21 +0800 Lines: 16 Message-ID: <37B958E9.743D4408@xoommail.com> References: <7p8bku$i9l$2@feed.teaser.fr> <37B7FDDB.DD4E1FEE@xoommail.com> <7pb587$mj1$1@feed.teaser.fr> NNTP-Posting-Host: studun16.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13778 Andre Majorel wrote: > In article , mattm@infinet.com > says... > > >> the wintex source code on cdrom.com is only for ver 3.4. bummer. > > I never used WinTex so I don't know how much it has changed between > v3.4 and v4.3. Hint : Olivier Montanuy would be glad to find someone > to maintain it. I suppose he still has the latest source. i would like to see that. does anyone have contact details for the guy? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,alt.games.doom From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> X-Newsreader: News Xpress 2.01 Lines: 17 Message-ID: Date: Tue, 17 Aug 1999 15:44:38 GMT NNTP-Posting-Host: 142.177.74.31 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 934904678 142.177.74.31 (Tue, 17 Aug 1999 12:44:38 ADT) NNTP-Posting-Date: Tue, 17 Aug 1999 12:44:38 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13779 alt.games.doom:23223 Bill wrote: >When a player comes in contact with a shooting skull cube which the end >monster throws out, it is instant death. I don't believe that MAP30 allows >monsters to telefrag, i think that it may look that way since when the cube >comes in contact you die immediately and the monster spawns. IIRC, you're mistaking the effect for the cause. Non-MAP30 maps with spawners (the last map of TiC's Obituary, for instance) don't telefrag with spawn cubes - the monsters get stuck in one another. Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: WinTex Date: 17 Aug 1999 18:08:59 GMT Organization: None I'm aware of ! Lines: 11 Message-ID: <7pc8fr$nn1$1@feed.teaser.fr> References: <7p8bku$i9l$2@feed.teaser.fr> <37B7FDDB.DD4E1FEE@xoommail.com> <7pb587$mj1$1@feed.teaser.fr> <37B958E9.743D4408@xoommail.com> NNTP-Posting-Host: dip240.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 934913339 24289 194.51.100.240 (17 Aug 1999 18:08:59 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 17 Aug 1999 18:08:59 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13780 In article <37B958E9.743D4408@xoommail.com>, wilsonj@xoommail.com says... >i would like to see that. does anyone have contact details for the guy? The user name is Olivier.Montanuy and the server part is wanadoo.fr. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!feeder.qis.net!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37B9A569.B8A3C246@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B90E6A.D56D9C46@home.com> <7pb5g9$mj1$2@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 22 Date: Tue, 17 Aug 1999 18:09:18 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934913358 24.64.98.101 (Tue, 17 Aug 1999 11:09:18 PDT) NNTP-Posting-Date: Tue, 17 Aug 1999 11:09:18 PDT Xref: teaser.fr rec.games.computer.doom.editing:13781 alt.games.doom:23225 i guess crushing ceiling might work, but it isn't really the effect i am going for... i am not trying to make a level designed for any specific port, i just want one for doom in general. besides, that way it can be played with any of the source ports... Andre Majorel wrote: > > In article <37B90E6A.D56D9C46@home.com>, nljones@home.com says... > > >well.... can anyone give me any better ideas in which to make it appear > >as though the cyb was "fried"? > > Crushing ceiling ? > With Strife you could also use the special sector type "instant > death". :-) > > -- > Andre Majorel (it's really "teaser") > http://www.teaser.fr/~amajorel/ > "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: WinTex References: <7p8bku$i9l$2@feed.teaser.fr> <37B7FDDB.DD4E1FEE@xoommail.com> <7pb587$mj1$1@feed.teaser.fr> <37B958E9.743D4408@xoommail.com> <7pc8fr$nn1$1@feed.teaser.fr> X-Newsreader: News Xpress 2.01 Lines: 15 Message-ID: Date: Tue, 17 Aug 1999 21:39:34 GMT NNTP-Posting-Host: 142.177.65.24 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 934925974 142.177.65.24 (Tue, 17 Aug 1999 18:39:34 ADT) NNTP-Posting-Date: Tue, 17 Aug 1999 18:39:34 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13782 Andre Majorel wrote: >>i would like to see that. does anyone have contact details for the guy? > >The user name is Olivier.Montanuy and the server part is wanadoo.fr. > Very nice way of spam shielding it.:) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!chnws02.mediaone.net!204.210.64.17!newsf1.maine.rr.com!newsr2.maine.rr.com.POSTED!not-for-mail From: "Bill" Newsgroups: rec.games.computer.doom.editing,alt.games.doom References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> Subject: Re: a windeu problem Lines: 29 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Tue, 17 Aug 1999 21:00:30 -0400 NNTP-Posting-Host: 204.210.72.215 X-Complaints-To: abuse@rr.com X-Trace: newsr2.maine.rr.com 934937965 204.210.72.215 (Tue, 17 Aug 1999 17:59:25 PDT) NNTP-Posting-Date: Tue, 17 Aug 1999 17:59:25 PDT Organization: TWC Portland, Maine Xref: teaser.fr rec.games.computer.doom.editing:13783 alt.games.doom:23230 oops. sorry my bad. Bill Len Pitre wrote in message news:Grfu3.19$dY2.356@sapphire.mtt.net... > Bill wrote: > >When a player comes in contact with a shooting skull cube which the end > >monster throws out, it is instant death. I don't believe that MAP30 allows > >monsters to telefrag, i think that it may look that way since when the cube > >comes in contact you die immediately and the monster spawns. > > IIRC, you're mistaking the effect for the cause. Non-MAP30 maps with spawners > (the last map of TiC's Obituary, for instance) don't telefrag with spawn cubes > - the monsters get stuck in one another. > > Len > > > -- > Pointless SIG file > Replace "doom" with "hotmail" to send e-mail. > End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!isdnet!newsfeed.icl.net!news.algonet.se!algonet!newsfeed1.swip.net!swipnet!newsfeed2.funet.fi!newsfeeds.saunalahti.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Message-ID: <37b9d1a4.92445810@news.inet.fi> References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 17 Date: Wed, 18 Aug 1999 03:23:02 GMT NNTP-Posting-Host: 195.165.5.47 X-Trace: read2.inet.fi 934946582 195.165.5.47 (Wed, 18 Aug 1999 06:23:02 EET DST) NNTP-Posting-Date: Wed, 18 Aug 1999 06:23:02 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13784 alt.games.doom:23233 On Tue, 17 Aug 1999 00:44:27 -0400, "Bill" wrote: >When a player comes in contact with a shooting skull cube which the end >monster throws out, it is instant death. I don't believe that MAP30 allows >monsters to telefrag, i think that it may look that way since when the cube >comes in contact you die immediately and the monster spawns. MAP30 *does* allow monsters to telefrag. >Bill - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!newsfeed.tli.de!newsfeed1.swip.net!swipnet!newsfeed2.funet.fi!newsfeeds.saunalahti.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Message-ID: <37b9d1e6.92511332@news.inet.fi> References: <37B85B4B.E83ECF6D@home.com> <37B90E6A.D56D9C46@home.com> <7pb5g9$mj1$2@feed.teaser.fr> <37B9A569.B8A3C246@home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 22 Date: Wed, 18 Aug 1999 03:23:03 GMT NNTP-Posting-Host: 195.165.5.47 X-Trace: read2.inet.fi 934946583 195.165.5.47 (Wed, 18 Aug 1999 06:23:03 EET DST) NNTP-Posting-Date: Wed, 18 Aug 1999 06:23:03 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13785 alt.games.doom:23234 On Tue, 17 Aug 1999 18:09:18 GMT, NATHAN JONES wrote: >i guess crushing ceiling might work, but it isn't really the effect i am >going for... i am not trying to make a level designed for any specific >port, i just want one for doom in general. besides, that way it can be >played with any of the source ports... Crushing *invisible* ceiling!!! That way the player would just see cyberdemon that is in pain and after some time dies... Make it for crushing ceilings that all hit the cybie and I think it will get 4x the damage too :) Makes it die faster... Of course you can make a lot of tiny crushers over the cybie :D - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!netnews.com!chnws02.mediaone.net!204.210.64.17!newsf1.maine.rr.com!newsr2.maine.rr.com.POSTED!not-for-mail From: "Bill" Newsgroups: rec.games.computer.doom.editing,alt.games.doom References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> <37b9d1a4.92445810@news.inet.fi> Subject: Re: a windeu problem Lines: 28 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Wed, 18 Aug 1999 00:19:53 -0400 NNTP-Posting-Host: 204.210.72.215 X-Complaints-To: abuse@rr.com X-Trace: newsr2.maine.rr.com 934949926 204.210.72.215 (Tue, 17 Aug 1999 21:18:46 PDT) NNTP-Posting-Date: Tue, 17 Aug 1999 21:18:46 PDT Organization: TWC Portland, Maine Xref: teaser.fr rec.games.computer.doom.editing:13786 alt.games.doom:23235 My mistake. Sorry to be the propagator of misinformation. Bill Sir Robin wrote in message news:37b9d1a4.92445810@news.inet.fi... > On Tue, 17 Aug 1999 00:44:27 -0400, "Bill" wrote: > > >When a player comes in contact with a shooting skull cube which the end > >monster throws out, it is instant death. I don't believe that MAP30 allows > >monsters to telefrag, i think that it may look that way since when the cube > >comes in contact you die immediately and the monster spawns. > > MAP30 *does* allow monsters to telefrag. > > >Bill > > - Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37BA431E.420C3C9C@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B90E6A.D56D9C46@home.com> <7pb5g9$mj1$2@feed.teaser.fr> <37B9A569.B8A3C246@home.com> <37b9d1e6.92511332@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 27 Date: Wed, 18 Aug 1999 05:21:58 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 934953718 24.64.98.101 (Tue, 17 Aug 1999 22:21:58 PDT) NNTP-Posting-Date: Tue, 17 Aug 1999 22:21:58 PDT Xref: teaser.fr rec.games.computer.doom.editing:13787 alt.games.doom:23236 hey, thanks, that is a really good idea... if i finally get this chair to work it should look pretty cool (as for the level around the chair :) Sir Robin wrote: > > On Tue, 17 Aug 1999 18:09:18 GMT, NATHAN JONES > wrote: > > >i guess crushing ceiling might work, but it isn't really the effect i am > >going for... i am not trying to make a level designed for any specific > >port, i just want one for doom in general. besides, that way it can be > >played with any of the source ports... > > Crushing *invisible* ceiling!!! That way the player would just see > cyberdemon that is in pain and after some time dies... > > Make it for crushing ceilings that all hit the cybie and I think it > will get 4x the damage too :) Makes it die faster... Of course you can > make a lot of tiny crushers over the cybie :D > > - Sir Robin, Member of Falling Star Productions and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,alt.games.doom From: I_Am_The_Archon@Doom.com (Len Pitre) Subject: Re: a windeu problem References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> <37b9d1a4.92445810@news.inet.fi> X-Newsreader: News Xpress 2.01 Lines: 12 Message-ID: Date: Wed, 18 Aug 1999 14:42:31 GMT NNTP-Posting-Host: 142.177.81.33 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 934987351 142.177.81.33 (Wed, 18 Aug 1999 11:42:31 ADT) NNTP-Posting-Date: Wed, 18 Aug 1999 11:42:31 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13789 alt.games.doom:23241 Bill wrote: >My mistake. >Sorry to be the propagator of misinformation. No problem. It's better than propagating spam.:) Len -- Pointless SIG file Replace "doom" with "hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: HELP: creating wads for MAC Doom II 1.0.3 Date: Thu, 19 Aug 1999 08:43:02 GMT Organization: home Lines: 32 Message-ID: <37bbc068.12460584@news.es.co.nz> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p18-max8.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13790 Hiya, I'm having trouble creating a very basic single map wad that will work on Mac DOOM II 1.0.3... I have used a combination of Deep97 and Wintex 4.3 to create the both pwad files and iwad files. Both of which work on DOOM 95 but not on the mac. On the mac, when loading the pwad the game reverts to doom2.wad and when loading the iwad it reports a lump error... I have created the level specifically for printing to video: - it has no monsters - all the walls are one custom texture only (flat white) - all ceiling + floor flats are one custom texture (flat white) - all the frames in the pistol animation have been replaced with transparent images so the pistol is invisible - no special effects or tricks - map created in deep97 - flat and wall patch/texture added in Wintex - six new frames for the pistol animation added in Wintex I'm not sure why it will work on the PC but not on the mac...? I have the UACLABS wad (iwad I think) and it works fine on the Mac DOOM II 1.0.3...what gives...? -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!nuq-peer.news.verio.net!news.verio.net!uunet!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Message-ID: <37bb0f81.173830679@news.inet.fi> References: <37B85B4B.E83ECF6D@home.com> <37B90E6A.D56D9C46@home.com> <7pb5g9$mj1$2@feed.teaser.fr> <37B9A569.B8A3C246@home.com> <37b9d1e6.92511332@news.inet.fi> <37BA431E.420C3C9C@home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 16 Date: Thu, 19 Aug 1999 13:24:16 GMT NNTP-Posting-Host: 195.165.5.34 X-Trace: read2.inet.fi 935069056 195.165.5.34 (Thu, 19 Aug 1999 16:24:16 EET DST) NNTP-Posting-Date: Thu, 19 Aug 1999 16:24:16 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13791 alt.games.doom:23244 On Wed, 18 Aug 1999 05:21:58 GMT, NATHAN JONES wrote: >hey, thanks, that is a really good idea... if i finally get this chair >to work it should look pretty cool (as for the level around the chair >:) Well good luck, and remember to tell me when it's done :) - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!nuq-peer.news.verio.net!news.verio.net!uunet!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: a windeu problem Message-ID: <37bb0f62.173799501@news.inet.fi> References: <37B85B4B.E83ECF6D@home.com> <37B87F70.72D05882@home.com> <37B8905F.CF3C4134@home.com> <37b9d1a4.92445810@news.inet.fi> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 15 Date: Thu, 19 Aug 1999 13:24:16 GMT NNTP-Posting-Host: 195.165.5.34 X-Trace: read2.inet.fi 935069056 195.165.5.34 (Thu, 19 Aug 1999 16:24:16 EET DST) NNTP-Posting-Date: Thu, 19 Aug 1999 16:24:16 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13792 alt.games.doom:23245 On Wed, 18 Aug 1999 00:19:53 -0400, "Bill" wrote: >My mistake. >Sorry to be the propagator of misinformation. No problem at all! Just wanted to fix your mistake :) >Bill - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... No. Raping dead orcs is not lawful good behavior From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: HELP: creating wads for MAC Doom II 1.0.3 Date: 19 Aug 1999 22:33:09 GMT Organization: None I'm aware of ! Lines: 14 Message-ID: <7pi0n5$217$1@feed.teaser.fr> References: <37bbc068.12460584@news.es.co.nz> NNTP-Posting-Host: dip213.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935101989 2087 194.51.100.213 (19 Aug 1999 22:33:09 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 19 Aug 1999 22:33:09 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13793 In article <37bbc068.12460584@news.es.co.nz>, solds@es.co.nz says... >I'm not sure why it will work on the PC but not on the mac...? I remember hearing rumours that Mac Doom expects big endian wads (wads are normally little endian). If it was true, it would prevent a wad for DOS Doom from working with Mac Doom (and the other way around). -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news.belnet.be!skynet.be!news.infoave.net!news.infoave.net!not-for-mail From: hi@home.org Newsgroups: rec.games.computer.doom.editing Subject: Another Editor Date: Fri, 20 Aug 1999 01:58:59 GMT Organization: Info Avenue Internet Services Lines: 20 Message-ID: <37bcb4fe.18822114@news.infoave.net> NNTP-Posting-Host: dial-30.r04.scmbch.infoave.net X-Trace: news3.infoave.net 935114341 9106 204.116.58.230 (20 Aug 1999 01:59:01 GMT) X-Complaints-To: usenet@news3.infoave.net NNTP-Posting-Date: 20 Aug 1999 01:59:01 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13794 Hi, I've been looking into writing an editor for DOOM games (DOOM, BOOM, ZDOOM etc) After a few months of research I've gotten to were I can read all the data for the maps out of the WADs. My problems are as follows: [1] I can't make out (via the DOOM specs) how to read and display the textures, flats, and sprites through a Delphi program. [2] I can't even get started with the music and soundfx. I am writing this in Delphi 4. I have downloaded the complete Docs directory off of cdrom, read the doom specs complete multiple times and checked out the source of every util and CDROM.com that has source. Any information on any of these topics would be much appreciated. please reply to this message thanks mike From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!leto.backbone.ou.edu!news.onenet.net!news.ecn.ou.edu!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Fri, 20 Aug 1999 12:44:26 +0800 Lines: 34 Message-ID: <37BCDD2A.E3AFE118@xoommail.com> References: <37bcb4fe.18822114@news.infoave.net> NNTP-Posting-Host: studun37.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13795 hi@home.org wrote: > Hi, > > I've been looking into writing an editor for DOOM games (DOOM, BOOM, > ZDOOM etc) After a few months of research I've gotten to were I can > read all the data for the maps out of the WADs. My problems are as > follows: > > [1] I can't make out (via the DOOM specs) how to read and display the > textures, flats, and sprites through a Delphi program. > > [2] I can't even get started with the music and soundfx. > > I am writing this in Delphi 4. I have downloaded the complete Docs > directory off of cdrom, read the doom specs complete multiple times > and checked out the source of every util and CDROM.com that has > source. Any information on any of these topics would be much > appreciated. please reply to this message > > thanks > mike what cant you do? i assume you can get the data out of the wad file but do not know how to get the accual pixels. is that correct? -- Jonathan Wilson wilsonj@xoommail.com http://members.xoom.com/wilsonj/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Fri, 20 Aug 1999 09:57:29 +0100 Organization: Customer of Planet Online Lines: 43 Message-ID: <7pj57d$m8f$1@news7.svr.pol.co.uk> References: <37bcb4fe.18822114@news.infoave.net> <37BCDD2A.E3AFE118@xoommail.com> NNTP-Posting-Host: modem-82.hydrazine.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 935139373 22799 62.136.71.210 (20 Aug 1999 08:56:13 GMT) NNTP-Posting-Date: 20 Aug 1999 08:56:13 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13796 You can read the data? Well, have you managed to convert it into standard windows format (bmp)? I hear its encoded differently. If you know VB look at the wintex sources. Jonathan Wilson wrote in message news:37BCDD2A.E3AFE118@xoommail.com... > > > hi@home.org wrote: > > > Hi, > > > > I've been looking into writing an editor for DOOM games (DOOM, BOOM, > > ZDOOM etc) After a few months of research I've gotten to were I can > > read all the data for the maps out of the WADs. My problems are as > > follows: > > > > [1] I can't make out (via the DOOM specs) how to read and display the > > textures, flats, and sprites through a Delphi program. > > > > [2] I can't even get started with the music and soundfx. > > > > I am writing this in Delphi 4. I have downloaded the complete Docs > > directory off of cdrom, read the doom specs complete multiple times > > and checked out the source of every util and CDROM.com that has > > source. Any information on any of these topics would be much > > appreciated. please reply to this message > > > > thanks > > mike > > what cant you do? i assume you can get the data out of the wad file but do not know how to get the > accual pixels. is that correct? > > -- > Jonathan Wilson > wilsonj@xoommail.com > http://members.xoom.com/wilsonj/ > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.enteract.com!cyclone.i1.net!news.infoave.net!news.infoave.net!not-for-mail From: thisis@fake.net (Michael) Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Fri, 20 Aug 1999 11:30:55 GMT Organization: Info Avenue Internet Services Lines: 56 Message-ID: <37bd3a15.52898294@news.infoave.net> References: <37bcb4fe.18822114@news.infoave.net> <37BCDD2A.E3AFE118@xoommail.com> <7pj57d$m8f$1@news7.svr.pol.co.uk> NNTP-Posting-Host: dial-90.r8.scmbch.infoave.net X-Trace: news3.infoave.net 935148655 30205 207.144.152.100 (20 Aug 1999 11:30:55 GMT) X-Complaints-To: usenet@news3.infoave.net NNTP-Posting-Date: 20 Aug 1999 11:30:55 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13797 Hi, No, I haven't gotten to any type of picture format yet. I can read some of the texture data like the offsets and sizes, but I'm a little confused with were the actual picture comes from ([TEXTURES] or [PATCHES] and the data structure of that data. The only thing in the copy of the Wintex source (v34) I have is for the forms. All the code is in a DLL. On Fri, 20 Aug 1999 09:57:29 +0100, "Teppic8" wrote: >You can read the data? Well, have you managed to convert it into standard >windows format (bmp)? I hear its encoded differently. If you know VB look at >the wintex sources. > >Jonathan Wilson wrote in message >news:37BCDD2A.E3AFE118@xoommail.com... >> >> >> hi@home.org wrote: >> >> > Hi, >> > >> > I've been looking into writing an editor for DOOM games (DOOM, BOOM, >> > ZDOOM etc) After a few months of research I've gotten to were I can >> > read all the data for the maps out of the WADs. My problems are as >> > follows: >> > >> > [1] I can't make out (via the DOOM specs) how to read and display the >> > textures, flats, and sprites through a Delphi program. >> > >> > [2] I can't even get started with the music and soundfx. >> > >> > I am writing this in Delphi 4. I have downloaded the complete Docs >> > directory off of cdrom, read the doom specs complete multiple times >> > and checked out the source of every util and CDROM.com that has >> > source. Any information on any of these topics would be much >> > appreciated. please reply to this message >> > >> > thanks >> > mike >> >> what cant you do? i assume you can get the data out of the wad file but do >not know how to get the >> accual pixels. is that correct? >> >> -- >> Jonathan Wilson >> wilsonj@xoommail.com >> http://members.xoom.com/wilsonj/ >> >> > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!aquitaine.fr.clara.net!fr.clara.net!isdnet!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: HELP: creating wads for MAC Doom II 1.0.3 Date: Fri, 20 Aug 1999 07:58:51 GMT Organization: home Lines: 10 Message-ID: <37bd0a17.346390@news.es.co.nz> References: <37bbc068.12460584@news.es.co.nz> <7pi0n5$217$1@feed.teaser.fr> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p13-max9.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13798 I've solved the problem - very simple actually but weird all the same. The wad file must be named in upper case not lower case ie. NEWLEVEL.WAD not newlevel.wad... What do you mean by big and little endian though...? -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!news.mel.connect.com.au!news.mel.aone.net.au!newsfeed.aone.net.au!ozemail.com.au!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Fri, 20 Aug 1999 21:30:53 +0800 Lines: 8 Message-ID: <37BD588D.57DC2E06@xoommail.com> References: <37bcb4fe.18822114@news.infoave.net> <37BCDD2A.E3AFE118@xoommail.com> <7pj57d$m8f$1@news7.svr.pol.co.uk> <37bd3a15.52898294@news.infoave.net> NNTP-Posting-Host: studun26.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13799 do you have a fuction to read a lump from a wad file? -- Jonathan Wilson wilsonj@xoommail.com http://members.xoom.com/wilsonj/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: 20 Aug 1999 14:00:34 GMT Organization: None I'm aware of ! Lines: 26 Message-ID: <7pjn22$4i6$1@feed.teaser.fr> References: <37bcb4fe.18822114@news.infoave.net> NNTP-Posting-Host: dip219.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935157634 4678 194.51.100.219 (20 Aug 1999 14:00:34 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 20 Aug 1999 14:00:34 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13800 In article <37bcb4fe.18822114@news.infoave.net>, hi@home.org says... >[1] I can't make out (via the DOOM specs) how to read and display the >textures, flats, and sprites through a Delphi program. > >[2] I can't even get started with the music and soundfx. Don't despair, everything is explained in the UDS. Honest. Read again chapter 5 and section 8.4. If you're looking for some C code to display a sprite or patch, look at DisplayPic() in the source of DEU 5.21 or DETH. For an example of how to display a texture, look at DisplayWallTexture() in the same place. Briefly, DisplayWallTexture calls DisplayPic() once for each patch in the texture. Looking at the source of WinTex won't help; WinTex is just a shell. The real work is done by DeuTex. The latest source is in deutex-irix53.tgz (you need GNU tar and gzip to read it). Look at picture.c and texture.c. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: HELP: creating wads for MAC Doom II 1.0.3 Date: 20 Aug 1999 14:14:27 GMT Organization: None I'm aware of ! Lines: 31 Message-ID: <7pjns3$4i6$2@feed.teaser.fr> References: <37bbc068.12460584@news.es.co.nz> <7pi0n5$217$1@feed.teaser.fr> <37bd0a17.346390@news.es.co.nz> NNTP-Posting-Host: dip219.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935158467 4678 194.51.100.219 (20 Aug 1999 14:14:27 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 20 Aug 1999 14:14:27 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13801 In article <37bd0a17.346390@news.es.co.nz>, solds@es.co.nz says... > > >I've solved the problem - very simple actually but weird all the same. >The wad file must be named in upper case not lower case ie. >NEWLEVEL.WAD not newlevel.wad... I see. Probably only the extension part needs to be in upper case. newlevel.WAD is likely to work. >What do you mean by big and little endian though...? Different CPUs have different ways of storing binary integers that are larger than 1 byte. On a little endian CPU, they're stored least significant byte first. On a big endain CPU, they're stored most significant byte first. Thus, if you looked at a file that contains the binary integer 12345678h (four bytes), you would see 78 56 34 12 if the file was created on a little endian CPU 12 34 56 78 if it comes from a big endian CPU. Most modern CPUs are big endian, with the notable exception of Intel's 80x86 chips. Macs, both 68k-based and PPC-based, and most non-PC Unix machines are big endian. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newspeer1.nac.net!news.lightning.net!news.good.net!news.goodnet.com!not-for-mail Message-ID: <37BDA78F.2892@goodnet.com> From: Opulent Reply-To: opulent@goodnet.com X-Mailer: Mozilla 3.01Gold (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: HELP: creating wads for MAC Doom II 1.0.3 References: <37bbc068.12460584@news.es.co.nz> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 44 Date: Fri, 20 Aug 1999 19:07:22 GMT NNTP-Posting-Host: 207.98.135.18 X-Complaints-To: abuse@winstar.net X-Trace: news.goodnet.com 935176042 207.98.135.18 (Fri, 20 Aug 1999 12:07:22 MST) NNTP-Posting-Date: Fri, 20 Aug 1999 12:07:22 MST Organization: WinStar GoodNet, Inc. Xref: teaser.fr rec.games.computer.doom.editing:13802 Not sure, but maybe you could try these knowledgable MAC Doomers. http://homepage.fcgnetworks.net/jwarren/doom/ http://www.slip.net/~docbob/doom2.html There is also a pc>Mac wad utility(which I have obv. never tried) at the Doomworld megasite: http://www.doomworld.com/files/editors.shtml gl, Opulent Warren wrote: > > Hiya, > > I'm having trouble creating a very basic single map wad that will work > on Mac DOOM II 1.0.3... > > I have used a combination of Deep97 and Wintex 4.3 to create the both > pwad files and iwad files. Both of which work on DOOM 95 but not on > the mac. On the mac, when loading the pwad the game reverts to > doom2.wad and when loading the iwad it reports a lump error... > > I have created the level specifically for printing to video: > > - it has no monsters > - all the walls are one custom texture only (flat white) > - all ceiling + floor flats are one custom texture (flat white) > - all the frames in the pistol animation have been replaced with > transparent images so the pistol is invisible > - no special effects or tricks > > - map created in deep97 > - flat and wall patch/texture added in Wintex > - six new frames for the pistol animation added in Wintex > > I'm not sure why it will work on the PC but not on the mac...? > > I have the UACLABS wad (iwad I think) and it works fine on the Mac > DOOM II 1.0.3...what gives...? > > -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!skynet.be!news.infoave.net!news.infoave.net!not-for-mail From: thisis@fake.net (Michael) Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Fri, 20 Aug 1999 21:20:07 GMT Organization: Info Avenue Internet Services Lines: 17 Message-ID: <37bdc3ec.461203@news.infoave.net> References: <37bcb4fe.18822114@news.infoave.net> <37BCDD2A.E3AFE118@xoommail.com> <7pj57d$m8f$1@news7.svr.pol.co.uk> <37bd3a15.52898294@news.infoave.net> <37BD588D.57DC2E06@xoommail.com> NNTP-Posting-Host: dial-27.r6.scmbch.infoave.net X-Trace: news3.infoave.net 935184006 19772 207.144.103.227 (20 Aug 1999 21:20:06 GMT) X-Complaints-To: usenet@news3.infoave.net NNTP-Posting-Date: 20 Aug 1999 21:20:06 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13803 On Fri, 20 Aug 1999 21:30:53 +0800, Jonathan Wilson wrote: >do you have a fuction to read a lump from a wad file? Yes. > >-- >Jonathan Wilson >wilsonj@xoommail.com >http://members.xoom.com/wilsonj/ > > I can read and understand, through code, all lumps for levels and the ENDOOM entry. Other then that I only gotten it into data structures pulled from WinDEU code. When I go to manipulate it I usually crash delphi (something I'm getting pretty good at doing). I figure I'm pulling too much data at once. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!aquitaine.fr.clara.net!fr.clara.net!grolier!dispose.news.demon.net!demon!nntp.primenet.com!nntp.gctr.net!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: HELP: creating wads for MAC Doom II 1.0.3 Date: Fri, 20 Aug 1999 18:13:15 GMT Organization: home Message-ID: <37bd99d3.36202878@news.es.co.nz> References: <37bbc068.12460584@news.es.co.nz> <37BDA78F.2892@goodnet.com> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p12-max6.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Lines: 17 Xref: teaser.fr rec.games.computer.doom.editing:13805 thanks, will check out the websites... The pc>mac wad utility I have is simply an autotyper that sets the file type and application for a wad file copied from a PC (since a 3 letter extension means nothing on a mac)... maybe you are thinking of a different utility but it is just as easy to setup File Exchange so that it automatically types and associates files when they are copied from the PC Disk... -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!news.uwa.edu.au!newsman.murdoch.edu.au!not-for-mail From: Jonathan Wilson Newsgroups: rec.games.computer.doom.editing Subject: Re: Another Editor Date: Sat, 21 Aug 1999 07:35:54 +0800 Lines: 33 Message-ID: <37BDE65A.97AF4239@xoommail.com> References: <37bcb4fe.18822114@news.infoave.net> <37BCDD2A.E3AFE118@xoommail.com> <7pj57d$m8f$1@news7.svr.pol.co.uk> <37bd3a15.52898294@news.infoave.net> <37BD588D.57DC2E06@xoommail.com> <37bdc3ec.461203@news.infoave.net> NNTP-Posting-Host: studun40.murdoch.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13806 Michael wrote: > On Fri, 20 Aug 1999 21:30:53 +0800, Jonathan Wilson > wrote: > > >do you have a fuction to read a lump from a wad file? > Yes. > > > >-- > >Jonathan Wilson > >wilsonj@xoommail.com > >http://members.xoom.com/wilsonj/ > > > > > I can read and understand, through code, all lumps for levels and the > ENDOOM entry. Other then that I only gotten it into data structures > pulled from WinDEU code. When I go to manipulate it I usually crash > delphi (something I'm getting pretty good at doing). I figure I'm > pulling too much data at once. here is what you do: if you have a function to read a given lump from a wad file given the wad file you are halfway there. the format of the picture data itself should be explaned in the UDS. the descripton there is terst but usable -- Jonathan Wilson wilsonj@xoommail.com http://members.xoom.com/wilsonj/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: barrtboy@aol.com (BarrtBoy) Newsgroups: rec.games.computer.doom.editing Subject: Where can I get ResEdit? Lines: 3 NNTP-Posting-Host: ladder07.news.aol.com X-Admin: news@aol.com Date: 21 Aug 1999 18:18:06 GMT Organization: AOL http://www.aol.com Message-ID: <19990821141806.09320.00001704@ng-ca1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13807 I don't know if this is the right place to be asking, but if anyone knows where I can download ResEdit, could you tell me. I had it once, deleted it, and now I can't find it anymore. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!easynet-fr!grolier!newsfeed.tli.de!newsfeed1.news.nl.uu.net!sun4nl!news.hccnet.nl!not-for-mail From: "Jay Bee" Newsgroups: rec.games.computer.doom.editing Subject: Blake Stone editor Date: Sun, 22 Aug 1999 18:48:13 +0200 Organization: Hobby Computer Club News Network Lines: 12 Message-ID: <7pp9jv$qti$1@news.hccnet.nl> NNTP-Posting-Host: uds18-116.dial.hccnet.nl X-Trace: news.hccnet.nl 935340479 27570 193.173.116.18 (22 Aug 1999 16:47:59 GMT) X-Complaints-To: usenet@hccnet.nl NNTP-Posting-Date: 22 Aug 1999 16:47:59 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: teaser.fr rec.games.computer.doom.editing:13808 I want to get Blake-stone GFX and SOUNDS ported to DooM. Does anybody know of a Blake-stone editor? Also, still wanted: a decent ROTT GFX-extractor. (Sprites, not walls) Please mail me. Thanx, Jay Bee (jay__b@hotmail.com) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: djolebrdjanin@beotel.yu Newsgroups: rec.games.computer.doom.editing Subject: Join ISF Date: Sun, 22 Aug 1999 22:10:23 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 25 Message-ID: <7ppsg9$snj$1@nnrp1.deja.com> NNTP-Posting-Host: 195.250.99.173 X-Article-Creation-Date: Sun Aug 22 22:10:23 1999 GMT X-Http-User-Agent: Mozilla/4.6 [en] (Win98; I) X-Http-Proxy: 1.0 x25.deja.com:80 (Squid/1.1.22) for client 195.250.99.173 X-MyDeja-Info: XMYDJUIDdjolebrdjanin Xref: teaser.fr rec.games.computer.doom.editing:13809 The Dark Side brought you to us... Good... You are one of the many dissatisfied beigns in this galaxy who don't want to endure New Republic's terror. Understanding dawns on them, for they see this malignant entity for what it really is - corrupt and vengefull group of power-mongers and criminals, who are trying to enslave you! Well, fear no more! The Imperial Starfleet is going back to reclaim all that was lost! We are training, bidding our time, and waiting for a final moment , when the trumpet sounds, and mighty roar of Stardestroyer engines proppels us back to our true homeland. Imperial Starfleet is one of the best Star Wars clubs in this galaxy, engaged in various activities, its young pilots train and battle the New Republic forces on many fronts. From the laser battles in deep space to Lightsaber duels on surfaces of thousand thousand worlds, you'll have many challenges and victories, and one day, maybe you will be the one that will reunite the galaxy once again. And help build the Empire again! Visit http://fly.to/isf Or contact Training Officer on djolebrdjanin@beotel.yu Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37C1F971.76E64766@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Skylight with convex vertex => hole in reality. References: <37B78197.630A9CF@home.com> <7pa08l$kpl$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Tue, 24 Aug 1999 01:47:46 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 935459266 24.64.44.72 (Mon, 23 Aug 1999 18:47:46 PDT) NNTP-Posting-Date: Mon, 23 Aug 1999 18:47:46 PDT Xref: teaser.fr rec.games.computer.doom.editing:13810 Me: > Andre Majorel: > > Thanks for the info. Given the situation, none of the workarounds quite do the job. I'll try to track down BSP 3.0. If I can get David Chess to use it, he may never realize that my new shapes are awry. Being a bit more practical: for some reason, I'm associating this with holes in the ceiling, instead of things like different light levels or different floor heights. Do you happen to know if removing the hole in the roof will fix the leak? -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 24 Aug 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 7 Sep 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10908 rec.games.computer.doom.misc:6618 rec.games.computer.doom.playing:17641 rec.games.computer.doom.editing:13811 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!news.maxwell.syr.edu!news.idt.net!nyd.news.ans.net!abq.news.ans.net!znr.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Skylight with convex vertex => hole in reality. Date: 24 Aug 1999 12:10:53 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 19 Message-ID: <7pu27i$b2m$1@news.btv.ibm.com> References: <37C1F971.76E64766@home.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 935496754 11350 9.2.17.34 (24 Aug 1999 12:12:34 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 24 Aug 1999 12:12:34 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13812 >From: Rob Ellwood >I'll try to track down BSP 3.0. If I can get David Chess to >use it, he may never realize that my new shapes are awry. Unless he reads the newsgroup, of course! I had a similar problem with the jagged hole in the roof of the starting room of Pamplona.WAD; I eventually fixed it by just diddling with the exact positions of the vertices until it seemed to go away. I later on read somewhere that the problem occurs most often with nearly-but-not-quite parallel linedefs (some kind of roundoff error in the blockmapper and/or the engine, I think). Do the examples you're finding have any of those? So when you gonna send me RDE2? *8) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!newsgate.cistron.nl!het.net!news.worldonline.nl!not-for-mail From: "Cubic" Newsgroups: rec.games.computer.doom.editing Subject: Re: simple question(should be) Date: Tue, 24 Aug 1999 21:48:33 +0200 Organization: WorldOnline News server Lines: 46 Message-ID: <7pusv2$elm$1@news.worldonline.nl> References: <37b04663.22968479@news.inet.fi> <37B3BD89.2C78@earthlink.net> <37b41076.271344770@news.inet.fi> <37b55762.172326@news.ncf.carleton.ca> <37b5bfcf.2586474@news.inet.fi> <7p8lkl$p60$1@nnrp1.deja.com> NNTP-Posting-Host: vp227-226.worldonline.nl X-Trace: news.worldonline.nl 935524130 15030 195.241.227.226 (24 Aug 1999 19:48:50 GMT) X-Complaints-To: newsmaster@worldonline.nl NNTP-Posting-Date: 24 Aug 1999 19:48:50 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13813 wrote in message news:7p8lkl$p60$1@nnrp1.deja.com... > In article <37b5bfcf.2586474@news.inet.fi>, > robin@doomnation.com.NOSPAM (Sir Robin) wrote: > > On Sat, 14 Aug 1999 11:52:02 GMT, bk039@freenet.carleton.ca (Raymond > > Martineau) wrote: > > > > >>Also it doesnt make sense that a wall opens when I pick an object, > etc. etc. > > > > > >Consider that to be a trap. You moved too close to an object, and > the trap > > >activates. Consider it the same as some of those crushing ceilings. > > > > But the placement of traps is way too odd... Like armor in some tech > > base of *humans* and when you take it suddenly a wall opens and bunch > > of aliens come out... Just doesnt make sense to me, but it's great to > > play :) > > Actualy it does. Remember that the monsters did change around some > of the interiors. Think of this: You just kicked their > buddies asses, and the monsters are mad and want to get back at you > in one of the worst possible ways. You are injured, and running low > on supplies. The monsters decide to put something you need such as > armor or ammo in an area near a hide out they built. When you > come and take the ammo, they fling open the doors to their > the hide out (and sometimes lock the one behind you), and they try > to kill you. Ofcourse, this dosen't explain why they don't use > fake armor or empty shell casings/cartridges, or why extra amnmo > and med kits are left in the hide out :). Also, why don't the monsters > make all ceilings crushing ceilings that they control, and seal > the doors (I know, there would't be a game if they did that :) If the monsters were smart and efficient, you wouldn't pass the first map. ;-) I mean: how else could you beat hundreds of monsters, still not get killed, and even kill their boss that is twice as tall as you..? Cuz that's what Doom is all about. I.o.w: Luckily the monsters are stupid and unefficient. -- Cubic || Quoting one is plagiarism ICQ - 18557607 || Quoting many is research. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Source of WinTex 4.3 available Date: 24 Aug 1999 22:43:56 GMT Organization: None I'm aware of ! Lines: 18 Message-ID: <7pv77c$k7f$1@feed.teaser.fr> NNTP-Posting-Host: dip236.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935534636 20719 194.51.100.236 (24 Aug 1999 22:43:56 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 24 Aug 1999 22:43:56 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13814 To all wanting to hack WinTex: Olivier has sent me a .zip that he claims contains the source for WinTex 4.3. I'll upload it to ftp.cdrom.com but in the meantime you can get it from http://www.teaser.fr/~amajorel/doom/wtex43sc.zip (there is no link from the top level index.html). Olivier has mentioned that he might be willing to change WinTex's license for the GPL, which would be very good news for everyone wanting to hack it. As it happens, he has just agreed to make DeuTex GPL'd. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37C48EA5.AACEB48E@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Skylight with convex vertex => hole in reality. References: <37C1F971.76E64766@home.com> <7pu27i$b2m$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 28 Date: Thu, 26 Aug 1999 00:48:59 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 935628539 24.64.44.72 (Wed, 25 Aug 1999 17:48:59 PDT) NNTP-Posting-Date: Wed, 25 Aug 1999 17:48:59 PDT Xref: teaser.fr rec.games.computer.doom.editing:13816 Me: > David Chess ...may never realize that my new shapes are awry. David M. Chess wrote: > > Unless he reads the newsgroup, of course! Nah. Can't happen. > I later on read somewhere that [slime trail] occurs most > often with nearly-but-not-quite parallel linedefs (some kind of > roundoff error in the blockmapper and/or the engine, I think). > Do the examples you're finding have any of those? I've seen it for converging lines, with the angle between them between 30 degrees and about 70 degrees: nearly a right angle. > So when you gonna send me RDE2? *8) I've done the pre-work for the change which will allow me to test if the first trial fix might be workable. If every- thing goes smoothly, I'll advance to final testing around the turn of the millennium. That is, the year 3000, not 2000. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37C4B5D9.D786A87A@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Easy editor for going to particular sectors and linedefs? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 34 Date: Thu, 26 Aug 1999 03:36:22 GMT NNTP-Posting-Host: 24.64.44.72 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 935638582 24.64.44.72 (Wed, 25 Aug 1999 20:36:22 PDT) NNTP-Posting-Date: Wed, 25 Aug 1999 20:36:22 PDT Xref: teaser.fr rec.games.computer.doom.editing:13817 Slige is David Chess's program for generating random Doom levels. I'm putting together a few minor changes to some parts of the program. I tried the Doom Consistency Checker on some Slige levels. It reports many instances of a couple of glitches, plus lesser numbers of 4-6 other items. These glitches are not obvious during play. Still, I think it would be a small feather in my cap to track down and fix a few. (I've sometimes killed enemies inside closed closets by accident when firing a plasma gun. DCC complains about lines being passable by rockets. "3D Game Alchemy" implies that these have the same root cause.) Each error message is given in terms of a linedef number or sector number. I have not used any level editors. Can anyone suggest a level editor that can jump you directly to a particular sector or linedef? Bonus points for: - Fast to learn; - Can tell you the numbers Doom uses for things like, say, marking a line as impassible to monsters; - Has DCC built in; - Is a good editor if I ever want to build my own level. Thanks. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!grolier!dispose.news.demon.net!demon!europa.netcrusader.net!207.114.4.11!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37C4D1A2.F493714C@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: wadauthor: making a door Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Thu, 26 Aug 1999 05:33:27 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 935645607 24.64.98.101 (Wed, 25 Aug 1999 22:33:27 PDT) NNTP-Posting-Date: Wed, 25 Aug 1999 22:33:27 PDT Lines: 12 Xref: teaser.fr rec.games.computer.doom.editing:13818 alt.games.doom:23339 simple question (for most or all of you) but since i'm a newbie to wadauthor, i can not get it and instead of reading a help file thats over my head (for the bagillionth time) i have decided to "ask the experts". how do you make a door in wadauthor? i have two existing sectors and i want a door between them, but every time i try to make one (by adding a new sector in there) the right-click menu only gives me the option to make stairs out of it. any help would be GREATLY appreciated! btw, i started my editting days using windeu-- BIG mistake! wadauthor seems WAY easier, except for the door part... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.icl.net!colt.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door Date: Thu, 26 Aug 1999 08:25:21 +0100 Organization: Customer of Planet Online Lines: 21 Message-ID: <7q2q2m$2p$1@news7.svr.pol.co.uk> References: <37C4D1A2.F493714C@home.com> NNTP-Posting-Host: modem-83.fluorine.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 935652246 89 62.136.4.83 (26 Aug 1999 07:24:06 GMT) NNTP-Posting-Date: 26 Aug 1999 07:24:06 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13819 alt.games.doom:23341 Make the sectors ceiling height match the floor, and flip the adjoining linedefs to face the sectors they are part of. Select the parts of the door you would open, and right click, go to properties, and change type to 'local door' and then something else there that fits your needs. NATHAN JONES wrote in message news:37C4D1A2.F493714C@home.com... > simple question (for most or all of you) but since i'm a newbie to > wadauthor, i can not get it and instead of reading a help file thats > over my head (for the bagillionth time) i have decided to "ask the > experts". > > how do you make a door in wadauthor? i have two existing sectors and i > want a door between them, but every time i try to make one (by adding a > new sector in there) the right-click menu only gives me the option to > make stairs out of it. any help would be GREATLY appreciated! > > btw, i started my editting days using windeu-- BIG mistake! wadauthor > seems WAY easier, except for the door part... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Easy editor for going to particular sectors and linedefs? Date: 26 Aug 1999 07:47:50 GMT Organization: None I'm aware of ! Lines: 38 Message-ID: <7q2rf6$qtu$1@feed.teaser.fr> References: <37C4B5D9.D786A87A@home.com> NNTP-Posting-Host: dip204.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935653670 27582 194.51.100.204 (26 Aug 1999 07:47:50 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 26 Aug 1999 07:47:50 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13820 In article <37C4B5D9.D786A87A@home.com>, rob.ellwoodDELETETHISPART@home.com says... > Each error message is given in terms of a linedef number >or sector number. I have not used any level editors. Can anyone >suggest a level editor that can jump you directly to a particular >sector or linedef? DEU and its offspring (DETH, WinDEU, ADE, Yade/Yadex and probably other's I'm missing) allow you to jump to any object by pressing [j] or [#] followed by the number of the object. > Bonus points for: > > - Fast to learn; I don't remember clearly, it was too long ago. ;-) > - Can tell you the numbers Doom uses for things like, say, >marking a line as impassible to monsters; They will tell you the flags for each linedef. If you're looking for an explanation, get the UDS (dmspec16.zip) and read section 4.3.1. > - Has DCC built in; They don't, AFAIK. > - Is a good editor if I ever want to build my own level. Which editors are good and which aren't is the subject of religious wars. :-) -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37C57BCF.2307016D@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 25 Date: Thu, 26 Aug 1999 17:39:23 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 935689163 24.64.98.101 (Thu, 26 Aug 1999 10:39:23 PDT) NNTP-Posting-Date: Thu, 26 Aug 1999 10:39:23 PDT Xref: teaser.fr rec.games.computer.doom.editing:13821 alt.games.doom:23351 i kept trying what you said many times, but still could not get it, so i went back to good old windeu and i was able to do it in a snap. i guess that thing is actually good for somthing afterall Teppic8 wrote: > > Make the sectors ceiling height match the floor, and flip the adjoining > linedefs to face the sectors they are part of. Select the parts of the door > you would open, and right click, go to properties, and change type to 'local > door' and then something else there that fits your needs. > > NATHAN JONES wrote in message > news:37C4D1A2.F493714C@home.com... > > simple question (for most or all of you) but since i'm a newbie to > > wadauthor, i can not get it and instead of reading a help file thats > > over my head (for the bagillionth time) i have decided to "ask the > > experts". > > > > how do you make a door in wadauthor? i have two existing sectors and i > > want a door between them, but every time i try to make one (by adding a > > new sector in there) the right-click menu only gives me the option to > > make stairs out of it. any help would be GREATLY appreciated! > > > > btw, i started my editting days using windeu-- BIG mistake! wadauthor > > seems WAY easier, except for the door part... From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Teppic8" Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door Date: Thu, 26 Aug 1999 20:12:23 +0100 Organization: Customer of Planet Online Message-ID: <7q43gd$uhb$1@news8.svr.pol.co.uk> References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> NNTP-Posting-Host: modem-118.lupron.dialup.pol.co.uk X-Trace: news8.svr.pol.co.uk 935694669 31275 62.136.77.118 (26 Aug 1999 19:11:09 GMT) NNTP-Posting-Date: 26 Aug 1999 19:11:09 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Lines: 35 Path: teaser.fr!ac-versailles.fr!oleane!newsfeed.nacamar.de!dispose.news.demon.net!demon!colt.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13822 alt.games.doom:23355 A bad workman always blames his tools :) NATHAN JONES wrote in message news:37C57BCF.2307016D@home.com... > i kept trying what you said many times, but still could not get it, so i > went back to good old windeu and i was able to do it in a snap. i guess > that thing is actually good for somthing afterall > > Teppic8 wrote: > > > > Make the sectors ceiling height match the floor, and flip the adjoining > > linedefs to face the sectors they are part of. Select the parts of the door > > you would open, and right click, go to properties, and change type to 'local > > door' and then something else there that fits your needs. > > > > NATHAN JONES wrote in message > > news:37C4D1A2.F493714C@home.com... > > > simple question (for most or all of you) but since i'm a newbie to > > > wadauthor, i can not get it and instead of reading a help file thats > > > over my head (for the bagillionth time) i have decided to "ask the > > > experts". > > > > > > how do you make a door in wadauthor? i have two existing sectors and i > > > want a door between them, but every time i try to make one (by adding a > > > new sector in there) the right-click menu only gives me the option to > > > make stairs out of it. any help would be GREATLY appreciated! > > > > > > btw, i started my editting days using windeu-- BIG mistake! wadauthor > > > seems WAY easier, except for the door part... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed.nacamar.de!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Derek Brice" Newsgroups: rec.games.computer.doom.editing Subject: Help Please. Date: Thu, 26 Aug 1999 17:17:32 +0100 Organization: Customer of Planet Online Lines: 15 Message-ID: <7q455t$vjh$1@news5.svr.pol.co.uk> NNTP-Posting-Host: modem-105.clumsy.dialup.pol.co.uk X-Trace: news5.svr.pol.co.uk 935696381 32369 62.136.159.233 (26 Aug 1999 19:39:41 GMT) NNTP-Posting-Date: 26 Aug 1999 19:39:41 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:13823 Could somebody please advise me. I have a Doom1 wad converted to DOOM2. The name is "Maniac". As the author admitted, it does have one or two bugs. One is that you can't gain access to the exit room. The trouble is, every time I make even the smallest alteration, using Wadauthor 1.30, the whole wad seems to corrupt. Floor and ceiling heights change, as do doors etc. -- Cheers Derek Brice Spam Blocker: Change "NOSPAM" to "freeserve", derek@garden-of-england.freeserve.co.uk From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37C59862.ED7D3029@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> <7q43gd$uhb$1@news8.svr.pol.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 38 Date: Thu, 26 Aug 1999 19:41:16 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 935696476 24.64.98.101 (Thu, 26 Aug 1999 12:41:16 PDT) NNTP-Posting-Date: Thu, 26 Aug 1999 12:41:16 PDT Xref: teaser.fr rec.games.computer.doom.editing:13824 alt.games.doom:23356 LOL ... wadauthor is still better than windeu for most things so far, but they both have their strengths Teppic8 wrote: > > A bad workman always blames his tools :) > > NATHAN JONES wrote in message > news:37C57BCF.2307016D@home.com... > > i kept trying what you said many times, but still could not get it, so i > > went back to good old windeu and i was able to do it in a snap. i guess > > that thing is actually good for somthing afterall > > > > Teppic8 wrote: > > > > > > Make the sectors ceiling height match the floor, and flip the adjoining > > > linedefs to face the sectors they are part of. Select the parts of the > door > > > you would open, and right click, go to properties, and change type to > 'local > > > door' and then something else there that fits your needs. > > > > > > NATHAN JONES wrote in message > > > news:37C4D1A2.F493714C@home.com... > > > > simple question (for most or all of you) but since i'm a newbie to > > > > wadauthor, i can not get it and instead of reading a help file thats > > > > over my head (for the bagillionth time) i have decided to "ask the > > > > experts". > > > > > > > > how do you make a door in wadauthor? i have two existing sectors and > i > > > > want a door between them, but every time i try to make one (by adding > a > > > > new sector in there) the right-click menu only gives me the option to > > > > make stairs out of it. any help would be GREATLY appreciated! > > > > > > > > btw, i started my editting days using windeu-- BIG mistake! wadauthor > > > > seems WAY easier, except for the door part... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!news.idt.net!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door Date: Thu, 26 Aug 1999 19:43:34 -0700 Content-Transfer-Encoding: 7bit References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> <7q43gd$uhb$1@news8.svr.pol.co.uk> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 27 Aug 1999 02:40:13 GMT X-ELN-Insert-Date: Thu Aug 26 19:45:14 1999 Organization: Offworld Press Lines: 12 Mime-Version: 1.0 NNTP-Posting-Host: 1cust12.tnt2.lancaster.ca.da.uu.net Message-ID: <37C5FB56.EBC@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13825 alt.games.doom:23367 Teppic8 wrote: > > A bad workman always blames his tools :) This is slander :) I'm hopeless with an editor, I have yet to make a working door.. and when I tried it with DeeP, well.. Len tells me he'd never before even HEARD of such errors as I managed to create. The moral is: a bad workman can be even worse, given the right tool to do it with :) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37C63417.BE29B818@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> <7q43gd$uhb$1@news8.svr.pol.co.uk> <37C5FB56.EBC@earthlink.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 Date: Fri, 27 Aug 1999 06:45:40 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 935736340 24.64.98.101 (Thu, 26 Aug 1999 23:45:40 PDT) NNTP-Posting-Date: Thu, 26 Aug 1999 23:45:40 PDT Xref: teaser.fr rec.games.computer.doom.editing:13826 alt.games.doom:23370 what is a newbie called if they are like, even more newbie than a newbie? anyway, that is me as far as editting goes. i have used wadauthor almost nonstop all day and i am quickly getting the hang of things. this can be fun once one has learned how to do it. Rez wrote: > > Teppic8 wrote: > > > > A bad workman always blames his tools :) > > This is slander :) I'm hopeless with an editor, I have yet to make a > working door.. and when I tried it with DeeP, well.. Len tells me he'd > never before even HEARD of such errors as I managed to create. > > The moral is: a bad workman can be even worse, given the right tool to > do it with :) > > ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: wadauthor: making a door Date: Fri, 27 Aug 1999 00:04:36 -0700 Content-Transfer-Encoding: 7bit References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> <7q43gd$uhb$1@news8.svr.pol.co.uk> <37C5FB56.EBC@earthlink.net> <37C63417.BE29B818@home.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 27 Aug 1999 07:01:07 GMT X-ELN-Insert-Date: Fri Aug 27 00:05:11 1999 Organization: Offworld Press Lines: 8 Mime-Version: 1.0 NNTP-Posting-Host: 1cust173.tnt3.lancaster.ca.da.uu.net Message-ID: <37C63884.7FD7@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13827 alt.games.doom:23372 NATHAN JONES wrote: > > what is a newbie called if they are like, even more newbie than a > newbie? Dangerous. :) ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!netnews.com!newspeer.monmouth.com!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,alt.games.doom From: I_Am_The_Archon@Doom!.com (Len Pitre) Subject: Re: wadauthor: making a door References: <37C4D1A2.F493714C@home.com> <7q2q2m$2p$1@news7.svr.pol.co.uk> <37C57BCF.2307016D@home.com> <7q43gd$uhb$1@news8.svr.pol.co.uk> <37C5FB56.EBC@earthlink.net> X-Newsreader: News Xpress 2.01 Lines: 28 Message-ID: Date: Fri, 27 Aug 1999 17:41:05 GMT NNTP-Posting-Host: 142.177.81.52 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 935775665 142.177.81.52 (Fri, 27 Aug 1999 14:41:05 ADT) NNTP-Posting-Date: Fri, 27 Aug 1999 14:41:05 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13829 alt.games.doom:23379 Rez wrote: >Teppic8 wrote: >> >> A bad workman always blames his tools :) Reminds me of a day in my drafting class back in high school. Someone was complaining to the teacher about a T-Square "not working". I said "a bad workman blames his tools" and the kid went speechless and the teacher cracked up.:) >This is slander :) I'm hopeless with an editor, I have yet to make a >working door.. and when I tried it with DeeP, well.. Len tells me he'd >never before even HEARD of such errors as I managed to create. I was very impressed.:) I've played hundreds of maps and it was the first time I'd seem some of the problems that map had.:) >The moral is: a bad workman can be even worse, given the right tool to >do it with :) :) Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37C6DCDA.20E44A74@home.com> From: NATHAN JONES Organization: @Home Network Member X-Mailer: Mozilla 4.51 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: door bug Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 7 Date: Fri, 27 Aug 1999 18:45:30 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 935779530 24.64.98.101 (Fri, 27 Aug 1999 11:45:30 PDT) NNTP-Posting-Date: Fri, 27 Aug 1999 11:45:30 PDT Xref: teaser.fr rec.games.computer.doom.editing:13830 alt.games.doom:23381 I have made some doors that, when viewed from one side appear just fine. when you see them from the other side though, it looks like there is a thin wall inside the door near its ceiling that the door falls through. also, if you stand in the doorway close to the buggy side, it will fall on you and you get stuck there (of course, if you stand a little further back near the good side, it acts like a normal door). what might be causing this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!news.idt.net!attbtf!attmt2!ip.att.net!news.smartworld.net!not-for-mail From: Peter Murray Newsgroups: rec.games.computer.doom.editing Subject: Wadauthor Patch Date: Sat, 28 Aug 1999 12:47:50 -0400 Organization: Smart Lines: 6 Sender: bapmurray@freewwweb.com@*@1cust39.tnt2.princess-anne.va.da.uu.net Message-ID: <37C812B6.E66C329D@freewwweb.com> Reply-To: bapmurray@freewwweb.com NNTP-Posting-Host: 1cust39.tnt2.princess-anne.va.da.uu.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13831 I have Wadauthor v1.20. I always have a problem when compiling a level. Last year, I received a patch for this version that fixed the problem. I, unfortunately, removed Wadauthor from my computer and now want to start using it again. Can anyone assist me in finding the patch again? I can only find unregistered Wadauthor v1.30. Thanks for your help. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!ayres.ftech.net!news.ftech.net!colt.net!Pollux.Teleglobe.net!server-b.cs.interbusiness.it!not-for-mail From: "SpeedFreak" Newsgroups: rec.games.computer.doom.editing Subject: WinTex 4.3 Source Date: Sat, 28 Aug 1999 21:52:04 +0200 Organization: Centro Servizi Interbusiness Message-ID: <7q9eg0$81r$1@fe2.cs.interbusiness.it> NNTP-Posting-Host: 194.242.206.11 X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 9 Xref: teaser.fr rec.games.computer.doom.editing:13832 i can't get to work the wintex 4.3 source withan up to date version of visual basic... it keeps telling me "lbwintex.dll" not found, when wintex is calling a function from this dll... the dll is there (i put it in every directory related to vb, wintex or the project), but it still displays the same message... how do i get to work the code with vb5 / vb6 ? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: Secret levels Date: Sun, 29 Aug 1999 14:26:25 +1000 Organization: University of Queensland Lines: 17 Message-ID: <37C8B671.B766E984@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13834 I want to add a secret level to my multi-level wad. I assumed that I would simply add the level as map31 and have a linedef 'end level, go to secret' somewhere in one of the other levels, but I can't seem to get this to work. Does the level with the secret exit have to be a certain map number? Also, regarding those intermediate screens with a bit of a plot. Could someone tell me between which levels those appear (like the screen between levels 31 and 32 etc). I know how to change what they say, but can I change the level numbers which they appear after? One more thing- regarding linedef 666 etc. I know we've had this discussion, but I can't seem to grasp the concept. Any chance of a summarized lesson on how to make a door open after killing all the monsters in a sector on any map number? Thanks for the help. -Richard. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!news.maxwell.syr.edu!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: Secret levels Lines: 16 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 29 Aug 1999 04:32:59 GMT References: <37C8261E.CDBA9552@student.uq.edu.au> Organization: AOL http://www.aol.com Message-ID: <19990829003259.01299.00001144@ng-ch1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13835 [cc'ed to e-mail] Richard sez > Also, regarding those intermediate screens > with a bit of a plot. Could someone tell me > between which levels those appear In Doom II Hell on Earth, text screens appear right after exiting these maps: 6, 11, 15 (secret exit only), 20, 31 (secret exit only). --led Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html (
Here) From x@x Mon Jan 1 00:00:00 GMT 1999 From: "pulle" Newsgroups: rec.games.computer.doom.editing Subject: need doom 1 Date: Sun, 29 Aug 1999 12:53:31 +0200 Lines: 3 Organization: t-bone X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 X-NNTP-Posting-Host: 62.52.247.129 X-NNTP-Posting-Date: 29 Aug 1999 12:51:54 MET DST NNTP-Posting-Host: mwnews.dnsg.net Message-ID: <37c910c8.0@news.ivm.net> X-Trace: 29 Aug 1999 12:51:52 +0100, mwnews.dnsg.net Path: teaser.fr!freenix!oleane!newsfeed.nacamar.de!blackbush.xlink.net!news-in.ivm.net!news.ivm.net!mwnews.dnsg.net Xref: teaser.fr rec.games.computer.doom.editing:13836 can anyone send me doom1? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing,alt.games.doom Subject: Re: door bug Date: 29 Aug 1999 14:46:27 GMT Organization: None I'm aware of ! Lines: 33 Message-ID: <7qbh43$90e$1@feed.teaser.fr> References: <37C6DCDA.20E44A74@home.com> NNTP-Posting-Host: dip208.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 935937987 9230 194.51.100.208 (29 Aug 1999 14:46:27 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 29 Aug 1999 14:46:27 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13837 alt.games.doom:23435 In article <37C6DCDA.20E44A74@home.com>, nljones@home.com says... >I have made some doors that, when viewed from one side appear just fine. >when you see them from the other side though, it looks like there is a >thin wall inside the door near its ceiling that the door falls through. >also, if you stand in the doorway close to the buggy side, it will fall >on you and you get stuck there (of course, if you stand a little further >back near the good side, it acts like a normal door). what might be >causing this? Are you sure that all your sector references are correct ? The left and right sides of your door (where you would put the DOORTRAK texture) must be single sided and their respective right sidedefs must face inwards. Room - - ----x<-------------------x<--- - - ^ | No sector | Door | No sector | v - - --->x------------------->x---- - - Room Lastly, did you make sure to build the nodes before playing your wad ? -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!newsfeed.cwix.com!portc03.blue.aol.com!audrey03.news.aol.com!not-for-mail From: ledmeister@aol.com (Ledmeister) Newsgroups: rec.games.computer.doom.editing Subject: Re: need doom 1 Lines: 19 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 29 Aug 1999 15:42:34 GMT References: <37c910c8.0@news.ivm.net> Organization: AOL http://www.aol.com Message-ID: <19990829114234.07732.00001800@ng-fi1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13838 [cc'ed to e-mail] Pulle writes > can anyone send me doom1? You can get the complete version here: http://www.idsoftware.com/shopping/smauls.html Fire it up and you'll find instructions near the top of the page, and Ultimate Doom (Doom 1 plus new Episode) halfway down the page on the right. Hope this helps. :) --led Support site for console and PC Doom games http://members.aol.com/ledmeister/index.html (Here) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!nntp.cs.ubc.ca!newsfeed.direct.ca!mur2.odyssey.on.ca!odyssey!news.uunet.ca!news.auracom.net!not-for-mail From: "Derek Mac Donald" Newsgroups: rec.games.computer.doom.editing Subject: Re: Secret levels Date: 29 Aug 1999 22:30:32 GMT Organization: Auracom Lines: 15 Message-ID: <01bef26d$f8084080$46f29aa5@default> References: <37C8B671.B766E984@student.uq.edu.au> NNTP-Posting-Host: ts2-d6.phk.auracom.com X-Newsreader: Microsoft Internet News 4.70.1155 Xref: teaser.fr rec.games.computer.doom.editing:13839 The secret exit to map31 must be used on map15 or else all that'll happen is the map will start over again upon hitting the switch.. You could solve this by making your wad for Zdoom or Dosdoom which has support for exiting to any map. Derek Mac Donald aka Afterglow http://doomnation.com/afterglow derekmd@frad.org > I want to add a secret level to my multi-level wad. I assumed that I > would simply add the level as map31 and have a linedef 'end level, go to > secret' somewhere in one of the other levels, but I can't seem to get > this to work. Does the level with the secret exit have to be a certain > map number? > -Richard. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom!.com (Len Pitre) Subject: Re: Secret levels References: <37C8B671.B766E984@student.uq.edu.au> X-Newsreader: News Xpress 2.01 Lines: 25 Message-ID: Date: Mon, 30 Aug 1999 00:12:24 GMT NNTP-Posting-Host: 142.177.74.65 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 935971944 142.177.74.65 (Sun, 29 Aug 1999 21:12:24 ADT) NNTP-Posting-Date: Sun, 29 Aug 1999 21:12:24 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13840 Richard Kelly wrote: (Snip first two parts already answered by others.) >One more thing- regarding linedef 666 etc. I know we've had this >discussion, but I can't seem to grasp the concept. Any chance of a >summarized lesson on how to make a door open after killing all the >monsters in a sector on any map number? You can't do it by sector. To make a door tagged 666 open on any map, after all members of one "species" have been killed, you need to use DeHackEd to change the ordinary "death" (fall) codepointer to a special Keen death codepointer, found on frame 774. Other tags: On MAP07 of Doom 2, sector tag 666 will lower when all the Mancubi are dead. Tag 667 will raise to the nearest short texture (or something) when all the Arachnotrons are dead. Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news.maxwell.syr.edu!howland.erols.net!portc02.blue.aol.com!newscon02!prodigy.com!not-for-mail From: "Manna" Newsgroups: alt.games.doom,alt.binaries.doom,alt.games.doom.ii,alt.games.quake,alt.games.quake2,rec.games.computer.doom.editing,rec.games.computer.quake.editing Subject: Add your gaming site to increase your visitors! Date: Mon, 30 Aug 1999 01:19:18 -0000 Organization: Tranquil Lament Software Lines: 11 Message-ID: <7qd4kd$47rm$1@newssvr04-int.news.prodigy.com> Reply-To: "Manna" NNTP-Posting-Host: atlnb104-21.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 935990733 3832787 209.156.16.113 (30 Aug 1999 05:25:33 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 30 Aug 1999 05:25:33 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr alt.games.doom:23444 alt.binaries.doom:2051 alt.games.doom.ii:11616 alt.games.quake:38980 rec.games.computer.doom.editing:13841 rec.games.computer.quake.editing:26995 Get more hits, place your URL at: http://www.tranquil.itgo.com/ Look under the "links" section to add your site, -Manna Tranquil Lament Software http://www.tranquil.itgo.com/ Team TNT Member http://www.teamtnt.com/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!news-feed1.tiac.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Manna" Newsgroups: rec.games.computer.doom.editing Subject: Re: Wadauthor Patch Date: Mon, 30 Aug 1999 01:22:37 -0000 Organization: Tranquil Lament Software Lines: 12 Message-ID: <7qd4qn$2p08$1@newssvr04-int.news.prodigy.com> References: <37C812B6.E66C329D@freewwweb.com> Reply-To: "Manna" NNTP-Posting-Host: atlnb104-21.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 935990935 3832787 209.156.16.113 (30 Aug 1999 05:28:55 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 30 Aug 1999 05:28:55 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13842 http://home.zyan.com/~wc/wainfo.html -Manna Peter Murray wrote in message news:37C812B6.E66C329D@freewwweb.com... > I have Wadauthor v1.20. I always have a problem when compiling a level. > Last year, I received a patch for this version that fixed the problem. > I, unfortunately, removed Wadauthor from my computer and now want to > start using it again. Can anyone assist me in finding the patch again? I > can only find unregistered Wadauthor v1.30. Thanks for your help. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!news-feed1.tiac.net!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Manna" Newsgroups: rec.games.computer.doom.editing Subject: Re: need doom 1 Date: Mon, 30 Aug 1999 01:24:04 -0000 Organization: Tranquil Lament Software Lines: 10 Message-ID: <7qd4tc$8aok$1@newssvr04-int.news.prodigy.com> References: <37c910c8.0@news.ivm.net> Reply-To: "Manna" NNTP-Posting-Host: atlnb104-21.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 935991020 3832787 209.156.16.113 (30 Aug 1999 05:30:20 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 30 Aug 1999 05:30:20 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13843 Get it right here... http://www.amishrakefight.org/gfy/ -Manna pulle wrote in message news:37c910c8.0@news.ivm.net... > can anyone send me doom1? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!grolier!dispose.news.demon.net!demon!tank.news.pipex.net!pipex!tube.news.pipex.net!pipex!not-for-mail From: "Martin Howe" Newsgroups: rec.games.computer.doom.editing Subject: Re: need doom 1 Date: Mon, 30 Aug 1999 10:30:40 +0100 Organization: UUNET WorldCom server (post doesn't reflect views of UUNET WorldCom Message-ID: <7qdiuq$s5m$1@lure.pipex.net> References: <37c910c8.0@news.ivm.net> Reply-To: "Martin Howe" NNTP-Posting-Host: userb585.uk.uudial.com X-Trace: lure.pipex.net 936005402 28854 193.149.83.60 (30 Aug 1999 09:30:02 GMT) X-Complaints-To: abuse@uk.uu.net NNTP-Posting-Date: 30 Aug 1999 09:30:02 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Lines: 21 Xref: teaser.fr rec.games.computer.doom.editing:13844 pulle wrote in message news:37c910c8.0@news.ivm.net... > can anyone send me doom1? If you mean the shareware version, there's no need because you can get it off iD's web site anyway at www.idsoftware.com. If you mean the full version, then you are requesting an illegal act and you deserve to go to hell (and jail). Have a nice day, Martin -- "In space, no-one can hear you KILL an A L I E N" ~ from "Torquemurder" Martin Howe DosDoom Team Member Bombay Breed Club Committee Member http://dspace.dial.pipex.com/martin.howe/ Be a cat in Doom - see Bombay72.htm (now supports Aliens-TC!!) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: need doom 1 Date: Mon, 30 Aug 1999 10:36:50 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 31 Message-ID: <7qdms1$f24$1@nnrp1.deja.com> References: <37c910c8.0@news.ivm.net> NNTP-Posting-Host: 4.16.156.99 X-Article-Creation-Date: Mon Aug 30 10:36:50 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x39.deja.com:80 (Squid/1.1.22) for client 4.16.156.99 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13845 In article <37c910c8.0@news.ivm.net>, "pulle" wrote: > can anyone send me doom1? > > ****Begin standard full Doom request reply form*** If you want the full version of Doom/Doom2, go to your favorite software store, or goto www.idsoftware.com and order a copy. You can even download a full, encrypted copy and unlock it with your credit card (don't bother asking for the password to decrypt it scince it changes randomly, everytime the program is run. You have to call a sales rep, and recite the number on the screen to him/her to get the password to unlock the game). No one is going to send you the full version of Doom because it's too big to upload, and it's illegal to do so. Plus, text encoding makes the file size 3 times or more larger. A binary needs to be encoded to upload via e-mail, and most e-mail systems don't like 15 meg files (Doom is 5 megs compressed, and text encoding will make it about 3 times larger). Your ISP would't like this one bit, and you and the sender risk getting caught and sued for a huge amount of money by ID software, especialy if the e-mail server(s) gets crapped up by the binary. Again, no one is going to send you Doom for free. ***End standard full Doom request reply form*** Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: peterp321@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: regged DEEP97? Date: Mon, 30 Aug 1999 23:50:06 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 5 Message-ID: <7qf5bb$i51$1@nnrp1.deja.com> NNTP-Posting-Host: 195.180.210.235 X-Article-Creation-Date: Mon Aug 30 23:50:06 1999 GMT X-Http-User-Agent: Mozilla/4.5 [de] (Win98; I) X-Http-Proxy: 1.0 proxy.munich.netsurf.de:8080 (Squid/2.1.PATCH2),NetCache@tl-2.proxy.is-europe.net: Version 3.3.1D8, 1.0 x25.deja.com:80 (Squid/1.1.22) for client unknown, 195.180.210.235 X-MyDeja-Info: XMYDJUIDpeterp321 Xref: teaser.fr rec.games.computer.doom.editing:13846 does anyone have the full version of DEEP97 and the support files? Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 31 Aug 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 14 Sep 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10919 rec.games.computer.doom.misc:6634 rec.games.computer.doom.playing:17683 rec.games.computer.doom.editing:13847 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: regged DEEP97? Date: Tue, 31 Aug 1999 05:32:47 GMT Organization: home Lines: 12 Message-ID: <37cb68f5.2155411@news.es.co.nz> References: <7qf5bb$i51$1@nnrp1.deja.com> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p14-max4.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13848 I do... On Mon, 30 Aug 1999 23:50:06 GMT, peterp321@my-deja.com wrote: >does anyone have the full version of DEEP97 and the support files? > > >Sent via Deja.com http://www.deja.com/ >Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: regged DEEP97? Date: Tue, 31 Aug 1999 21:17:37 +0100 Message-ID: <7qhd74$lin$1@nthfen.demon.co.uk> References: <7qf5bb$i51$1@nnrp1.deja.com> <37cb68f5.2155411@news.es.co.nz> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 936154852 nnrp-12:24831 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 24 Xref: teaser.fr rec.games.computer.doom.editing:13849 Warren wrote in message <37cb68f5.2155411@news.es.co.nz>... > >I do... > > >On Mon, 30 Aug 1999 23:50:06 GMT, peterp321@my-deja.com wrote: > >>does anyone have the full version of DEEP97 and the support files? >> >> >>Sent via Deja.com http://www.deja.com/ >>Share what you know. Learn what you don't. > Same here... -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!news.maxwell.syr.edu!hermes.visi.com!news-out.visi.com!cam-news-hub1.bbnplanet.com!news.gtei.net!newscon02!prodigy.com!not-for-mail From: "Manna" Newsgroups: rec.games.computer.doom.editing Subject: Re: regged DEEP97? Date: Wed, 1 Sep 1999 04:16:20 -0000 Organization: Tranquil Lament Software Lines: 31 Message-ID: <7qinof$13l8$1@newssvr04-int.news.prodigy.com> References: <7qf5bb$i51$1@nnrp1.deja.com> <37cb68f5.2155411@news.es.co.nz> <7qhd74$lin$1@nthfen.demon.co.uk> Reply-To: "Manna" NNTP-Posting-Host: atlnb102-31.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 936174159 3832787 209.156.16.31 (1 Sep 1999 08:22:39 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 1 Sep 1999 08:22:39 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13851 I do as well, thanks for asking... -Manna Peter Cowderoy/PSYCHO wrote in message news:7qhd74$lin$1@nthfen.demon.co.uk... > Warren wrote in message <37cb68f5.2155411@news.es.co.nz>... > > > >I do... > > > > > >On Mon, 30 Aug 1999 23:50:06 GMT, peterp321@my-deja.com wrote: > > > >>does anyone have the full version of DEEP97 and the support files? > >> > >> > >>Sent via Deja.com http://www.deja.com/ > >>Share what you know. Learn what you don't. > > > > Same here... > > > -------------------------------------------------- > psycho@nthfen.demon.co.uk > > 'In Ankh-Morpork even the shit have a street to itself... > Truly, this is a land of opportunity' - Detritus, Men at Arms > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.berkeley.edu!ihug.co.nz!not-for-mail From: solds@es.co.nz (Warren) Newsgroups: rec.games.computer.doom.editing Subject: Re: regged DEEP97? Date: Wed, 01 Sep 1999 05:49:18 GMT Organization: home Lines: 21 Message-ID: <37ccbd5a.1519406@news.es.co.nz> References: <7qf5bb$i51$1@nnrp1.deja.com> Reply-To: solds@es.co.nz NNTP-Posting-Host: news.dun.ihug.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Cache-Post-Path: Chaos.es.co.nz!unknown@p8-max9.dun.ihug.co.nz X-Cache: nntpcache 2.3.3 (see http://www.nntpcache.org/) Xref: teaser.fr rec.games.computer.doom.editing:13852 >would you like to trade deep97 against anything? >just tell me what you are looking for... >maybe we can help each other. > >btw, how many disks are the full version together >with the support diks? > >peter > Alas, I'm not prepared to give you something I have paid for and I would hope that nobody else will either. The deal with DeeP97 is that if you want to use it beyond its shareware limitations then you must pay. If you are not willing to do this then just use an editor that is free - there are plenty of them out there... You will receive two disks in the mail if you register DeeP97. -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news.maxwell.syr.edu!nntp.ntr.net!remarQ60!rQdQ!supernews.com!remarQ.com!news.supernews.com!not-for-mail From: "Mike Vermeulen" Newsgroups: rec.games.computer.doom.editing Subject: Re: regged DEEP97? Date: Wed, 1 Sep 1999 19:50:49 -0700 Organization: Posted via Supernews, http://www.supernews.com Lines: 34 Message-ID: References: <7qf5bb$i51$1@nnrp1.deja.com> <37ccbd5a.1519406@news.es.co.nz> X-Complaints-To: newsabuse@supernews.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Xref: teaser.fr rec.games.computer.doom.editing:13853 peterp321@my-deja.com: Go download DeeP97 regged at http://www.amishrakefight.org/gfy Mike -- Please remove 'spamoff.' when replying via email Warren wrote in message news:37ccbd5a.1519406@news.es.co.nz... > > >would you like to trade deep97 against anything? > >just tell me what you are looking for... > >maybe we can help each other. > > > >btw, how many disks are the full version together > >with the support diks? > > > >peter > > > > > Alas, I'm not prepared to give you something I have paid for and I > would hope that nobody else will either. The deal with DeeP97 is that > if you want to use it beyond its shareware limitations then you must > pay. If you are not willing to do this then just use an editor that is > free - there are plenty of them out there... > > You will receive two disks in the mail if you register DeeP97. > > -- warren From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.enteract.com!cyclone.i1.net!news.infoave.net!news.infoave.net!not-for-mail From: thisis@fake.net (Michael) Newsgroups: rec.games.computer.doom.editing Subject: DOOM Specs Date: Thu, 02 Sep 1999 10:21:25 GMT Organization: Info Avenue Internet Services Lines: 7 Message-ID: <37ce4f48.5965110@news.infoave.net> NNTP-Posting-Host: dial-34.r8.scmbch.infoave.net X-Trace: news3.infoave.net 936267659 28310 207.144.152.44 (2 Sep 1999 10:20:59 GMT) X-Complaints-To: usenet@news3.infoave.net NNTP-Posting-Date: 2 Sep 1999 10:20:59 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13854 Hi, I was wondering if there was a newer version of the DOOM Spec sheet. The file I have is dated 12/15/94. If there is a newer one where can I get a copy? TIA mike From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM Specs Date: 4 Sep 1999 14:23:07 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7qra0b$328$1@feed.teaser.fr> References: <37ce4f48.5965110@news.infoave.net> NNTP-Posting-Host: dip252.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 936454987 3144 194.51.100.252 (4 Sep 1999 14:23:07 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 4 Sep 1999 14:23:07 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13855 In article <37ce4f48.5965110@news.infoave.net>, thisis@fake.net says... > > I was wondering if there was a newer version of the DOOM Spec sheet. >The file I have is dated 12/15/94. No. V1.666 is, to the best of my knowledge, the latest version of the UDS. Which is unfortunate, since it contains a few errors and omissions. However, a (partial) errata for V1.666 is available at http://cres1.lancs.ac.uk/~esasb1/doom/udserrs.txt I wish someone took over the maintenance of the UDS and released a new version. I'd have a couple of contributions to make. Has anyone been in touch with Matt Fell recently ? -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!news.maxwell.syr.edu!cs.utexas.edu!geraldo.cc.utexas.edu!not-for-mail From: john-galt@nospam.bigfoot.com (John Galt) Newsgroups: rec.games.computer.doom.editing Subject: Water "Wading" Effect Date: Sat, 04 Sep 1999 19:22:14 GMT Organization: The University of Texas at Austin, Austin, Texas Lines: 4 Message-ID: <37d170ec.1942536@newshost.cc.utexas.edu> NNTP-Posting-Host: resnet-44-207.dorm.utexas.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.451 Xref: teaser.fr rec.games.computer.doom.editing:13856 I have run across a WAD before in which there is a pool of water that one may "wade" in, i.e., the water line appears around a character's knees. Does anyone have any information as to how to create this effect? thanks! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.mindspring.net!firehose.mindspring.com!not-for-mail From: Fulgore Newsgroups: rec.games.computer.doom.editing Subject: Editing Weapon Graphics Date: Sat, 04 Sep 1999 16:43:07 -0700 Organization: MindSpring Enterprises Lines: 12 Message-ID: <37D1AE8B.80D0C913@aol.yahoo.com> NNTP-Posting-Host: d1.56.c9.bd Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Server-Date: 4 Sep 1999 23:49:51 GMT X-Mailer: Mozilla 4.51 [en] (Win95; I) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13857 Is there any utility that will edit the weapon graphics and maybe even the player graphics that might work with heretic? -- +-FULGORE-------------------------+------------------------------+ |~~ REMOVE THE AOL TO E-MAIL ME ~~| I PROTECT ALL WHO SAY '`EH' | | HOMEPAGE: http://zap.to/fulgore | (So say it, Now, Good) | +---------------------------------+------------------------------+ \_______ICQ_=_30360347__________/ \__---O=__Beware_The_Spork!__/ DC2.Df 'Fulgore' Gm A? L- W T+ Pawl Beg Fo/j+ R+++ Ac++ J+++! Ns S++ Fr- U! I H++ M--- V-- Q+++! Tc++ Cbk Skm From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!frmug.org!freenix!easynet-fr!grolier!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!carrier1.net!newspeer.clara.net!news.clara.net!diablo.theplanet.net!newspeer.monmouth.com!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: DJK Newsgroups: rec.games.computer.doom.editing Subject: Re: Easy editor for going to particular sectors and linedefs? Date: Sun, 05 Sep 1999 02:17:03 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 36 Message-ID: <7qsjqo$4k1$1@nnrp1.deja.com> References: <37C4B5D9.D786A87A@home.com> NNTP-Posting-Host: 192.153.31.17 X-Article-Creation-Date: Sun Sep 05 02:17:03 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 5.0; Windows 95; DigExt) X-Http-Proxy: 1.1 x21.deja.com:80 (Squid/1.1.22) for client 192.153.31.17 X-MyDeja-Info: XMYDJUIDdjktoday Xref: teaser.fr rec.games.computer.doom.editing:13858 In article <37C4B5D9.D786A87A@home.com>, rob.ellwoodDELETETHISPART@home.com wrote: > Each error message is given in terms of a linedef number > or sector number. I have not used any level editors. Can anyone > suggest a level editor that can jump you directly to a particular > sector or linedef? I use DeeP, and it allows you to jump to linedefs, sectors, etc. > - Fast to learn; I picked up on it pretty quick after futzing with DEU for a while... > - Can tell you the numbers Doom uses for things like, say, > marking a line as impassible to monsters; DeeP, like other editors, will let you view/set flags on linedefs. > - Has DCC built in; Not AFAIK, but you *can* call an external program/batch file from DeeP. > - Is a good editor if I ever want to build my own level. I love DeeP! The only complaint I have is that it's shareware, limited by the number of linedefs. Nonetheless, I bought it because I thought it was worth the price (~$30). I tried all the other editors out there. Of course, I was used to DeeP by the time I tried them, so switching interfaces/quirks/etc made it a bit harder to be objective in evaluations. :-} Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom!.com (Len Pitre) Subject: Re: Editing Weapon Graphics References: <37D1AE8B.80D0C913@aol.yahoo.com> X-Newsreader: News Xpress 2.01 Lines: 14 Message-ID: <9TkA3.237$jX5.20175@sapphire.mtt.net> Date: Sun, 05 Sep 1999 02:49:41 GMT NNTP-Posting-Host: 142.177.99.25 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 936499781 142.177.99.25 (Sat, 04 Sep 1999 23:49:41 ADT) NNTP-Posting-Date: Sat, 04 Sep 1999 23:49:41 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13859 Fulgore wrote: >Is there any utility that will edit the weapon graphics and maybe even >the player graphics that might work with heretic? Wintex should work. ftp://ftp.cdrom.com/pub/idgames/utils/graphics_edit/deutex/wintex43.zip Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!skynet.be!poster!not-for-mail From: "Robrecht Van Zandweghe" Newsgroups: rec.games.computer.doom.editing Subject: Wadauthor Date: Sun, 5 Sep 1999 13:26:24 +0200 Organization: Belgacom Skynet SA/NV Lines: 13 Message-ID: <7qtjkt$325$1@news1.skynet.be> NNTP-Posting-Host: 194.78.237.5 X-Trace: news1.skynet.be 936530397 3141 194.78.237.5 (5 Sep 1999 11:19:57 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 5 Sep 1999 11:19:57 GMT X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: teaser.fr rec.games.computer.doom.editing:13860 Hi, I seem to have a problem with wadauthor (v1.30) concerning Hexen: I can't spawn the weapons "Firestorm" (cleric 3rd) and "Arc of Death" (mage 3rd) using a script because there is simply no type of thing for these. I looked in the hexen specs (v0.9) and in defs.acs and I didn't find the type. Thanks From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.berkeley.edu!enews.sgi.com!harbinger.cc.monash.edu.au!bunyip.cc.uq.edu.au!not-for-mail From: Richard Kelly Newsgroups: rec.games.computer.doom.editing Subject: DM Date: Sat, 04 Sep 1999 22:31:28 +1000 Organization: University of Queensland Lines: 7 Message-ID: <37D11120.7B5ECCEA@student.uq.edu.au> NNTP-Posting-Host: s367170.student.uq.edu.au Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Xref: teaser.fr rec.games.computer.doom.editing:13861 DM is a great program for running multiplayer games with external wads, and I'm pretty sure that it's an official idSoftware release. My question is- Where the hell do you get it? Why doesn't it come on the Doom II CD? Later, -Alien From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!netnews.com!news.dx.net!news From: "Kaotic Evil" Newsgroups: rec.games.computer.doom.editing Subject: Making WADS Date: Mon, 6 Sep 1999 02:08:50 -0500 Organization: The DataXchange Network, Inc Lines: 3 Message-ID: <7qvok8$n38@news.dx.net> NNTP-Posting-Host: 206.162.49.34 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13862 Is it possible to create a new IWAD? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!grolier!dispose.news.demon.net!demon!newsfeed.icl.net!nntp.news.xara.net!xara.net!gxn.net!news.good.net!news.goodnet.com!not-for-mail Message-ID: <37D3CF36.58A@goodnet.com> From: Opulent Reply-To: opulent@goodnet.com X-Mailer: Mozilla 3.01Gold (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Water "Wading" Effect References: <37d170ec.1942536@newshost.cc.utexas.edu> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Mon, 06 Sep 1999 14:26:21 GMT NNTP-Posting-Host: 209.141.97.19 X-Complaints-To: abuse@winstar.net X-Trace: news.goodnet.com 936627981 209.141.97.19 (Mon, 06 Sep 1999 07:26:21 MST) NNTP-Posting-Date: Mon, 06 Sep 1999 07:26:21 MST Organization: WinStar GoodNet, Inc. Lines: 12 Xref: teaser.fr rec.games.computer.doom.editing:13865 John Galt wrote: > > I have run across a WAD before in which there is a pool of water that > one may "wade" in, i.e., the water line appears around a character's > knees. Does anyone have any information as to how to create this > effect? thanks! go to Doomworld for all of your advanced editing (non-port)needs. http://www.doomworld.com/ their editing section is literally exemplary. =D Opulent From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!newsfeed.icl.net!newsfeed1.news.nl.uu.net!sun4nl!surfnet.nl!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Water "Wading" Effect Date: Mon, 06 Sep 1999 23:19:31 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 18 Message-ID: <37D4AE73.2E97@NOSPAM.warande.ruu.nl> References: <37d170ec.1942536@newshost.cc.utexas.edu> <37D3CF36.58A@goodnet.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13866 > go to Doomworld for all of your advanced editing (non-port)needs. > http://www.doomworld.com/ I object ;) We -also- have a rather detailed section on how to edit for the source port Boom (and thus similar features in MBF and ZDoom). With regard to the original question on how to create so-called 'deep water' in vanilla Doom: you should really visit Hykkelbjerg's Doom Editing Pages (linked from our 'tutorials' section) because it's described in detail there. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 7 Sep 1999 03:45:10 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 21 Sep 1999 07:45:03 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10940 rec.games.computer.doom.misc:6644 rec.games.computer.doom.playing:17693 rec.games.computer.doom.editing:13867 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newsfeed.fast.net!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS Message-ID: <37d41620.87921645@news.inet.fi> References: <7qvok8$n38@news.dx.net> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 13 Date: Tue, 07 Sep 1999 08:13:28 GMT NNTP-Posting-Host: 195.165.5.118 X-Trace: read2.inet.fi 936692008 195.165.5.118 (Tue, 07 Sep 1999 11:13:28 EET DST) NNTP-Posting-Date: Tue, 07 Sep 1999 11:13:28 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13868 On Mon, 6 Sep 1999 02:08:50 -0500, "Kaotic Evil" wrote: >Is it possible to create a new IWAD? Short answer: yes, but you have to replace everything then. - Sir Robin, Member of Falling Star Productions and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... You're all insane and trying to steal my magic bag From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Alex" Newsgroups: rec.games.computer.doom.editing Subject: Secret sectors Date: Tue, 7 Sep 1999 20:56:54 -1000 Lines: 10 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 NNTP-Posting-Host: ekolu16.hula.net Message-ID: <37d6095e.0@bonaparte.pixi.com> Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!news.indiana.edu!NewsNG.Chicago.Qual.Net!207.24.245.130!nyd.news.ans.net!abq.news.ans.net!news-w.ans.net!news.netenterprise.net!bonaparte.pixi.com!ekolu16.hula.net Xref: teaser.fr rec.games.computer.doom.editing:13869 I'm a semi-amatuer Doom level designer (OK, so I've only made one level so far) using DeeP, and occasionally I'd delete a sector that was tagged as secret because something was wrong with it and I wanted to redo it. But this seems to have messed up the secrets counter on the status screen; it thinks I have five secret areas when there are only three. Can anyone tell me how to fix this? ///Alex From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newsfeed.direct.ca!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS Date: 08 Sep 1999 03:24:41 PDT Organization: Concentric Internet Services Lines: 20 Message-ID: <37d638d6.184653080@news.concentric.net> References: <7qvok8$n38@news.dx.net> NNTP-Posting-Host: ts003d29.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13871 On Mon, 6 Sep 1999 02:08:50 -0500, "Kaotic Evil" wrote: >Is it possible to create a new IWAD? Yes. However, because of copyright reasons, you must replace every single lump. That means you may not even have a single id level, texture, or other resource in your IWAD, or you are in violation of id's copyright (and cdrom.com can and will reject your wad -- the REJECTS file contains countless daily attempts of persons to upload copyrighted resources in their wads...). For obvious reasons, this has not been done often. I believe it's really only been done once -- I think it was for some childrens' thing that came with cereal or something like that (Heh, wonder if the kids' game's engine contained the word fuck in the text section like regular DOOM's does... :)... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.new-york.net!newspeer1.nac.net!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: Wadauthor Date: 08 Sep 1999 03:26:52 PDT Organization: Concentric Internet Services Lines: 21 Message-ID: <37d6398b.184834193@news.concentric.net> References: <7qtjkt$325$1@news1.skynet.be> NNTP-Posting-Host: ts003d29.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13872 On Sun, 5 Sep 1999 13:26:24 +0200, "Robrecht Van Zandweghe" wrote: >Hi, > >I seem to have a problem with wadauthor (v1.30) concerning Hexen: >I can't spawn the weapons "Firestorm" (cleric 3rd) and "Arc of Death" (mage >3rd) using a script because there is simply no type of thing for these. > >I looked in the hexen specs (v0.9) and in defs.acs and I didn't find the >type. First of all, for Hexen, I really do suggest that you use DeeP97 (No, I'm not one of the authors. However, of all of the editors that I have used, I have definitely found DeeP97 to be the best. WadAuthor on the other hand, ranked up there with Jar Jar on the Annoying list...). In DeeP97, move the mouse over an existing Firestorm or Arc of Death object, and you'll find the thing number in the window in the lower left corner. (You can exit DeeP and go back to WadAuthor with the number after that if you want :) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!woodstock.news.demon.net!demon!news.maxwell.syr.edu!netnews.com!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM Specs Date: 08 Sep 1999 03:35:22 PDT Organization: Concentric Internet Services Message-ID: <37d63b87.185342757@news.concentric.net> References: <37ce4f48.5965110@news.infoave.net> <7qra0b$328$1@feed.teaser.fr> NNTP-Posting-Host: ts003d29.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 20 Xref: teaser.fr rec.games.computer.doom.editing:13873 On 4 Sep 1999 14:23:07 GMT, amajorel@teezer.fr (Andre Majorel) wrote: >In article <37ce4f48.5965110@news.infoave.net>, thisis@fake.net says... >> >> I was wondering if there was a newer version of the DOOM Spec sheet. >>The file I have is dated 12/15/94. > >No. V1.666 is, to the best of my knowledge, the latest version of >the UDS. Which is unfortunate, since it contains a few errors and >omissions. However, a (partial) errata for V1.666 is available at > > http://cres1.lancs.ac.uk/~esasb1/doom/udserrs.txt An interesting thing to note about the crushing floor linetype bug. I believe I was the one to discover this, when I was playing... it was either Darkening or Insertion, I think Insertion but I'm not really sure. On one of the maps there was a large area of crushing floor... well, it seems YOU can be the thing that doesn't get killed, too :) When I got caught in that trap I had 200% so I ended up with 42% health and permanently stuck (no rockets for suicide, no way out)... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.berkeley.edu!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: red and white WINE STRICTLY KOSHER Date: 08 Sep 1999 03:35:54 PDT Organization: Concentric Internet Services Lines: 6 Message-ID: <37d63bf6.185453419@news.concentric.net> References: <7r1024$das$8123@nslave1.tin.it> NNTP-Posting-Host: ts003d29.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13874 On Mon, 06 Sep 1999 20:18:03 PDT, vapicel@tin.it wrote: *SNIP* Somehow, I really doubt that SPAM is strictly kosher... From x@x Mon Jan 1 00:00:00 GMT 1999 From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS Date: 8 Sep 1999 14:00:34 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 27 Message-ID: <7r5q7p$mrs$1@news.btv.ibm.com> References: <37d638d6.184653080@news.concentric.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 936799289 23420 9.2.17.34 (8 Sep 1999 14:01:29 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 8 Sep 1999 14:01:29 GMT X-Client: Newz/Ponga (alpha) Path: teaser.fr!wanadoo.fr!freenix!sunqbc.risq.qc.ca!newsfeed.berkeley.edu!news.he.net!news.lava.net!bonaparte.pixi.com!news.netenterprise.net!abq.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13875 >From: avarvae@concentric.net (Dominus Aurorae) >For obvious reasons, this has not been done often. I believe it's >really only been done once -- I think it was for some childrens' thing >that came with cereal or something like that Hey, Chex Quest r00ls! *8) I think there are other TCs that replace the IWAD (in fact, if a TC is really a *total* conversion it pretty much has to, eh?). I've always thought it would be fun to spend a spare year or so (hah hah hah) making a totally non-violent psychedelic TC, where the weapons are all like flowers and rainbows, the sounds erotic, and the "monsters" things like elves and fairies and flower children that swoon with ecstasy when you shower them with sufficient love. I'd call it "MooD". And the great thing is, no one would *ever* play it, because DooM fans would think it was totally sickening, and everyone else would avoid it thinking it was just another sick FPS variant. *8) DC http://www.doomworld.com/slige/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!skynet.be!poster!not-for-mail From: ethhoack ethandphi exbeess Newsgroups: rec.games.computer.doom.editing Subject: zdoom req l30 bug Date: Wed, 08 Sep 1999 18:48:42 +0200 Organization: Belgacom Skynet SA/NV Lines: 9 Message-ID: <37D6936A.75A18484@skynet.be> NNTP-Posting-Host: dialup241.leuven.skynet.be Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: news0.skynet.be 936808152 4799 195.238.16.241 (8 Sep 1999 16:29:12 GMT) X-Complaints-To: abuse@skynet.be NNTP-Posting-Date: 8 Sep 1999 16:29:12 GMT X-Mailer: Mozilla 4.51 [en] (X11; I; Linux 2.2.5-15 i586) X-Accept-Language: en Xref: teaser.fr rec.games.computer.doom.editing:13876 under zdoom, when you play requiem level 30, the switch does not open the head can ... -- ethh pgp5 public key available, hkp://keys.pgp.com/ethh@skynet.be cpt, rc5-64 team #15802 doom space marines http://doomnation.com/rc5 "i refuse to believe that everyone refuses to believe the truth" lisa simpson From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS Date: 8 Sep 1999 22:07:44 GMT Organization: None I'm aware of ! Lines: 24 Message-ID: <7r6mng$mm2$1@feed.teaser.fr> References: <37d638d6.184653080@news.concentric.net> <7r5q7p$mrs$1@news.btv.ibm.com> NNTP-Posting-Host: dip202.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 936828464 23234 194.51.100.202 (8 Sep 1999 22:07:44 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 8 Sep 1999 22:07:44 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13877 In article <7r5q7p$mrs$1@news.btv.ibm.com>, chess@us.ibm.com says... >I've always thought it would be fun to spend a spare year or >so (hah hah hah) making a totally non-violent psychedelic TC, >where the weapons are all like flowers and rainbows, the sounds >erotic, and the "monsters" things like elves and fairies and >flower children that swoon with ecstasy when you shower them >with sufficient love. Yes. I've actually an idea along the same lines too. I'm amazed (but glad) to discover that there are other people out there as perverse as me. :-) >And the great thing is, no one would *ever* play it, because >DooM fans would think it was totally sickening, and everyone >else would avoid it thinking it was just another sick FPS variant. *8) :-) -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37D6E229.AB9D41DC@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS References: <37d638d6.184653080@news.concentric.net> <7r5q7p$mrs$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 4 Date: Wed, 08 Sep 1999 22:22:57 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 936829377 24.64.98.101 (Wed, 08 Sep 1999 15:22:57 PDT) NNTP-Posting-Date: Wed, 08 Sep 1999 15:22:57 PDT Xref: teaser.fr rec.games.computer.doom.editing:13878 if that's your idea of FUN... just jokes! -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!newsfeed.icl.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Teppic8" Newsgroups: rec.games.computer.doom.editing Subject: Re: red and white WINE STRICTLY KOSHER Date: Thu, 9 Sep 1999 21:18:27 +0100 Organization: Customer of Planet Online Lines: 12 Message-ID: <7r94ld$5td$1@news6.svr.pol.co.uk> References: <7r1024$das$8123@nslave1.tin.it> <37d63bf6.185453419@news.concentric.net> NNTP-Posting-Host: modem-66.havrix.dialup.pol.co.uk X-Trace: news6.svr.pol.co.uk 936908269 6061 62.136.70.66 (9 Sep 1999 20:17:49 GMT) NNTP-Posting-Date: 9 Sep 1999 20:17:49 GMT X-Complaints-To: abuse@theplanet.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Xref: teaser.fr rec.games.computer.doom.editing:13879 hehe Dominus Aurorae wrote in message news:37d63bf6.185453419@news.concentric.net... > On Mon, 06 Sep 1999 20:18:03 PDT, vapicel@tin.it wrote: > > *SNIP* > > Somehow, I really doubt that SPAM is strictly kosher... > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!colt.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "JohnN" Newsgroups: rec.games.computer.doom.editing Subject: Game Save Crash Date: Thu, 9 Sep 1999 22:55:15 +0100 Organization: Customer of Planet Online Message-ID: <7r9aal$tmd$1@news4.svr.pol.co.uk> NNTP-Posting-Host: modem-16.ibuprofin.dialup.pol.co.uk X-Trace: news4.svr.pol.co.uk 936914069 30413 62.136.73.16 (9 Sep 1999 21:54:29 GMT) NNTP-Posting-Date: 9 Sep 1999 21:54:29 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 21 Xref: teaser.fr rec.games.computer.doom.editing:13880 Hi All, Can anyone explain the following error message I get when attempting to save a game:- "Z_CheckHeap : Block size does not touch the next block Source : g_game.c : 1503" The fault is occuring with a PWAD I am making which used to save OK. Error only occurs when running Boom or PrBoom. Save is OK with Zdoom and Legacy. I use WadAuthor to edit then process with BSP and RMB. No map errors are reported by WadAuthor. Regards JohnN From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.berkeley.edu!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: Secret sectors Date: 10 Sep 1999 00:06:02 PDT Organization: Concentric Internet Services Lines: 24 Message-ID: <37d8ad2c.85429672@news.concentric.net> References: <37d6095e.0@bonaparte.pixi.com> NNTP-Posting-Host: ts003d03.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13881 On Tue, 7 Sep 1999 20:56:54 -1000, "Alex" wrote: >I'm a semi-amatuer Doom level designer (OK, so I've only made one level so >far) using DeeP, and occasionally I'd delete a sector that was tagged as >secret because something was wrong with it and I wanted to redo it. But >this seems to have messed up the secrets counter on the status screen; it >thinks I have five secret areas when there are only three. Can anyone tell >me how to fix this? You need to actually remove the sector information from the WAD. What you did was delete the linedefs that made up the sector, but you left the sector itself in, which makes DOOM think it exists, even if you can't reach it (unreachable secrets is probably actually one of the most common WAD maker errors, since it seems to occur in almost all major WADs - DOOM2.WAD has a couple, MM1, MM2, and Icarus all have them, not sure if Eternal has any...) I -think- DeeP has a function for cleaning up unused sectors. I believe it's in the Integrity Check section, but I may be mistaken. Also, I use DeeP97, which probably has more functions than the DOS DeeP... (Speaking of which, I need to register DeeP97. If you authors are still reading here, can you tell me if I'll have any difficulties doing this because I have a PO Box address?) From x@x Mon Jan 1 00:00:00 GMT 1999 From: hmmm@something.com Newsgroups: rec.games.computer.doom.editing Subject: Q:changing linedef attrib during game? Date: Sat, 11 Sep 1999 19:21:02 -0500 Message-ID: X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.80 X-Trace: 11 Sep 1999 19:17:56 +0100, 195.180.235.80 Lines: 9 Path: teaser.fr!wanadoo.fr!oleane!newsfeed.icl.net!newsfeed.icl.net!news-hh.maz.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.80 Xref: teaser.fr rec.games.computer.doom.editing:13882 hi, does anyone know how and if i can change the linedef attributes during a game? for example can i make a line that is impassable when i start the level change to passable after hitting a switch or something like... ? or is it possible just to "kill" the line during the game and make it then passable? thanks for your help ;) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!isdnet!newsfeed.tli.de!newsfeed2.news.nl.uu.net!newsfeed1.news.nl.uu.net!sun4nl!surfnet.nl!barba.uci.kun.nl!not-for-mail From: NOSPAMt_nuz@hotmail.com (Frollo) Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef attrib during game? Date: Sun, 12 Sep 1999 03:34:02 GMT Organization: Universitair Centrum Informatievoorziening, The Netherlands Lines: 22 Message-ID: <37db1dcd.854139@netnews.uci.kun.nl> References: NNTP-Posting-Host: ib114.extern.kun.nl X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13883 On Sat, 11 Sep 1999 19:21:02 -0500, hmmm@something.com wrote: >hi, >does anyone know how and if i can change the linedef attributes during >a game? >for example can i make a line that is impassable when i start the >level change to passable after hitting a switch or something like... ? >or is it possible just to "kill" the line during the game and make it >then passable? > >thanks for your help ;) As far as I know, it's not possible. Well, at least for the original Doom that is. I don't know about newer ports and all. But why do you want to do such a thing? Do you want to block some areas from being visited before some requirements are met? Then just block this area off using a regular door, wich can be opened by pushing some button or something. I'd say you don't make lines impassible for nothing. Usually it means there's nothing behind them. (and I mean *nothing*) Frollo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newspump.monmouth.com!newspeer.monmouth.com!news-xfer.newsread.com!netaxs.com!newsread.com!newsfeed.infinet.com!news.oh.voyager.net!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS References: <37d638d6.184653080@news.concentric.net> <7r5q7p$mrs$1@news.btv.ibm.com> Message-ID: X-Newsreader: slrn (0.9.5.6 UNIX) Lines: 33 Date: Sun, 12 Sep 1999 06:42:53 GMT NNTP-Posting-Host: 209.57.148.135 X-Trace: news.oh.voyager.net 937118573 209.57.148.135 (Sun, 12 Sep 1999 02:42:53 EDT) NNTP-Posting-Date: Sun, 12 Sep 1999 02:42:53 EDT Xref: teaser.fr rec.games.computer.doom.editing:13884 On 8 Sep 1999 14:00:34 GMT, David M. Chess wrote: >>From: avarvae@concentric.net (Dominus Aurorae) >>For obvious reasons, this has not been done often. I believe it's >>really only been done once -- I think it was for some childrens' thing >>that came with cereal or something like that >Hey, Chex Quest r00ls! *8) It's available from the following address: ftp://ftp.cdrom.com/pub/idgames/levels/doom2/megawads/chexq.zip (2656069 bytes) Requires DeHackEd work. One of the secret areas on the second map has photos of the people who worked on it. >so (hah hah hah) making a totally non-violent psychedelic TC, >where the weapons are all like flowers and rainbows, the sounds >erotic, and the "monsters" things like elves and fairies and >flower children that swoon with ecstasy when you shower them >with sufficient love. Sounds remarkably like Super Noah's Ark 3D. This is a modified version of Super NES/Super Famicom Wolfenstein 3D put out by a teensy company by the name of Learning Tree. Id let them go ahead with it because Id were so pissed off about the censorship of the SNES/SFC version of Wolf3D. It's unlicenced by Nintendo, and not that fun to play IMHO, but good for a laugh. The enemies are replaced by animals (of course) who have gotten restless, and you have to, not shoot them, but fling food at them (!) with a slingshot (!!). This causes them to slump over and, uh, go to sleep (I guess the food rations are leftover Thanksgiving turkey). -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef attrib during game? Date: 12 Sep 1999 07:56:04 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7rfmak$9bv$1@feed.teaser.fr> References: NNTP-Posting-Host: dip213.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 937122964 9599 194.51.100.213 (12 Sep 1999 07:56:04 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 12 Sep 1999 07:56:04 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13885 In article , hmmm@something.com says... >does anyone know how and if i can change the linedef attributes during >a game? >for example can i make a line that is impassable when i start the >level change to passable after hitting a switch or something like... ? >or is it possible just to "kill" the line during the game and make it >then passable? It's not, at least not with vanilla Doom. But you could make a self-referencing sector that originally blocks the way and, during the game, lower its floor or raise its ceiling so that it doesn't block anymore. That would look and feel just like clearing the impassable flag on a 2-sided linedef. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 From: Friend Newsgroups: rec.games.computer.doom.editing Subject: Q:changing linedef... that's why Date: Sun, 12 Sep 1999 12:45:15 -0500 Message-ID: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.212 X-Trace: 12 Sep 1999 12:42:10 +0100, 195.180.235.212 Lines: 29 Path: teaser.fr!proxad.net!isdnet!news-fra.maz.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.212 Xref: teaser.fr rec.games.computer.doom.editing:13886 hi again.... i think it is easier if i say exactly what i want to do and then you guys maybe can come up with another solution that is better then just the one i was thinking of and that is obviously not possible. lets say for example the player is in a large otside area...... behind a "block enemy" linedef are a couple of cacodemons that constantly shoot at the player...... but they actually should not "fly" to him.... yet. a bit later after the player did certain things this "block enemy" line should disappear and "release" the cacodemons so that they actually come after the player. my whole point is that i want the monsters to be able to see the player and shoot at him...(same for the player) but not being able to go after him. this should change during the level so that they are able to go after the player later. i want not to do it with and transparent fence texture or something like that which will appear later. it should actually look like the demons just do not "want" to pass that line and are not physically blocked by something. any ideas how to accomplish this? i hope my description was not too confusing ;) thanks, and have a great one. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!sunqbc.risq.qc.ca!torn!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef... that's why Date: Sun, 12 Sep 1999 11:41:00 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 20 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37db90a2.575113@news.ncf.carleton.ca> References: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> NNTP-Posting-Host: p20t4.xpr.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13887 On Sun, 12 Sep 1999 12:45:15 -0500, Friend wrote: >hi again.... > >lets say for example the player is in a large otside area...... >behind a "block enemy" linedef are a couple of cacodemons that >constantly shoot at the player...... but they actually should not >"fly" to him.... yet. >a bit later after the player did certain things this "block enemy" >line should disappear and "release" the cacodemons so that they >actually come after the player. You can't do that at all. You need to make a secondary sector that does not have any block monster linedefs attached to it, but will raise its ceiling when you want to free the cacodemons. -- Raymond Martineau - bk039@freenet.carleton.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-feed.inet.tele.dk!bofh.vszbr.cz!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37DBA505.A0916BB@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DOOM Specs References: <37ce4f48.5965110@news.infoave.net> <7qra0b$328$1@feed.teaser.fr> <37d63b87.185342757@news.concentric.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 6 Date: Sun, 12 Sep 1999 11:57:27 GMT NNTP-Posting-Host: 193.217.240.240 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 937137447 193.217.240.240 (Sun, 12 Sep 1999 13:57:27 MET DST) NNTP-Posting-Date: Sun, 12 Sep 1999 13:57:27 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:13888 Has happened to me in a deathmatch map i did, with a crushing floor! You end up trapped, and you need to kill yourself somehow or wait. But since its a dm map, and the floor is frequently lowered back, you usually get unstuck after a while. But you are easy to kill :) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!howland.erols.net!news3.bellglobal.com.MISMATCH!nf1.mgmt.sympatico.ca!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_Am_The_Archon@Doom!.com (Len Pitre) Subject: Re: Making WADS References: <37d638d6.184653080@news.concentric.net> <7r5q7p$mrs$1@news.btv.ibm.com> X-Newsreader: News Xpress 2.01 Lines: 52 Message-ID: Date: Sun, 12 Sep 1999 14:48:55 GMT NNTP-Posting-Host: 142.177.54.50 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 937147735 142.177.54.50 (Sun, 12 Sep 1999 11:48:55 ADT) NNTP-Posting-Date: Sun, 12 Sep 1999 11:48:55 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13889 Matthew W. Miller wrote: >On 8 Sep 1999 14:00:34 GMT, David M. Chess wrote: >>>From: avarvae@concentric.net (Dominus Aurorae) >>>For obvious reasons, this has not been done often. I believe it's >>>really only been done once -- I think it was for some childrens' thing >>>that came with cereal or something like that >>Hey, Chex Quest r00ls! *8) > >It's available from the following address: > >ftp://ftp.cdrom.com/pub/idgames/levels/doom2/megawads/chexq.zip >(2656069 bytes) > >Requires DeHackEd work. One of the secret areas on the second map has >photos of the people who worked on it. Well, the DeHackEd stuff really isn't needed, if you don't mind the messages like "You've got the rocket launcher!" not being changed. >>so (hah hah hah) making a totally non-violent psychedelic TC, >>where the weapons are all like flowers and rainbows, the sounds >>erotic, and the "monsters" things like elves and fairies and >>flower children that swoon with ecstasy when you shower them >>with sufficient love. > >Sounds remarkably like Super Noah's Ark 3D. This is a modified version of >Super NES/Super Famicom Wolfenstein 3D put out by a teensy company by the >name of Learning Tree. Id let them go ahead with it because Id were so >pissed off about the censorship of the SNES/SFC version of Wolf3D. Ah, yes. Hitler lost his 'tache and the swastika lost its outer bars. And the dogs were replaced by giant rants. Um, giant rats. Yeah. That's it. Giant rats that yelped like German Shepherd dogs when shot. >It's >unlicenced by Nintendo, and not that fun to play IMHO, but good for a >laugh. The enemies are replaced by animals (of course) who have gotten >restless, and you have to, not shoot them, but fling food at them (!) with >a slingshot (!!). This causes them to slump over and, uh, go to sleep (I >guess the food rations are leftover Thanksgiving turkey). Aren't religious games some of the dumbest (yet funniest) games ever made? I remember reading about one where you actually used baby Jesus as a projectile weapon. How can you say that a game is teaching good religious values when it's also teaching you that you can throw babies at people? Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef... that's why Date: 12 Sep 1999 17:23:15 GMT Organization: None I'm aware of ! Lines: 26 Message-ID: <7rgni3$ac7$1@feed.teaser.fr> References: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> NNTP-Posting-Host: dip249.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 937156995 10631 194.51.100.249 (12 Sep 1999 17:23:15 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 12 Sep 1999 17:23:15 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13890 In article <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com>, hmmm@something.com says... >my whole point is that i want the monsters to be able to see the >player and shoot at him...(same for the player) but not being able to >go after him. >this should change during the level so that they are able to go after >the player later. I see... Then, I don't know how to do exactly that. You could approximate it by using transparent "bars" (tiny 2x2x2 triangular self-referencing sectors) that are thin and far apart enough to let most fireballs pass but still block cacodemons. No two bars should be separated by more than 62 units, which is the width of a caco. Some fireballs are bound to hit the bars and explode in the air. This will look unnatural. Maybe you can improve this by having bars that don't span the whole headroom of the sectors. Leave some vertical space between the floor an the ceiling of the bars sectors, not enough to let the cacos pass but enough to let more fireballs fly through it. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef... that's why Date: 12 Sep 1999 22:24:54 GMT Organization: None I'm aware of ! Lines: 22 Message-ID: <7rh97m$atb$1@feed.teaser.fr> References: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> <7rgni3$ac7$1@feed.teaser.fr> NNTP-Posting-Host: dip249.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 937175094 11179 194.51.100.249 (12 Sep 1999 22:24:54 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 12 Sep 1999 22:24:54 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13891 In article <7rgni3$ac7$1@feed.teaser.fr>, amajorel@teezer.fr says... >In article <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com>, hmmm@something.com says... > >>my whole point is that i want the monsters to be able to see the >>player and shoot at him...(same for the player) but not being able to >>go after him. >>this should change during the level so that they are able to go after >>the player later. > >I see... Then, I don't know how to do exactly that. You could >approximate it by using transparent "bars" (tiny 2x2x2 triangular >self-referencing sectors) that are thin and far apart enough to let >most fireballs pass but still block cacodemons. I've put together a 6 kB demo wad of the above. It's at http://www.teaser.fr/~amajorel/doom/amtrick1.zip -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!newsfeed.enteract.com!hermes.visi.com!news-out.visi.com!newspump.sol.net!news.execpc.com!newspeer.sol.net!posts0.nwblwi.newsops.execpc.com!posts.news.execpc.com!reader2.nwblwi.newsops.execpc.com!not-for-mail Date: Mon, 13 Sep 1999 16:00:04 -0500 From: The Quietust Reply-To: quietust@ircN.org Organization: ircN Development Team X-Mailer: Mozilla 3.04Gold (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef... that's why References: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 81 Message-ID: <37dd65f0$0$91165@news.execpc.com> NNTP-Posting-Host: 84d4ee13.news.execpc.com X-Trace: S=T[4Gb?NP1I5[332>a9Y;bfNiaEHUgJ7RYcgIRLSUE=4>oAT0Z^bm2C^NIPX5g]K4d7jAeL2dO]04J`n:;38I1= X-Complaints-To: abuse@execpc.com Xref: teaser.fr rec.games.computer.doom.editing:13892 Friend wrote: > > hi again.... > > i think it is easier if i say exactly what i want to do and then you > guys maybe can come up with another solution that is better then just > the one i was thinking of and that is obviously not possible. > > lets say for example the player is in a large otside area...... > behind a "block enemy" linedef are a couple of cacodemons that > constantly shoot at the player...... but they actually should not > "fly" to him.... yet. > a bit later after the player did certain things this "block enemy" > line should disappear and "release" the cacodemons so that they > actually come after the player. > > my whole point is that i want the monsters to be able to see the > player and shoot at him...(same for the player) but not being able to > go after him. > this should change during the level so that they are able to go after > the player later. > > i want not to do it with and transparent fence texture or something > like that which will appear later. > it should actually look like the demons just do not "want" to pass > that line and are not physically blocked by something. > > any ideas how to accomplish this? > i hope my description was not too confusing ;) > > thanks, and have a great one. I can't think of how to get that exact effect, but I can think of a few similar ones: 1. The cacos move around and shoot at you (fireballs hit the gate), but they can't get past the gate. Method: put bars instead of a 2-sided linedef with the BLOCK flag; see DOOM2 MAP02 to see what I mean. 2. The cacos move around and shoot at you (and can hit you), but can not get past a certain area. Method: use a self-referencing sector. Set its ceiling height to the height of the tallest monster you intend to cage in there. Set the floor height to the ceiling height minus 55 (or just high enough so it can't be stepped up onto - in Hexen, it's 25 units for this, but I'm not sure what it is for DOOM anymore). Have a trigger lower the floor of that self-referencing sector and you (and the monsters) will be able to get through. 3. The cacos move around but do not shoot at you, and can not get past the gate. Method: not sure exactly how it's done, but it can be accomplished using RMB (the Reject Map Builder). A few of the example maps that come with RMB show this effect; i.e. you can walk up to monsters, they run around you but seem not to notice you. ftp://ftp.cdrom.com/pub/idgames/utils/level_edit/node_builders/rmb30.zip For this, they'd need to start in a spot where they could see you and wake up (and shoot at you), have them walk out of that area and into the 'blind' area, and have the 'visible' areas close up. A gate would also be necessary so, when the monsters are released, they can run out into the 'visible' open area and attack you. 4. You can see the monsters, they are facing you, but they do not move nor attack. Attempting to shoot at them produces an effect like a force field. Method: the self-referencing sector. Just put an invisible door in and have something else on the level open it. When you come back, the monsters will see you and procede to attack. I hope this helps. -- The Quietust * http://www.ircN.org/ * Quietust@ircN.org P.S. If you don't get this note, let me know and I'll write you another. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newsfeed.atl!news3.mia.POSTED!not-for-mail Message-ID: <37DDBBF2.BB704868@bellsouth.net> From: Youta X X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Q:changing linedef... that's why References: <9+LbN7u0xfg=w3Vph3tdjh5wctYg@4ax.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 43 Date: Mon, 13 Sep 1999 20:07:31 -0700 NNTP-Posting-Host: 209.214.200.104 X-Trace: news3.mia 937266978 209.214.200.104 (Mon, 13 Sep 1999 19:56:18 EDT) NNTP-Posting-Date: Mon, 13 Sep 1999 19:56:18 EDT Xref: teaser.fr rec.games.computer.doom.editing:13893 Friend wrote: > hi again.... > > i think it is easier if i say exactly what i want to do and then you > guys maybe can come up with another solution that is better then just > the one i was thinking of and that is obviously not possible. > > lets say for example the player is in a large otside area...... > behind a "block enemy" linedef are a couple of cacodemons that > constantly shoot at the player...... but they actually should not > "fly" to him.... yet. > a bit later after the player did certain things this "block enemy" > line should disappear and "release" the cacodemons so that they > actually come after the player. > > my whole point is that i want the monsters to be able to see the > player and shoot at him...(same for the player) but not being able to > go after him. > this should change during the level so that they are able to go after > the player later. > > i want not to do it with and transparent fence texture or something > like that which will appear later. > it should actually look like the demons just do not "want" to pass > that line and are not physically blocked by something. > > any ideas how to accomplish this? > i hope my description was not too confusing ;) > > thanks, and have a great one. Hi Have you looked into the source ports? Try Zdoom at... http://zdoom.notgod.com/ It should be able to do this with no problem. Youta X From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!isdnet!netnews.com!news.dx.net!news From: "Kaotic Evil" Newsgroups: rec.games.computer.doom.editing Subject: DooM Editing Date: Tue, 14 Sep 1999 02:13:53 -0500 Organization: The DataXchange Network, Inc Lines: 5 Message-ID: <7rkrsk$mpo@news.dx.net> NNTP-Posting-Host: 206.162.49.32 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-Mimeole: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: teaser.fr rec.games.computer.doom.editing:13894 Just curious...Im new at WAD editing and i wanted to know what every one has to say about their opinions for the best WAD editor. i was alswys told that WinDEU was the best...but i dont really know. Thnks. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 14 Sep 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 28 Sep 1999 07:45:03 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10951 rec.games.computer.doom.misc:6658 rec.games.computer.doom.playing:17695 rec.games.computer.doom.editing:13895 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37DE5041.2B9D9B23@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DooM Editing References: <7rkrsk$mpo@news.dx.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 12 Date: Tue, 14 Sep 1999 13:36:30 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 937316190 24.64.98.101 (Tue, 14 Sep 1999 06:36:30 PDT) NNTP-Posting-Date: Tue, 14 Sep 1999 06:36:30 PDT Xref: teaser.fr rec.games.computer.doom.editing:13896 Windeu i guess isn't too bad, but it is a b*tch to get started with! I would suggest Wadauthor for a beginner. I was able to pick up on this over night. Kaotic Evil wrote: > > Just curious...Im new at WAD editing and i wanted to know what every one has > to say about their opinions for the best WAD editor. i was alswys told that > WinDEU was the best...but i dont really know. Thnks. -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newsfeed.icl.net!isdnet!newsfeed.tli.de!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37DEAA6A.A5FC34FF@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: DooM Editing References: <7rkrsk$mpo@news.dx.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Tue, 14 Sep 1999 18:56:44 GMT NNTP-Posting-Host: 193.217.229.26 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 937335404 193.217.229.26 (Tue, 14 Sep 1999 20:56:44 MET DST) NNTP-Posting-Date: Tue, 14 Sep 1999 20:56:44 MET DST Organization: Tele2 Norway AS Public Access Lines: 4 Xref: teaser.fr rec.games.computer.doom.editing:13897 Windeu, tried just about every DEU there is, and DETH is bu far the best, it supports a lot of shit, there's even a ZETH for Zdoom, thats the DEU to use. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!coranto.ucs.mun.ca!InfoNET.st-johns.nf.ca!ych1034 From: ych1034@InfoNET.st-johns.nf.ca (Thomas Hawkins) Newsgroups: rec.games.computer.doom.editing Subject: Re: DooM Editing Date: 14 Sep 1999 22:36:37 GMT Organization: St. John's InfoNET Lines: 8 Message-ID: <7rmill$6gi$1@coranto.ucs.mun.ca> References: <7rkrsk$mpo@news.dx.net> <37DEAA6A.A5FC34FF@robin.no> NNTP-Posting-Host: infonet.st-johns.nf.ca X-Newsreader: TIN [version 1.2 PL2] Xref: teaser.fr rec.games.computer.doom.editing:13898 I prefer DMapEdit 4.2. It took me a while to pick it up but I find it the best to use and I've tried almost all of them. If you get 4.2.2 beta it supports ZDoom. The normal version supports Doom, Doom2 and Heretic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Check out my Game (Civ2, Doom2, And Great Download) Home Page at: ~ ~ http://www.geocities.com/TheCornMaster ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From x@x Mon Jan 1 00:00:00 GMT 1999 From: rfeni@pepperlink.net (Roy Fenimore) Newsgroups: rec.games.computer.doom.editing Subject: DosDOOM???? Organization: Somewhere on Uranus Message-ID: <37e0ffb1.5484616@news.usenetserver.com> X-Newsreader: Forte Agent 1.01/32.397 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 9 Date: Wed, 15 Sep 1999 03:25:27 GMT NNTP-Posting-Host: 207.243.224.66 X-Complaints-To: admin@usenetserver.com X-Trace: news5.usenetserver.com 937376720 207.243.224.66 (Tue, 14 Sep 1999 23:25:20 PDT) NNTP-Posting-Date: Tue, 14 Sep 1999 23:25:20 PDT Path: teaser.fr!wanadoo.fr!freenix!isdnet!newsfeed.icl.net!news.itconsult.net!news-in.usenetserver.com!news.usenetserver.com!news5.usenetserver.com.POSTED!not-for-mail Xref: teaser.fr rec.games.computer.doom.editing:13899 Has anyone tried to write a WAD for DosDOOM yet? I'm really tempted to experiment, but I need some more info. It seems you can just put the DDF files into the wad with lump names starting with DDF, but there must be more too it than that! And does DosDOOM load every DDF file in its directory, or just particular ones? Where are the specs for DosDOOM to be found, anyway? Even the Official Homepage is no help.... Roy From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Alex" Newsgroups: rec.games.computer.doom.editing References: <7rkrsk$mpo@news.dx.net> Subject: Re: DooM Editing Date: Tue, 14 Sep 1999 19:57:43 -1000 Lines: 17 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 NNTP-Posting-Host: ekolu29.hula.net Message-ID: <37df35e2.0@bonaparte.pixi.com> Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!howland.erols.net!newsfeed.fast.net!uunet!ffx.uu.net!newsfeed2.us.ibm.net!ibm.net!newsjunkie.ans.net!news.netenterprise.net!bonaparte.pixi.com!ekolu29.hula.net Xref: teaser.fr rec.games.computer.doom.editing:13900 I use DeeP97, and I figured out how that works after a day or two, but that's just me. I'd suggest downloading all the editors you can find and seeing which one you like best. ///Alex Kaotic Evil wrote in message news:7rkrsk$mpo@news.dx.net... > Just curious...Im new at WAD editing and i wanted to know what every one has > to say about their opinions for the best WAD editor. i was alswys told that > WinDEU was the best...but i dont really know. Thnks. > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!easynet-tele!easynet.net!apple.news.easynet.net!not-for-mail From: "Kevin Cheng" Newsgroups: alt.binaries.doom,alt.games.doom,alt.games.doom.ii,rec.games.computer.doom.editing,rec.games.computer.doom.help,rec.games.computer.doom.misc Subject: Homing missiles Date: Wed, 15 Sep 1999 15:43:23 +0100 Organization: [ posted via UKOnline ] Message-ID: <7roast$pi5$1@apple.news.easynet.net> NNTP-Posting-Host: tnt-10-189.easynet.co.uk X-Trace: apple.news.easynet.net 937406173 26181 212.134.16.189 (15 Sep 1999 14:36:13 GMT) X-Complaints-To: abuse@ukonline.net NNTP-Posting-Date: 15 Sep 1999 14:36:13 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 59 Xref: teaser.fr alt.binaries.doom:2053 alt.games.doom:23565 alt.games.doom.ii:11680 rec.games.computer.doom.editing:13902 rec.games.computer.doom.help:10954 rec.games.computer.doom.misc:6666 Are you an expert with the Doom 1/2 source code? I'm working on a game which is very similar to the old classics, Doom2, Duke3d, etc. But my game is in 2D bird-eyes view map mode. I'm having problems with getting a homing missile weapon to work. This homing missile updates it's angle to home-in to it's target. Here's a sample of my code. dx = (target->x - missile->x); dy = (target->y - missile->y); if( dx == 0 ) // Testing to see if the target is at targetQuad = 5; // 90 degrees orthogonal to the missile else if( dy == 0 ) targetQuad = 6; // If the target is orthogonal to the else if( dx && dy ) // missile then we don't want to divide by 0 targetQuad = 1; // later on else if( !dx && dy ) targetQuad = 2; else if( !dx && !dy ) targetQuad = 3; else if( dx && !dy ) targetQuad = 4; switch( targetQuad ) { case 1: missile->angle = Rad2Deg( atan( dy/dx ) ); break; case 2: missile->angle = 180-Rad2Deg( atan( dy/dx ) ); break; case 3: missile->angle = 180+Rad2Deg( atan( dy/dx ) ); break; case 4: missile->angle = 360-Rad2Deg( atan( dy/dx ) ); break; case 5: if( dy ) missile->angle = 90; else missile->angle = 270; break; case 6: if( dx ) missile->angle = 0; else missile->angle = 180; break; } This works, but only in quadrant 1. If the target is in quadrant 2, 3 or 4, the missle just keeps weaving in the 1st quadrant. So, I had a look at the Doom2 source code, because this homing missile was done for the skeleton monsters. But Doom2 works in octants (because 3D) and also the code was a bit too complicated for me. Do you know how they did it in Doom2? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!netnews.com!feeder.qis.net!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37E0529E.5A0F01EE@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Homing missiles References: <7roast$pi5$1@apple.news.easynet.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 48 Date: Thu, 16 Sep 1999 02:16:14 GMT NNTP-Posting-Host: 24.66.236.128 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 937448174 24.66.236.128 (Wed, 15 Sep 1999 19:16:14 PDT) NNTP-Posting-Date: Wed, 15 Sep 1999 19:16:14 PDT Xref: teaser.fr rec.games.computer.doom.editing:13903 Kevin Cheng wrote: > > Are you an expert with the Doom 1/2 source code? No. I mean, "Duuuh, what?" > ...my game is in 2D bird-eyes view map mode. I'm having > problems with getting a homing missile weapon to work. This > homing missile updates it's angle to home-in to it's target. > Here's a sample of my code. > else if( dx && dy ) > targetQuad = 1; dx and dy are non-zero at this point. In C, non-zero means "true". "if (true and true) targetQuad = 1". Replace "dx && dy" with "(dx>0) and (dy>0)". Further on, replace "!dx" [which always evaluates to "false" for dx<>0] with "dx<0". C logic doesn't work the same as whatever language you're used to. Suggestion: get a C primer at a public library; review the section on logic. I notice that your homing missile always goes directly towards the target. For that case, a simpler algorithm is: #define MISSILE_SPEED 42 /* or whatever */ dx = (target->x - missile->x); dy = (target->y - missile->y); normalizing_factor = sqrt(dx*dx+dy*dy); /* Change the missile co-ordinates by: */ missile_delta_x = MISSILE_SPEED * dx / normalizing_factor; missile_delta_y = MISSILE_SPEED * dy / normalizing_factor; My own preference is for a missile whose path slowly curves, instead of making hairpin turns. If you want an algorithm for that, e-mail me, or post to r.g.c.d.editing. Please specify if your co-ordinates use int or float. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!cyclone.pbi.net!206.13.29.23!cyclone-la.pbi.net!151.164.61.60!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail From: "Yytrium" Subject: Re: Download Ia.n.i.!!! It's free! Newsgroups: rec.games.computer.doom.editing References: <7rmgtq$8je$127@nslave1.tin.it> Message-ID: <01bf004e$d506b960$17eec1cf@sam> X-Newsreader: Microsoft Internet News 4.70.1155 Lines: 11 Date: Thu, 16 Sep 1999 14:22:02 GMT NNTP-Posting-Host: 207.193.238.23 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 937491722 207.193.238.23 (Thu, 16 Sep 1999 07:22:02 PDT) NNTP-Posting-Date: Thu, 16 Sep 1999 07:22:02 PDT Organization: SBC Internet Services Xref: teaser.fr rec.games.computer.doom.editing:13904 what a shit head, he's spamming our groups, and has a legit email address in the headers. maybe he thinks we arnt clued to the "NOSPAM" trick. heh. an eye for an eye is what i say. madQ wrote in article <7rmgtq$8je$127@nslave1.tin.it>... > > Download Ia.n.i. RemoteControlSystem 1.2 beta. It's free!!! > New site: http://jump.to/IaniProject > > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!easynet-fr!easynet-tele!easynet.net!colt.net!news.belnet.be!carrier1.net!cambridge1-snf1.gtei.net!news.gtei.net!bos-service1.ext.raytheon.com!cyclone.swbell.net!typhoon01.swbell.net.POSTED!not-for-mail From: "Yytrium" Subject: Re: Apeal for UN intervention - Stop East Timor Genocide Newsgroups: rec.games.computer.doom.editing References: <7r5s46$282$1@duke.telepac.pt> Message-ID: <01bf0053$dd891f60$17eec1cf@sam> X-Newsreader: Microsoft Internet News 4.70.1155 Lines: 46 Date: Thu, 16 Sep 1999 14:58:05 GMT NNTP-Posting-Host: 207.193.238.23 X-Complaints-To: abuse@swbell.net X-Trace: typhoon01.swbell.net 937493885 207.193.238.23 (Thu, 16 Sep 1999 07:58:05 PDT) NNTP-Posting-Date: Thu, 16 Sep 1999 07:58:05 PDT Organization: SBC Internet Services Xref: teaser.fr rec.games.computer.doom.editing:13905 so naturally, you'd post that to a newgroup based around a murderous, bloody, violent game, that only savages such as ourselves play.. Good judgement there. survey1_pt@hotmail.com wrote in article <7r5s46$282$1@duke.telepac.pt>... > > In the referendum promoted by UN 80 % of East Timor people voted for > Independence. Since then thousands on people have been killed > JUST FOR THEIR VOTE . Almost all international journalists have been > forced to leave East Timor ( only four rested ) . > > United Nations are LEAVING East Timor TOMORROW 1999-09-09 07h00 > ( Pacific time ) , leaving the East Timor people ALONE, against those > who are KILLING them. > > In 3 days more than 300.000 people have been forced to move. > Indonisian policies and militaries have not been able to keep > peace and have no conditions to maitain peace in East Timor. > > United Nations MUST send a Peace Keeping Force to East Timor. > > PLEASE, HELP EAST TIMOR, at this moment, they are being MURDERED. > > Forward this E-mail or write your own opinion to : > secretary General of United Nations mailto:ecu@un.org > president of United States of America mailto:president@whitehouse.gov > > president of China > president of French Republic > British Prime Miniter > President of Russia > > the Pope or your religious leader > your favorite newsgroup, > your local senator, > your favorite newspaper, > your business partners or friends > > Read your favorite site for news about East Timor, or check the > one of the world leaders http://www.cnn.com > PS:Thanks, and our apologies for the off topic subject. > Any coments can be sent to survey1_pt@hotmail.com > at 15h00 GMT+01h00 Portugal will stop please do your share. > > MR > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!nntp.abs.net!netnews.com!newspeer1.nac.net!news.new-york.net!uunet!ffx.uu.net!news.inter.net.il!not-for-mail From: ROMZ@FOR.FREE (DOWNLOADZ) Newsgroups: rec.games.computer.doom.editing Subject: LEVEL CREATORS: PLEASE HELP! Date: Thu, 16 Sep 1999 20:09:18 GMT Organization: HERE Lines: 11 Message-ID: <37e14e6c.184634976@news.inter.net.il> Reply-To: ROMZ@FOR.FREE NNTP-Posting-Host: 213.8.16.96 X-Trace: news2.inter.net.il 937512530 12438 213.8.16.96 (16 Sep 1999 20:08:50 GMT) X-Complaints-To: abuse@inter.net.il NNTP-Posting-Date: 16 Sep 1999 20:08:50 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13906 LEVEL CREATORS: PLEASE HELP! Help(!) I made a level and I want to add one new custom texture, that i have in bmp format. I tried to use WinTex, but it would only let me add a texture which is made of of the main patches on the list. How do I add a totally new texture to my wad? please assist: einam2@prontomail.com thanx! sdsds From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!howland.erols.net!newsfeed.fast.net!uunet!ffx.uu.net!news.inter.net.il!not-for-mail From: ROMZ@FOR.FREE (DOWNLOADZ) Newsgroups: rec.games.computer.doom.editing Subject: please assist Date: Thu, 16 Sep 1999 20:09:25 GMT Organization: HERE Lines: 11 Message-ID: <37e14e70.184638932@news.inter.net.il> Reply-To: ROMZ@FOR.FREE NNTP-Posting-Host: 213.8.16.96 X-Trace: news2.inter.net.il 937512538 12438 213.8.16.96 (16 Sep 1999 20:08:58 GMT) X-Complaints-To: abuse@inter.net.il NNTP-Posting-Date: 16 Sep 1999 20:08:58 GMT X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13907 LEVEL CREATORS: PLEASE HELP! Help(!) I made a level and I want to add one new custom texture, that i have in bmp format. I tried to use WinTex, but it would only let me add a texture which is made of of the main patches on the list. How do I add a totally new texture to my wad? please assist: einam2@prontomail.com thanx! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!news.demon.co.uk!demon!biosoft.demon.co.uk!not-for-mail From: "David Byard" Newsgroups: rec.games.computer.doom.editing Subject: DeeP 97 Date: Sat, 18 Sep 1999 13:46:19 +0100 Message-ID: <937658781.26873.0.nnrp-12.9e981d2f@news.demon.co.uk> NNTP-Posting-Host: biosoft.demon.co.uk X-NNTP-Posting-Host: biosoft.demon.co.uk:158.152.29.47 X-Trace: news.demon.co.uk 937658781 nnrp-12:26873 NO-IDENT biosoft.demon.co.uk:158.152.29.47 X-Complaints-To: abuse@demon.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Lines: 5 Xref: teaser.fr rec.games.computer.doom.editing:13908 I think 29.99 is a rip off for DeeP 97. Does anyone have a patched/warez vers of DeeP 97? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.icl.net!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: DeeP 97 Date: Sat, 18 Sep 1999 18:44:17 +0100 Message-ID: <7s0iv8$oj2$1@nthfen.demon.co.uk> References: <937658781.26873.0.nnrp-12.9e981d2f@news.demon.co.uk> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 937710054 nnrp-10:19150 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 20 Xref: teaser.fr rec.games.computer.doom.editing:13909 David Byard wrote in message <937658781.26873.0.nnrp-12.9e981d2f@news.demon.co.uk>... >I think 29.99 is a rip off for DeeP 97. > That's in dollars, btw. With P&P you're talking 20-25 quid. >Does anyone have a patched/warez vers of DeeP 97? Nope, but I know that at least one of the guys who writes it posts on this NG... -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!gw12.nn.bcandid.com!gw22.nn.bcandid.com!gate.bCandid.com!typ12.nn.bcandid.com.POSTED!not-for-mail From: "John M. Allison II" Newsgroups: rec.games.computer.doom.editing Subject: WADAuthor and WinTex Lines: 15 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-Mimeole: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: NNTP-Posting-Host: 216.100.26.34 X-Trace: typ12.nn.bcandid.com 937721801 216.100.26.34 (Sun, 19 Sep 1999 02:16:41 EDT) NNTP-Posting-Date: Sun, 19 Sep 1999 02:16:41 EDT Date: Sat, 18 Sep 1999 23:17:24 -0700 Xref: teaser.fr rec.games.computer.doom.editing:13910 Am I missing the boat on this one or what? I am trying to create my own wall textures in Doom II. Somehow, using WinTex, I was accidently able to add a bitmap to my WAD. I don't know what I did or how I did it but I haven't been able to do it again. The help file for WinTex was of no help whatsoever in doing this. Yes, once the textures get into the WAD I can see and use them in WADAuthor, so that isn't the problem. Can anyone clue me in on this one??? Thank you! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!oleane!newsfeed2.news.nl.uu.net!sun4nl!newsfeed.tli.de!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37E53089.710C8DBE@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: WADAuthor and WinTex References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 7 Date: Sun, 19 Sep 1999 17:42:26 GMT NNTP-Posting-Host: 193.217.238.127 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 937762946 193.217.238.127 (Sun, 19 Sep 1999 19:42:26 MET DST) NNTP-Posting-Date: Sun, 19 Sep 1999 19:42:26 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:13911 Due to hardware problems I can't run wintex atm, but the way to do it as far as i remember is to press on the patches icon on the bottom and add an entry, somtimes it doesn't shift properly, press midi sound before graphics entry, I don't remember that very well, but I managed to figure it out myself / from the manual. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!ayres.ftech.net!news.ftech.net!diablo.theplanet.net!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37E67E88.E240DC1A@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Making WADS References: <37d638d6.184653080@news.concentric.net> <7r5q7p$mrs$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Mon, 20 Sep 1999 17:27:26 GMT NNTP-Posting-Host: 193.217.227.196 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 937848446 193.217.227.196 (Mon, 20 Sep 1999 19:27:26 MET DST) NNTP-Posting-Date: Mon, 20 Sep 1999 19:27:26 MET DST Organization: Tele2 Norway AS Public Access Lines: 7 Xref: teaser.fr rec.games.computer.doom.editing:13912 Where can one get religious games? Shareware would be great. Must be as cool as the non-viloent games my 5 year old sister is playing. Its a great adventure game, manipulate 6 objects, shooty some balloons and a bit more, ans you've won. Its done in about 4 minutes, but she loves it. I'm really wanna see a compet-The Bewitched City. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.berkeley.edu!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: LEVEL CREATORS: PLEASE HELP! Date: 20 Sep 1999 16:43:45 PDT Organization: Concentric Internet Services Lines: 15 Message-ID: <37e6c686.40589622@news.concentric.net> References: <37e14e6c.184634976@news.inter.net.il> NNTP-Posting-Host: ts003d24.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13913 On Thu, 16 Sep 1999 20:09:18 GMT, ROMZ@FOR.FREE (DOWNLOADZ) wrote: >LEVEL CREATORS: PLEASE HELP! > >Help(!) >I made a level and I want to add one new custom texture, that i have >in bmp format. I tried to use WinTex, but it would only let me add >a texture which is made of of the main patches on the list. >How do I add a totally new texture to my wad? I'm assuming you have the entire texture in that one bmp. You cannot reference graphics resources directly as textures. Instead, you must have DeuTex place that bmp into the wad as a patch, and then create a new texture that is the size of the bmp and has that patch at 0,0. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 21 Sep 1999 03:45:07 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 5 Oct 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10973 rec.games.computer.doom.misc:6677 rec.games.computer.doom.playing:17737 rec.games.computer.doom.editing:13914 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: import 16 bit sounds in a wad ???? Date: Wed, 22 Sep 1999 11:54:44 -0500 Message-ID: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.144 X-Trace: 22 Sep 1999 11:51:44 +0100, 195.180.235.144 Path: teaser.fr!freenix!oleane!news-raspail.gip.net!news.gsl.net!gip.net!grolier!dispose.news.demon.net!demon!newsfeed.icl.net!news-hh.maz.net!broadway.news.is-europe.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.144 Lines: 17 Xref: teaser.fr rec.games.computer.doom.editing:13916 hi, i asked already a few people if they know about any possibility with the available tools to import 16 bit sounds into a wad. but it seems like it is not possible right now. ( wintex and deutex won't work.... they automatically convert the sound down to 8 bit when you try to import anything with higher quality ) btw. zdoom supports 16 bit sounds... does anyone know if the samplerate also can be higher in zdoom? for example 22khz instead of the old limitation to 11khz. if you know about any tool that does the job or any other way to do it then please let me know. thanks, martin :) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!agate.berkeley.edu!agate!newsfeed.berkeley.edu!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 22 Sep 1999 08:45:30 PDT Organization: Concentric Internet Services Lines: 26 Message-ID: <37e8f960.184701411@news.concentric.net> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> NNTP-Posting-Host: ts001d36.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13917 On Wed, 22 Sep 1999 11:54:44 -0500, Martin wrote: >hi, >i asked already a few people if they know about any possibility with >the available tools to import 16 bit sounds into a wad. but it seems >like it is not possible right now. >( wintex and deutex won't work.... they automatically convert >the sound down to 8 bit when you try to import anything with >higher quality ) > >btw. zdoom supports 16 bit sounds... does anyone know if >the samplerate also can be higher in zdoom? for example 22khz >instead of the old limitation to 11khz. > >if you know about any tool that does the job or any other way >to do it then please let me know. You MIGHT still be able to do it with DeuTex. I'm not exactly sure, but try this: Rename the .WAV file to a .LMP, with the sound lump name as the main name of the file. Then import it as a LUMP, rather than a SOUND. Notes: 1) I haven't tried this myself and 2) WARNING: WADs made in this manner will most likely NOT work in normal DOOM2.EXE! From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Gironimo" Sender: "Gironimo" Reply-To: "Gironimo" Subject: Doom 2 - cheats? Newsgroups: rec.games.computer.doom.editing X-User-Info: 194.96.35.34 194.96.35.34 NNTP-Posting-Host: www.xpoint.at Message-ID: <37e9ea5e_1@info.xpoint.at> Date: 23 Sep 1999 10:52:46 +0200 X-Trace: 23 Sep 1999 10:52:46 +0200, www.xpoint.at Organization: newsgateway by XPoint Austria Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!colt.net!news0.de.colt.net!newscore.gigabell.net!newscore.ipf.de!newscore.univie.ac.at!newsfeed01.univie.ac.at!info.xpoint.at!www.xpoint.at Lines: 5 Xref: teaser.fr rec.games.computer.doom.editing:13918 I am hard looking for doom 2 - cheats in network-player mode. Unfortunately all I can find are these for single player. thx From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37EA2F37.D4B974@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: 6.60kg1503.22m.2250m.k8.07ak.w References: <9.3.mk.6.60.gm@cnmnetwork.com> <199909230326.UAA11923@sirius.infonex.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 212 Date: Thu, 23 Sep 1999 13:39:34 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938093974 24.64.98.101 (Thu, 23 Sep 1999 06:39:34 PDT) NNTP-Posting-Date: Thu, 23 Sep 1999 06:39:34 PDT Xref: teaser.fr rec.games.computer.doom.editing:13919 One question: what the hell does this have to do with doom? Mixmaster wrote: > > [updated 2451439.28779] > > The reckoning is already begun! Note: Nostradamus' "seven month" > is *definitely* Ethanim[Tishri], 1999 AD[Century X-Quatrain 72]: > > Av 5759 > molad: Tue, Jul 13, 1999 AD @ 04:37:38 AM JST > (Julian date 2451372.60947) > S M T W T F S > 1 2 3 4 > 5 6 7 8 9 10 11 > 12 13 14 15 16 17 18 > 19 20 21 22 23 24 25 > 26 27 28 29* 30 > *total solar eclipse is molad of Elul; this marks Jesus' > 2001st tropical-solar birthday, tribulation ensues; the > demise of the divided fourth empire of "iron/miry clay" > is imminent! Note also that the C/Lee fragment spotted > during this solar eclipse was recognized by only a few, > precisely as expected[ref. Michel de Nostradamus C3Q34] > This "monstre" will be seen clearly within several weeks. > > Elul 5759 > molad: Wed, Aug 11, 1999 AD @ 01:06:01 PM JST > (Julian date 2451401.96251) > S M T W T F S > 1* 2 > 3 4 5 6 7 8 9 > 10 11 12 13 14 15 16 > 17 18 19 20 21 22 23 > 24 25 26 27 28 29 > *Jesus' 2001st Hebrew Calendar Birthday, > Aztec Calendar `13 Cane', Day of Destiny, > next month Ethanim[Tishri] commences second > half of Jesus' 7-year Ministry--Enter the Lion! > These 3 1/2 years of tribulation are shortened for > the elect's sake[Gk. eklektos, {mutually}"selected"] > thus no one, not any man, neither any angel, not even > Jesus knows the day nor the hour, but the Father ONLY. > This [7th]month is undoubtedly Nostradamus' "sept mois", > and *this* Gregorian[Roman] year 1999 Anno Domini is the > correct year, so *this* is it: Prepare for YHWH's Wrath! > > ------- HEBREW/JEWISH CIVIL CALENDAR YEAR 5760 ------- > (385/"perfect" leap year, Type 11, 4-7-P; notably is identical > type of calendar year as Jesus' crucifixion, 3791[30-31 AD]) > > Tishri 5760 > molad: Thu, Sep 09, 1999 AD @ 11:44:58 PM JST > (Julian date 2451431.40623) > S M T W T F S > 1* > 2 3 4 5 6 7 8 > 9 10< 11 12 13+ 14 15> > 16 17 18 19 20 21 22<< > 23 24 25 26 27 28 29 > <<<30 > *Rosh ha-Shannah, Saturday, September 11th, 1999; > marks the beginning of globally-catastrophic events > foretold in many scriptures and warnings; Jesus was > baptised---commencing His 7-year Ministry---1972 years > ago, Rosh ha-Shanah, Sat, Sept 20, 27 AD[1 Tishri 3788]; > +autumnal equinox, Sept 23; > >Feast of Tabernacles[15-21 Ethanim]; > < << > Cheshvan 5760 > molad: Sat, Oct 09, 1999 AD @ 01:18:57 PM JST > (Julian date 2451460.97149) > S M T W T F S > 1 2 3 4 5 6 > 7 8 9 10 11 12 13 > 14 15 16 17 18 19 20 > 21* 22 23 24 25 26 27 > 28 29 30 > *the last day of October; within this month, by or > before the year 2002, a great shift in the earth's > motion, a +20de geographical pole shift will occur; > I have 'seen' this shift occurring in October 2000. > > Kislev 5760 > molad: Mon, Nov 08, 1999 AD @ 05:55:28 AM JST > (Julian date 2451490.66352) > S M T W T F S > 1 2 3 4 > 5 6 7 8 9 10 11 > 12 13 14 15 16 17 18 > 19 20 21 22 23 24 25 > 26 27 28 29 30 > > Tebet 5760 > molad: Wed, Dec 08, 1999 AD @ 00:49:23 AM JST > (Julian date 2451520.45096) > S M T W T F S > 1 2 > 3 4 5 6 7 8 9 > 10 11 12 13* 14 15 16 > 17 18 19 20 21 22 23 > 24 25 26 27 28 29 > *winter solstice, Dec 22 > > Shebat 5760 > molad: Thu, Jan 06, 2000 AD @ 08:29:28 PM JST > (Julian date 2451550.27046) > S M T W T F S > 1 > 2 3 4 5 6 7 8 > 9 10 11 12 13 14 15 > 16 17 18 19 20 21 22 > 23 24 25 26 27 28 29 > 30 > > Adar 5760 > molad: Sat, Feb 05, 2000 AD @ 03:06:59 PM JST > (Julian date 2451580.04652) > S M T W T F S > 1 2 3 4 5 6 > 7 8 9 10 11 12 13 > 14 15 16 17 18 19 20 > 21 22 23 24 25 26 27 > 28 29 30 > > V'Adar 5760 > molad: Mon, Mar 06, 2000 AD @ 07:14:31 AM JST > (Julian date 2451609.71841) > S M T W T F S > 1 2 3 4 > 5 6 7 8 9 10 11 > 12 13 14* 15 16 17 18 > 19 20 21 22 23 24 25 > 26 27 28 29 > *spring equinox, March 21. > > Nisan 5760 > molad: Tue, Apr 04, 2000 AD @ 08:15:46 PM JST > (Julian date 2451639.26095) > S M T W T F S > 1* 2 3 > 4 5 6 7 8 9 10 > 11 12 13 14+ 15/ 16 17 > 18> 19 20 21 22 23 24 > 25 26 27 28 29 30 > *John the Baptist's 2002nd Hebrew Calendar Birthday; > +Passover, 1969th anniversary of Jesus' crucifixion; > /High Sabbath, 1969th anniversary of Jesus' entombment; > >I'star, 1969th anniversary of Jesus' resurrection. > > Iyyar 5760 > molad: Thu, May 04, 2000 AD @ 06:25:54 AM JST > (Julian date 2451668.68465) > S M T W T F S > 1 > 2 3 4 5 6 7 8 > 9 10 11 12 13 14 15 > 16 17 18 19 20 21 22 > 23 24 25 26 27 28 29 > > Sivan 5760 > molad: Fri, Jun 02, 2000 AD @ 02:30:57 PM JST > (Julian date 2451698.02149) > S M T W T F S > 1 2 3 4 5 6 7 > 8 9* 10 11 12 13 14 > 15 16 17 18 19 20 21 > 22 23 24 25 26 27 28 > 29 30 > *Pentecost("day of completion", Acts 2:1), June 12. > > Tammuz 5760 > molad: Sat, Jul 01, 2000 AD @ 09:28:41 PM JST > (Julian date 2451727.31159) > S M T W T F S > 1 2 3 4 5 > 6 7 8 9 10 11 12 > 13 14 15 16 17 18 19 > 20 21 22 23 24 25 26 > 27 28 29 > > Av 5760 > molad: Mon, Jul 31, 2000 AD @ 04:19:30 AM JST > (Julian date 2451756.59687) > S M T W T F S > 1 2 3 4 > 5 6 7 8 9 10 11 > 12 13 14 15 16 17 18 > 19 20 21 22 23 24 25 > 26 27 28 29 30 > > Elul 5760 > molad: Tue, Aug 29, 2000 AD @ 12:03:46 PM JST > (Julian date 2451785.91928) > S M T W T F S > 1 2 > 3 4 5 6 7 8 9 > 10 11 12 13 14 15 16 > 17 18 19 20 21 22 23 > 24 25 26 27 28 29 > > "every eye shall see him" > [ref. Apokalupsis Ioanes] > > Happy earthchanges, > Daniel -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!enst!isdnet!howland.erols.net!newsfeed.mathworks.com!gatech!sipb-server-1.mit.edu!hecate.umd.edu!not-for-mail From: Suds Newsgroups: tw.bbs.rec.car,alt.ipl.discussion,alt.fan.lion-king,comp.fonts,comp.os.os2.networking.server,comp.cad.autocad,rec.games.computer.doom.editing,alt.prophecies.nostradamus,talk.environment,alt.prophecies.cayce,alt.messianic Subject: Re: 6.60kg1503.22m.2250m.k8.07ak.w Date: Thu, 23 Sep 1999 12:35:10 -0400 Organization: University of Maryland, College Park Lines: 16 Message-ID: <37EA56BE.A782DE26@yahoo.com> References: <9.3.mk.6.60.gm@cnmnetwork.com> <199909230326.UAA11923@sirius.infonex.com> NNTP-Posting-Host: rhea.isr.umd.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.08 [en] (X11; U; SunOS 5.5 sun4u) To: rec.sport.skating.inline@yahoo.com Xref: teaser.fr alt.fan.lion-king:28929 comp.fonts:78382 comp.os.os2.networking.server:6499 comp.cad.autocad:113961 rec.games.computer.doom.editing:13920 alt.prophecies.nostradamus:101221 talk.environment:100810 alt.messianic:94659 Mixmaster wrote: > > [updated 2451439.28779] > > The reckoning is already begun! Note: Nostradamus' "seven month" > is *definitely* Ethanim[Tishri], 1999 AD[Century X-Quatrain 72]: > *total solar eclipse is molad of Elul; this marks Jesus' > 2001st tropical-solar birthday, tribulation ensues; the > demise of the divided fourth empire of "iron/miry clay" > is imminent! Note also that the C/Lee fragment spotted Oh no! Does that mean I can't skate on the molad of Elul? Suds -- Remove "5" to reply to email. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!torn!kwon!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom 2 - cheats? Date: Thu, 23 Sep 1999 19:47:02 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 13 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37ea8318.1334410@news.ncf.carleton.ca> References: <37e9ea5e_1@info.xpoint.at> NNTP-Posting-Host: p1t4.web.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13921 On 23 Sep 1999 10:52:46 +0200, "Gironimo" wrote: > >I am hard looking for doom 2 - cheats in network-player mode. Download Shareware version 1.666, copy the executable file over. Read the FAQ posted on rec.games.computer.doom.announce about this cheat. Also, for this cheat to work, your friends must have the same version. -- Raymond Martineau - bk039@freenet.carleton.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37EAA37E.4B5FE441@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 32 Date: Thu, 23 Sep 1999 22:03:51 GMT NNTP-Posting-Host: 204.186.71.95 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938124231 204.186.71.95 (Thu, 23 Sep 1999 18:03:51 EDT) NNTP-Posting-Date: Thu, 23 Sep 1999 18:03:51 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13922 Dominus Aurorae wrote: > You MIGHT still be able to do it with DeuTex. I'm not exactly sure, > but try this: The best way to do it is to use NWT.. * Open up an existing WAD file. * Create an entry (INS key) with the name of what you want the sound to have. You'll now have a 0 byte entry with the name you choose. * With the highlighter over the new entry you just made, press F6 to "Import RAW > PWAD". Type in the filename of the sound (filename.wav), and the WAD file you want it to be placed into. You CANNOT specify the currently-loaded WAD with NWT btw.. Now you've got your WAV file in a WAD! All the Boom-engines (Boom, MBF, ZDoom, etc.) can handle WAV entries at 16-bit, and yes they can be at 22 KHz instead of 11. I'm not so sure about 44 KHz.. sometimes it won't work, so avoid that rate. And as mentioned, these sounds will NOT play with the standard Doom.exe. Hope this helps.. -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37EAA443.BF7C22A3@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: 6.60kg1503.22m.2250m.k8.07ak.w References: <9.3.mk.6.60.gm@cnmnetwork.com> <199909230326.UAA11923@sirius.infonex.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Thu, 23 Sep 1999 22:07:07 GMT NNTP-Posting-Host: 204.186.71.95 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938124427 204.186.71.95 (Thu, 23 Sep 1999 18:07:07 EDT) NNTP-Posting-Date: Thu, 23 Sep 1999 18:07:07 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13923 According to Chrono Trigger the Day of Lavos already passed and we should have already been dead! All hail Bill Gates, the fourth horseman of the Apocalypse! Beware of the slugs! Beware I say!! Ahem. Ok I'm done now. :) Mixmaster wrote: > The reckoning is already begun! Note: Nostradamus' "seven month" > is *definitely* Ethanim[Tishri], 1999 AD[Century X-Quatrain 72]: -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37EAA4EC.9B8F8370@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Doom 2 - cheats? References: <37e9ea5e_1@info.xpoint.at> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 24 Date: Thu, 23 Sep 1999 22:09:56 GMT NNTP-Posting-Host: 204.186.71.95 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938124596 204.186.71.95 (Thu, 23 Sep 1999 18:09:56 EDT) NNTP-Posting-Date: Thu, 23 Sep 1999 18:09:56 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13924 Yeah because they're disabled in netplay! In some older versions of Doom you could use IDDT in multiplayer, but that's since been fixed. What version might that be? I'm not telling.. and if you use the version in question you're looking at frequent crashes anyway. Thank goodness Doom is a LOT more fussy about differences between clients, or else we'd have to deal with map hacks like the Quake community has to deal with.. sigh. Gironimo wrote: > > I am hard looking for doom 2 - cheats in network-player mode. > Unfortunately all I can find are these for single player. > > thx -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 From: "Alex" Newsgroups: rec.games.computer.doom.editing References: <37e14e70.184638932@news.inter.net.il> Subject: Re: please assist Date: Thu, 23 Sep 1999 21:40:30 -1000 Lines: 19 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 NNTP-Posting-Host: ekolu21.hula.net Message-ID: <37eb2b6a.0@bonaparte.pixi.com> Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!news.he.net!news.lava.net!bonaparte.pixi.com!ekolu21.hula.net Xref: teaser.fr rec.games.computer.doom.editing:13925 Try using WinTex again. Copy a texture from the Doom II IWAD, then replace it with your own BMP and rename it to something you're sure isn't used anywhere else in the game. DOWNLOADZ screamed in message news:37e14e70.184638932@news.inter.net.il... > LEVEL CREATORS: PLEASE HELP! > > Help(!) > I made a level and I want to add one new custom texture, that i have > in bmp format. I tried to use WinTex, but it would only let me add > a texture which is made of of the main patches on the list. > How do I add a totally new texture to my wad? > please assist: einam2@prontomail.com > > thanx! > From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 24 Sep 1999 21:58:13 GMT Organization: None I'm aware of ! Lines: 23 Message-ID: <7sgs5l$3ql$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> NNTP-Posting-Host: dip227.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938210293 3925 194.51.100.227 (24 Sep 1999 21:58:13 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 24 Sep 1999 21:58:13 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13926 In article <37EAA37E.4B5FE441@planetfortress.com>, sailorscout@planetfortress.com says... > >Dominus Aurorae wrote: >> You MIGHT still be able to do it with DeuTex. I'm not exactly sure, >> but try this: > >The best way to do it is to use NWT.. I haven't tried it but I don't see why you wouldn't be able to do that with DeuTex. And should it fail, I'd like to hear about it. >All the Boom-engines (Boom, MBF, ZDoom, etc.) can handle WAV entries at >16-bit, and yes they can be at 22 KHz instead of 11. Sound lumps in .wav format ? That's an entirely new notion to me. I'll have to look into it. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Sat, 25 Sep 1999 01:46:10 -0500 Message-ID: <4G7sN4Axifb2i69UIKYMKfI+Pxns@4ax.com> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.50 X-Trace: 25 Sep 1999 01:43:06 +0100, 195.180.235.50 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!colt.net!newsfeed.icl.net!news-hh.maz.net!broadway.news.is-europe.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.50 Lines: 10 Xref: teaser.fr rec.games.computer.doom.editing:13927 thanks for all the help :) btw: importing the sounds as lump with deutex gave me the same result.... it didn't work. the next few days i have hopefully enough time to try it with NWT i'll let you know if it worked ;) have a great weekend everyone. martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37ED1ECC.BD76665C@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sgs5l$3ql$1@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 17 Date: Sat, 25 Sep 1999 19:14:31 GMT NNTP-Posting-Host: 204.186.75.35 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938286871 204.186.75.35 (Sat, 25 Sep 1999 15:14:31 EDT) NNTP-Posting-Date: Sat, 25 Sep 1999 15:14:31 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13928 Andre Majorel wrote: > Sound lumps in .wav format ? That's an entirely new notion to me. > I'll have to look into it. Go ahead.. it's much like the way that .mid files were supported in Boom instead of just .mus. There are probably some combinations of sampling that don't work though, since the support seems to have been a last-minute addition to the engine. -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Sat, 25 Sep 1999 18:55:12 -0700 Content-Transfer-Encoding: 7bit References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sgs5l$3ql$1@feed.teaser.fr> <37ED1ECC.BD76665C@planetfortress.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 26 Sep 1999 01:52:23 GMT X-ELN-Insert-Date: Sat Sep 25 18:55:15 1999 Organization: Offworld Press Lines: 27 Mime-Version: 1.0 NNTP-Posting-Host: 1cust26.tnt3.lancaster.ca.da.uu.net Message-ID: <37ED7D00.13ED@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13929 SailorScout wrote: > > Andre Majorel wrote: > > Sound lumps in .wav format ? That's an entirely new notion to me. > > I'll have to look into it. > >Go ahead.. it's much like the way that .mid files were supported in Boom > instead of just .mus. There are probably some combinations of sampling > that don't work though, since the support seems to have been a > last-minute addition to the engine. You're confusing sound effects (which are in .WAV format) and music (which is handled as MIDI format in BOOM and derivates because that's what Allegro speaks to). Two different parts of the engine. And no, nothing was done "last minute" re sound support, it was all set in stone well before the first BOOM release, I can tell you firsthand. You CAN load MIDIs on the command line in BOOM, just name the MIDI file the same as the regular music lump (D_RUNNIN.MID, etc.) then use -file *.mid (or path & filename if applicable) and it will load and play them as normal music. I don't make music-only WADs anymore as this is easier and more flexible. Someone else mentioned loading .WAV files that way (presumably named the same as the SFX lump name) tho I've not tried that yet. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!news.compuserve.com!news-master.compuserve.com!portc03.blue.aol.com!audrey03.news.aol.com!not-for-mail From: echoanna@aol.com (EchoAnna) Newsgroups: rec.games.computer.doom.editing Subject: Idiot's Guide To Doom Editing Lines: 14 NNTP-Posting-Host: ladder06.news.aol.com X-Admin: news@aol.com Date: 26 Sep 1999 07:15:28 GMT Organization: AOL http://www.aol.com Message-ID: <19990926031528.21274.00002139@ng-cd1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13930 I downloaded Windeu32 two days ago and, zheesh! The Tutorial that came with it is extremely cryptic. Okay, so I'm brand new to Doom editing. In fact, I didn't even know there was such a thing before a few days ago. Still, you'd think somebody could do a better job of giving step-by-step instructions for constructing pwad's. I've also downloaded and read Steve Benner's Wadeditorica, the Unofficial Doom Author's Handbook, and Lee Killough's Doom Editing Q & A's. All are fine for basic stuff, but they left me high and dry about some of the finer aspects of building a virtual doom environment. Am I expecting too much too soon, or is there an idiot's guide that can help to simplify some of the more detailed architectural Doom structures, such as how to close a sector within a sector within a sector? Echo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37EE48DD.FF94B67C@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing References: <19990926031528.21274.00002139@ng-cd1.aol.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 31 Date: Sun, 26 Sep 1999 16:16:45 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938362605 24.64.98.101 (Sun, 26 Sep 1999 09:16:45 PDT) NNTP-Posting-Date: Sun, 26 Sep 1999 09:16:45 PDT Xref: teaser.fr rec.games.computer.doom.editing:13931 I made the very same mistake when i was starting out --that was downloading windeu32! For a beginner, Wadauthor is just the easiet thing to learn, and within a day or two i had the program figured out. It does lack in some areas and it doesn't have the greatest checker, but i still would recommend it for any one starting out. A lot of people say Deth is the best. I haven't used that one before so i wouldn't know. I think Sir Robin should be able to give you more info on that one. EchoAnna wrote: > > I downloaded Windeu32 two days ago and, zheesh! The Tutorial that came with it > is extremely cryptic. Okay, so I'm brand new to Doom editing. In fact, I > didn't even know there was such a thing before a few days ago. Still, you'd > think somebody could do a better job of giving step-by-step instructions for > constructing pwad's. I've also downloaded and read Steve Benner's > Wadeditorica, the Unofficial Doom Author's Handbook, and Lee Killough's Doom > Editing Q & A's. All are fine for basic stuff, but they left me high and dry > about some of the finer aspects of building a virtual doom environment. > > Am I expecting too much too soon, or is there an idiot's guide that can help to > simplify some of the more detailed architectural Doom structures, such as how > to close a sector within a sector within a sector? > > Echo -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: Idiot's Guide To Doom Editing References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> X-Newsreader: News Xpress 2.01 Lines: 21 Message-ID: Date: Sun, 26 Sep 1999 16:55:35 GMT NNTP-Posting-Host: 142.177.92.86 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938364935 142.177.92.86 (Sun, 26 Sep 1999 13:55:35 ADT) NNTP-Posting-Date: Sun, 26 Sep 1999 13:55:35 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13932 Nate Dogg wrote: >I made the very same mistake when i was starting out --that was >downloading windeu32! For a beginner, Wadauthor is just the easiet >thing to learn, and within a day or two i had the program figured out. >It does lack in some areas and it doesn't have the greatest checker, but >i still would recommend it for any one starting out. > >A lot of people say Deth is the best. I haven't used that one before so >i wouldn't know. I think Sir Robin should be able to give you more info >on that one. IMHO, Deth is not a good editor for newbies - it is far from being user-friendly. Besides, it's a descendant of DEU, which implies that anyone having difficulty with WinDEU is going to have difficulty with Deth. Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Newbie at DOOM Editing. Need help! Date: Sun, 26 Sep 1999 19:51:22 GMT Organization: The Fireblade Clan Lines: 5 Message-ID: <01bf082e$a00408c0$76ab4dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13933 I'm tryin' to edit the weapons system on "Ultimate Doom" a bit. Namely I'm trying to get the chaingun to fire faster (seeing as I turned it into a twin-barreled one. :) ) Any suggestions on a program to use? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!freenix!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: Newbie at DOOM Editing. Need help! References: <01bf082e$a00408c0$76ab4dcf@default> X-Newsreader: News Xpress 2.01 Lines: 18 Message-ID: Date: Sun, 26 Sep 1999 20:52:56 GMT NNTP-Posting-Host: 142.177.87.23 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938379176 142.177.87.23 (Sun, 26 Sep 1999 17:52:56 ADT) NNTP-Posting-Date: Sun, 26 Sep 1999 17:52:56 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13934 Xaq wrote: >I'm tryin' to edit the weapons system on "Ultimate Doom" a bit. Namely I'm >trying to get the chaingun to fire faster (seeing as I turned it into a >twin-barreled one. :) ) > >Any suggestions on a program to use? DeHackEd is the only way to go for frame editing and other EXE stuff: ftp://ftp.cdrom.com/pub/idgames/utils/exe_edit/dhe31.zip Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Newbie at DOOM Editing. Need help! Date: Sun, 26 Sep 1999 22:21:38 GMT Organization: The Fireblade Clan Lines: 4 Message-ID: <01bf0843$9d8603e0$c5a84dcf@default> References: <01bf082e$a00408c0$76ab4dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13935 Thanks! *Oi* I gotta start going to more up2date sites...I got DeHackEd from some site that hasn't been updated in 2 years, and (no suprise) I wound up with an older version. (2.0a to be exact.) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Yeah, it's me again. Date: Sun, 26 Sep 1999 22:53:19 GMT Organization: The Fireblade Clan Lines: 26 Message-ID: <01bf0848$0897d920$c5a84dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13936 I'm still at the game hacking. So far my Chaingun modification's going perfectly. Now I've decided to just devote my little WAD file to simply being a whole new batch of weapons. In order to do that, though, I'm gonna have to mess around a little bit. EXAMPLE (and the main part of my question): I'm thinking about changing the Rocket Launcher *Ducks in case he offended anyone* into a Flamethrower. Here's my main problem: How would I go about altering the Rocket launcher so that instead of firing missles, it shoots out a stream of fire? Also, while I'm at it, does anyone have some suggestions for what I should turn the weapons into? Here's what I've got so far: (I need some suggestions on the ones marked "(???)") Chainsaw --> (???) Fist --> Think I'll leave it. Pistol --> I'm planning on making it look more like a "modern" pistol. Shotgun/Combat Shotgun --> *LEAVING THEM ALONE!* (I like shotguns. :) ) Chaingun --> Twin-Barreled Chaingun *grin* Rocket Launcher --> Planning on turning it into a Flamethrower. In case that doesn't work.... (???) Plasma Rifle --> (???) BFG-9000 --> Who'd be stupid enough to mess with THAT?! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!remarQ-uK!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Yeah, it's me again. Date: Sun, 26 Sep 1999 22:55:37 GMT Organization: The Fireblade Clan Lines: 30 Message-ID: <01bf0848$5cf6aa00$c5a84dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13937 I'm still at the game hacking. So far my Chaingun modification's going perfectly. Now I've decided to just devote my little WAD file to simply being a whole new batch of weapons. In order to do that, though, I'm gonna have to mess around a little bit. EXAMPLE (and the main part of my question): I'm thinking about changing the Rocket Launcher *Ducks in case he offended anyone* into a Flamethrower. Here's my main problem: How would I go about altering the Rocket launcher so that instead of firing missles, it shoots out a stream of fire? Also, while I'm at it, does anyone have some suggestions for what I should turn the weapons into? Here's what I've got so far: (I need some suggestions on the ones marked "(???)") Chainsaw --> (???) Fist --> Think I'll leave it. Pistol --> I'm planning on making it look more like a "modern" pistol. Shotgun/Combat Shotgun --> *LEAVING THEM ALONE!* (I like shotguns. :) ) Chaingun --> Twin-Barreled Chaingun *grin* Rocket Launcher --> Planning on turning it into a Flamethrower. In case that doesn't work.... (???) Plasma Rifle --> (???) BFG-9000 --> Who'd be stupid enough to mess with THAT?! (BTW, if this message appeared earlier, I'm reposting since I got disconnected before I was done with the first one.) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Date: Sun, 26 Sep 1999 23:59:49 +0100 Message-ID: <7sm8eh$u8$1@nthfen.demon.co.uk> References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 938388576 nnrp-10:27299 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 18 Xref: teaser.fr rec.games.computer.doom.editing:13938 Len Pitre wrote in message ... >IMHO, Deth is not a good editor for newbies - it is far from being >user-friendly. Besides, it's a descendant of DEU, which implies that anyone >having difficulty with WinDEU is going to have difficulty with Deth. > DeeP's not bad, despite also being DEU-derived. You have to be willing to learn how it all fits together, but IMO it's both fast and easy. It doesn't solve any editing problems for me, but it doesn't create them either. -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: Yeah, it's me again. References: <01bf0848$5cf6aa00$c5a84dcf@default> X-Newsreader: News Xpress 2.01 Lines: 22 Message-ID: <3jyH3.119$TO6.7139@sapphire.mtt.net> Date: Sun, 26 Sep 1999 23:50:23 GMT NNTP-Posting-Host: 142.177.74.70 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938389823 142.177.74.70 (Sun, 26 Sep 1999 20:50:23 ADT) NNTP-Posting-Date: Sun, 26 Sep 1999 20:50:23 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13939 "Xaq" wrote: >I'm still at the game hacking. So far my Chaingun modification's going >perfectly. > >Now I've decided to just devote my little WAD file to simply being a whole >new batch of weapons. In order to do that, though, I'm gonna have to mess >around a little bit. > >EXAMPLE (and the main part of my question): I'm thinking about changing the >Rocket Launcher *Ducks in case he offended anyone* into a Flamethrower. >Here's my main problem: How would I go about altering the Rocket launcher >so that instead of firing missles, it shoots out a stream of fire? You'd need to alter the rockets. (Of course, this also changes the Cyberdemon's weapon.) Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: echoanna@aol.com (EchoAnna) Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Lines: 3 NNTP-Posting-Host: ladder05.news.aol.com X-Admin: news@aol.com Date: 27 Sep 1999 01:50:55 GMT References: <7sm8eh$u8$1@nthfen.demon.co.uk> Organization: AOL http://www.aol.com Message-ID: <19990926215055.28359.00002948@ng-da1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:13940 Thanks for the replies. I'll keep Wadauthor in mind. Echo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!feeder.qis.net!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.bc.home.com.POSTED!not-for-mail Reply-To: "Denakhan the Arch-Mage" From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7q455t$vjh$1@news5.svr.pol.co.uk> Subject: Re: Help Please. Lines: 23 Organization: Venerable DM's R Us X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: <9kBH3.8672$5t2.144373@news1.rdc1.bc.home.com> Date: Mon, 27 Sep 1999 03:16:21 GMT NNTP-Posting-Host: 24.113.171.51 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.bc.home.com 938402181 24.113.171.51 (Sun, 26 Sep 1999 20:16:21 PDT) NNTP-Posting-Date: Sun, 26 Sep 1999 20:16:21 PDT Xref: teaser.fr rec.games.computer.doom.editing:13941 Hiya. Derek Brice wrote in message news:7q455t$vjh$1@news5.svr.pol.co.uk... > Could somebody please advise me. > I have a Doom1 wad converted to DOOM2. > The name is "Maniac". As the author admitted, it does have one or two bugs. > One is that you can't gain access to the exit room. > The trouble is, every time I make even the smallest alteration, using > Wadauthor 1.30, the whole wad seems to corrupt. Floor and ceiling heights > change, as do doors etc. Define "converted". This, IMO, is probably the culprit. If you feel up to it, you can send me the URL to this Maniac.wad (or even email it to me if you want) and I'll take a look-see. ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!feed1.news.rcn.net!rcn!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.bc.home.com.POSTED!not-for-mail Reply-To: "Denakhan the Arch-Mage" From: "Denakhan the Arch-Mage" Newsgroups: rec.games.computer.doom.editing References: <7qf5bb$i51$1@nnrp1.deja.com> <37ccbd5a.1519406@news.es.co.nz> Subject: Re: regged DEEP97? Organization: Venerable DM's R Us X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Message-ID: Date: Mon, 27 Sep 1999 03:24:03 GMT NNTP-Posting-Host: 24.113.171.51 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.bc.home.com 938402643 24.113.171.51 (Sun, 26 Sep 1999 20:24:03 PDT) NNTP-Posting-Date: Sun, 26 Sep 1999 20:24:03 PDT Lines: 18 Xref: teaser.fr rec.games.computer.doom.editing:13942 Mike Vermeulen wrote in message news:rsrpga1sj7139@news.supernews.com... > peterp321@my-deja.com: Go download DeeP97 regged at > http://www.amishrakefight.org/gfy > > Mike HAHAHAHA!!!! This is cool. I had to check it out (I'm a hard-core WadAuthor user....*registered* too!). I'm gonna have to remember this URL for all those "gimme it free" folk. ^_^ Denakhan the Arch-Mage From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!nntp.primenet.com!nntp.gctr.net!hermes.visi.com!news-out.visi.com!feeder.qis.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Help Please. Date: Mon, 27 Sep 1999 00:35:16 -0700 Content-Transfer-Encoding: 7bit References: <7q455t$vjh$1@news5.svr.pol.co.uk> <9kBH3.8672$5t2.144373@news1.rdc1.bc.home.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 27 Sep 1999 07:32:26 GMT X-ELN-Insert-Date: Mon Sep 27 00:35:08 1999 Organization: Offworld Press Mime-Version: 1.0 NNTP-Posting-Host: 1cust85.tnt1.lancaster.ca.da.uu.net Message-ID: <37EF1E34.22C6@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Lines: 12 Xref: teaser.fr rec.games.computer.doom.editing:13943 Denakhan the Arch-Mage wrote: > Define "converted". This, IMO, is probably the culprit. If you feel up > to it, you can send me the URL to this Maniac.wad (or even email it to me if > you want) and I'll take a look-see. Converting to DOOM2 does not corrupt the WADfile, I do it all the time. Worst thing that happens is once in a while one dies because it wants some oddball texture that the convert util doesn't know about (I just use it straight out of the box, not customized at all). ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!nntp.primenet.com!nntp.gctr.net!newspeer1.nac.net!news.maxwell.syr.edu!feeder.qis.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Mon, 27 Sep 1999 00:37:20 -0700 Content-Transfer-Encoding: 7bit References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sgs5l$3ql$1@feed.teaser.fr> <37ED1ECC.BD76665C@planetfortress.com> <37ED7D00.13ED@earthlink.net> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 27 Sep 1999 07:34:31 GMT X-ELN-Insert-Date: Mon Sep 27 00:35:09 1999 Organization: Offworld Press Mime-Version: 1.0 NNTP-Posting-Host: 1cust85.tnt1.lancaster.ca.da.uu.net Message-ID: <37EF1EB0.3E71@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Lines: 22 Xref: teaser.fr rec.games.computer.doom.editing:13944 Rez wrote: > You CAN load MIDIs on the command line in BOOM, just name the MIDI file > the same as the regular music lump (D_RUNNIN.MID, etc.) then use > -file *.mid (or path & filename if applicable) > and it will load and play them as normal music. I don't make music-only > WADs anymore as this is easier and more flexible. > >Someone else mentioned loading .WAV files that way (presumably named the >same as the SFX lump name) tho I've not tried that yet. Now you guys have me talking to myself :) Anyway I tested loading .WAV files directly on the command line, BOOM -file *.WAV where the WAV files are named for the normal sound resources.. It works! Now wondering how to feed it graphics on the command line :) ~REZ~ (I'll try anything once :) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newsfeed.icl.net!news.algonet.se!algonet!newsfeed1.swip.net!swipnet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Message-ID: <37ee82f5.8117569@news.inet.fi> References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Date: Mon, 27 Sep 1999 09:28:49 GMT NNTP-Posting-Host: 195.165.4.84 X-Trace: read2.inet.fi 938424529 195.165.4.84 (Mon, 27 Sep 1999 12:28:49 EET DST) NNTP-Posting-Date: Mon, 27 Sep 1999 12:28:49 EET DST Organization: Sonera Ltd iNET services Lines: 32 Xref: teaser.fr rec.games.computer.doom.editing:13945 On Sun, 26 Sep 1999 16:16:45 GMT, Nate Dogg wrote: >I made the very same mistake when i was starting out --that was >downloading windeu32! For a beginner, Wadauthor is just the easiet >thing to learn, and within a day or two i had the program figured out. >It does lack in some areas and it doesn't have the greatest checker, but >i still would recommend it for any one starting out. > >A lot of people say Deth is the best. I haven't used that one before so >i wouldn't know. I think Sir Robin should be able to give you more info >on that one. I know how to edit with it and I think it's superior... But I'm not kind of guy who can write tutorials - it would propably suck if I wrote a tutorial... I would like to do it though, coz I think that we need a good step-by-step tutorial for Deth. Starting from simple rooms, ending to special tricks like 3d-bridge over another 3d-bridge and such really difficult stuff... I dont remember what tutorial I used to learn Deth... I do remember that it was some DEU kinda editor tutorial... perhaps a tutorial that comes with deu or ade? Really I don't remember, but step-by-step tutorials for deu are available, and deth is just very enchanced deu, so... - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Be nice to smokers. They don't have long to live. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newshub.northeast.verio.net!news.new-york.net!uunet!ffx.uu.net!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Message-ID: <37ee8423.8419955@news.inet.fi> References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Date: Mon, 27 Sep 1999 09:28:49 GMT NNTP-Posting-Host: 195.165.4.84 X-Trace: read2.inet.fi 938424529 195.165.4.84 (Mon, 27 Sep 1999 12:28:49 EET DST) NNTP-Posting-Date: Mon, 27 Sep 1999 12:28:49 EET DST Organization: Sonera Ltd iNET services Lines: 28 Xref: teaser.fr rec.games.computer.doom.editing:13946 On Sun, 26 Sep 1999 16:55:35 GMT, I_am_the_archon@Doom!.com (Len Pitre) wrote: >>A lot of people say Deth is the best. I haven't used that one before so >>i wouldn't know. I think Sir Robin should be able to give you more info >>on that one. > >IMHO, Deth is not a good editor for newbies - it is far from being >user-friendly. IMO, deth is a good starter editor if you get a good step-by-step guide and can print it to paper. That's the way I learned anyway... I started with ade though, but ade is just another version of deu, just like deth... >Besides, it's a descendant of DEU, which implies that anyone >having difficulty with WinDEU is going to have difficulty with Deth. Hmm... My only memory about WinDEU is that it sucks... >Len - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Be nice to smokers. They don't have long to live. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-raspail.gip.net!news.gsl.net!gip.net!news.belnet.be!carrier1.net!newspeer.clara.net!news.clara.net!colt.net!news0.de.colt.net!news-fra1.dfn.de!news.man.poznan.pl!news.man.lodz.pl!news.nask.pl!cyfronet!linux.viii-lo.krakow.pl!k24 From: QnzU Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help Subject: Zdoom support in DCK Date: Mon, 27 Sep 1999 14:33:19 +0200 Organization: Academic Computer Centre CYFRONET - Krakow Lines: 17 Message-ID: NNTP-Posting-Host: linux.viii-lo.krakow.pl Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Xref: teaser.fr rec.games.computer.doom.editing:13947 rec.games.computer.doom.help:10979 Anyone knows if DCK will ever support Zdoom? I always used this editor and now I wanna make some things using Zdoom features but DCK doesn't supports Zdoom. And I cannot contact author, Ben Morris, anyone knows his email? Or is any possibilty do add Zdoom support for DCK? Anyone can help? _________________________________ ___ QnzU ________________________ ==> http://qnzu.viii-lo.krakow.pl ==> WWW-alias: www.qnzu.z.pl ==> email: k24@viii-lo.krakow.pl ---===========================--- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!news.idt.net!nyd.news.ans.net!abq.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: SLIGE 474 is out (more infinite levels!) Date: 27 Sep 1999 14:43:09 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 32 Message-ID: <7snvu2$d9k$1@news.btv.ibm.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938443522 13620 9.2.17.34 (27 Sep 1999 14:45:22 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 27 Sep 1999 14:45:22 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13948 rec.games.computer.doom.playing:17748 Build 474 is out! It fixes the Linux-incompatibility in 464 (and hopefully doesn't add any new ones), as well as a bug that was causing traps in the DOS version; it also has some lighting and general goodness enhancements. From the log: - Fixed buffer-overrun that would cause the DOS version to trap, - Removed filelength() call, which isn't standard C, - Restored the "LIGHT" attribute on various flats, which was accidentally removed in 464; so SLIGE knows about ceiling lights again, - Finally fixed the oddity where a window grating could look completely different when viewed from the other side, - Added a "night" mode, a "dim" mode, and a few other lighting tweaks, - Added a few more within-level correlations, like "no doors" and "wide links". The old tree-blocking and raised-teleporter bugs are still there, but they're rare enough that they shouldn't be too annoying until I get them fixed. I also have a first pass at a version of SLIGE that supports a "-dm" switch, to add deathmatch starts (and multiplayer-only weapons where needed). I hope to have an alpha-test version of that available somewhere before too long. I'm not yet convinced that just adding some random DM starts to the usual SLIGE level will actually produce anything worth DMing in, but I'll let the market decide... *8) DC http://www.doomworld.com/slige/ http://www.davidchess.com/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-feed.inet.tele.dk!bofh.vszbr.cz!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37EFAB6F.21D4AC29@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> <37ee8423.8419955@news.inet.fi> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 11 Date: Mon, 27 Sep 1999 16:29:04 GMT NNTP-Posting-Host: 193.217.239.172 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 938449744 193.217.239.172 (Mon, 27 Sep 1999 18:29:04 MET DST) NNTP-Posting-Date: Mon, 27 Sep 1999 18:29:04 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:13949 I started with DEU, then tried its derivative ADE, then another DEU version, then DETH. I've also tried DCK, Waded, WinDEU and Deep. In my opinion DETH is the best of them. Deth isn't that hard to learn really. I have some friends that is trying to learn DETH, and they haven't had much trouble with it. If you have any trouble with DETH, then just email me. I'll be glad to help. Its always fun with new people editing. Yours Kim Roar Foldøy Hauge From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail Message-ID: <37EFB97B.F74@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. References: <01bf0848$0897d920$c5a84dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 34 Date: Mon, 27 Sep 1999 18:38:32 GMT NNTP-Posting-Host: 207.34.30.71 X-Trace: news21.bellglobal.com 938457512 207.34.30.71 (Mon, 27 Sep 1999 14:38:32 EDT) NNTP-Posting-Date: Mon, 27 Sep 1999 14:38:32 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:13951 Xaq wrote: > > I'm still at the game hacking. So far my Chaingun modification's going > perfectly. > > Now I've decided to just devote my little WAD file to simply being a whole > new batch of weapons. In order to do that, though, I'm gonna have to mess > around a little bit. > > EXAMPLE (and the main part of my question): I'm thinking about changing the > Rocket Launcher *Ducks in case he offended anyone* into a Flamethrower. > Here's my main problem: How would I go about altering the Rocket launcher > so that instead of firing missles, it shoots out a stream of fire? > > Also, while I'm at it, does anyone have some suggestions for what I should > turn the weapons into? Here's what I've got so far: (I need some > suggestions on the ones marked "(???)") > > Chainsaw --> (???) > Fist --> Think I'll leave it. > Pistol --> I'm planning on making it look more like a "modern" pistol. > Shotgun/Combat Shotgun --> *LEAVING THEM ALONE!* (I like shotguns. :) ) > Chaingun --> Twin-Barreled Chaingun *grin* > Rocket Launcher --> Planning on turning it into a Flamethrower. In case > that doesn't work.... (???) > Plasma Rifle --> (???) Dart launcher? Mortar? Cannon? > BFG-9000 --> Who'd be stupid enough to mess with THAT?! Heavy Mortar? Octavulg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 27 Sep 1999 19:33:31 GMT Organization: None I'm aware of ! Lines: 27 Message-ID: <7sogqb$jf3$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> NNTP-Posting-Host: dip227.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938460811 19939 194.51.100.227 (27 Sep 1999 19:33:31 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 27 Sep 1999 19:33:31 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13952 In article <37EAA37E.4B5FE441@planetfortress.com>, sailorscout@planetfortress.com says... >All the Boom-engines (Boom, MBF, ZDoom, etc.) can handle WAV entries at >16-bit, and yes they can be at 22 KHz instead of 11. I'm not so sure >about 44 KHz.. sometimes it won't work, so avoid that rate. And as >mentioned, these sounds will NOT play with the standard Doom.exe. I've made tests with LxDoom, XDoom, Boom and MBF, inserting wave files in a pwad. All four give the same results : - 22 kHz 8-bit sounds are played at half-speed - 44 kHz 8-bit sounds are played at 1/4 speed - 22 kHz 16-bit sounds come out as loud noise, played at 1/4 speed - 44 kHz 16-bit sounds come out as loud noise, played at 1/8 speed Unless I'm doing something wrong, wave files in pwads are indeed supported, but only for 8-bit 11.025 kHz. 16-bit sounds don't work for me. Am I missing something ? -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Date: Mon, 27 Sep 1999 23:04:09 -0500 Message-ID: References: <19990926031528.21274.00002139@ng-cd1.aol.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.4 X-Trace: 27 Sep 1999 23:01:07 +0100, 195.180.235.4 Lines: 27 Path: teaser.fr!proxad.net!isdnet!newsfeed.icl.net!news-hh.maz.net!broadway.news.is-europe.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.4 Xref: teaser.fr rec.games.computer.doom.editing:13953 WadAuthor is great for beginners. check out this tutorial..... http://members.xoom.com/_XOOM/rickclark/zdtech/zdoom24.html (don't get confused by zdom appearing in the link. it really is for WadAuthor) it is easy to understand. not confusing. and you will learn more then just building a box ;) DeeP97 is also an interresting editor with tons of features (maybe too much??? ;) and it still is updated. The only problem is that you need to register it if you want to do some serious editing because the shareware has alot limitations (maybe too much too :) check it out at http://www.sbsoftwae.com and definitely do not forget to read these two: the unofficial doomspecs and the waddesigners handbook martin From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Tue, 28 Sep 1999 00:05:17 -0500 Message-ID: References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.133 X-Trace: 28 Sep 1999 00:02:15 +0100, 195.180.235.133 Lines: 26 Path: teaser.fr!proxad.net!isdnet!newsfeed.icl.net!news-hh.maz.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.133 Xref: teaser.fr rec.games.computer.doom.editing:13954 Andre: I just tried it and it works without any problems. Just do it the way like SailorScout suggested. Actually I only tried it in ZDOOM and I did not see it on your list. Again... here is what I did. Renamed a wav to raw ( nothing else.... just rename ) then in NWT import it with F6 and used it in ZDOOM. My base sound was 44khz and it played at original speed. For me this solves the problem now.... so if it is ok for you there is actually no vital need to do any changes in deutex (wintex) right now just because of my request. but maybe there are more people who ask for it too. anyhow... i think somtimes it might be handy to have one tool that does it all ;) thanks to everyone who helped , martin From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Just had an idea. Date: Mon, 27 Sep 1999 22:12:24 GMT Organization: The Fireblade Clan Lines: 10 Message-ID: <01bf090b$7a776b00$0fab4dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13955 I was playing Hexen earlier, and a thought struck me: Since I'm altering the weapons system a bit, why not have a multi-segmented weapon to replace the (name any weapon you want replaced.)? Then I thought, "No, wait a sec. I'm only making a WAD for the weapons graphics." Still, I thought that I'd share the idea with you guys in case anyone's interested. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.enteract.com!hermes.visi.com!news-out.visi.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Mon, 27 Sep 1999 17:31:22 -0700 Content-Transfer-Encoding: 7bit References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sogqb$jf3$1@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 28 Sep 1999 00:28:35 GMT X-ELN-Insert-Date: Mon Sep 27 17:35:11 1999 Organization: Offworld Press Lines: 33 Mime-Version: 1.0 NNTP-Posting-Host: 1cust18.tnt4.lancaster.ca.da.uu.net Message-ID: <37F00C5A.6F61@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13956 Andre Majorel wrote: > > In article <37EAA37E.4B5FE441@planetfortress.com>, > sailorscout@planetfortress.com says... > > >All the Boom-engines (Boom, MBF, ZDoom, etc.) can handle WAV entries at > >16-bit, and yes they can be at 22 KHz instead of 11. I'm not so sure > >about 44 KHz.. sometimes it won't work, so avoid that rate. And as > >mentioned, these sounds will NOT play with the standard Doom.exe. > > I've made tests with LxDoom, XDoom, Boom and MBF, inserting wave files > in a pwad. All four give the same results : > > - 22 kHz 8-bit sounds are played at half-speed > - 44 kHz 8-bit sounds are played at 1/4 speed > - 22 kHz 16-bit sounds come out as loud noise, played at 1/4 speed > - 44 kHz 16-bit sounds come out as loud noise, played at 1/8 speed > > Unless I'm doing something wrong, wave files in pwads are indeed > supported, but only for 8-bit 11.025 kHz. 16-bit sounds don't work > for me. > > Am I missing something ? What sound card and processor do you have? I've had something like that happen on the late 486 when playing some particular sound was too CPU-intensive and the player decided to cut the sound down to size. Don't know how much the sound card itself may have to do with it. Martin, what CPU and sound card do you have, for comparison? Andre, whyncha post your sound-samples WAD somewhere for others to test? ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!uu.fr!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 28 Sep 1999 03:45:16 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 12 Oct 1999 07:45:02 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:10984 rec.games.computer.doom.misc:6685 rec.games.computer.doom.playing:17751 rec.games.computer.doom.editing:13957 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce Info/FAQ/announcements about Quake (Moderated) rec.games.computer.quake.editing Editing and hacking Quake-related files rec.games.computer.quake.playing Playing Quake and user-created levels rec.games.computer.quake.servers Setup and maintenance of servers. | rec.games.computer.quake.quake-c Modifying Quake with Quake-C rec.games.computer.quake.misc General discussion about Quake Games that are DOOM-like, but not written by or licensed by id Software (such as Descent, RotT, Marathon) are generally NOT on-topic - see the posting guidelines for details. Read the Other 3D Action Games FAQ (see below) for more info or try one of these newsgroups: comp.sys.ibm.pc.games.action comp.sys.mac.games.action alt.games.upcoming-3d Rec.games.computer.doom.announce has some Periodic Informational Postings that should always exist in that newsgroup due to the use of the Expires: header line. It is a low-traffic group - articles should be easy to find. These periodic postings (monthly unless noted) all have Subjects that either start with "()" (unchanging newsgroup info for new readers) or end with "(YY/MM/DD)" (the last modification date of DOOM info articles). () POSTING GUIDELINES: Rec.Games.Computer.Doom.Announce () POSTING GUIDELINES: R.G.C.Doom.{Help,Misc,Playing,Editing} () POSTING GUIDELINES: No Binaries! Use Alt.Binaries.Doom DOOM Cheat Codes. . . . . . . . . (YY/MM/DD) DOOM I Keys FAQ . . . . . . . . . (YY/MM/DD) DOOM I Secrets. . . . . . . . . . (YY/MM/DD) DOOM II Keys FAQ. . . . . . . . . (YY/MM/DD) DOOM II Secrets . . . . . . . . . (YY/MM/DD) DOOM "Thy Flesh Consumed" Secrets (YY/MM/DD) DOOM BFG9000 FAQ. . . . . . . . . (YY/MM/DD) DOOM Level Design FAQ . . . . . . (YY/MM/DD) DOOM Editing Guide. . . . . . . . (YY/MM/DD) DOOM on a Local Network via IPX . (YY/MM/DD) DOOM on the Internet via TCP/IP . (YY/MM/DD) DOOM-related Downloads via E-mail (YY/MM/DD) DOOM: Other 3D Action Games FAQ . (YY/MM/DD) [biweekly posting] DOOM: FTP and WWW Sites . . . . . (YY/MM/DD) [weekly posting] DOOM: Rec.Games.Computer.Doom FAQ (YY/MM/DD) [weekly posting] HERETIC Secrets . . . . . . . . . (YY/MM/DD) HERETIC "Serpent Riders" Secrets. (YY/MM/DD) Current versions of these articles can be found at: | ftp://ftp.gamers.org/pub/archives/doom/periodic/ [article repository] | http://www.gamers.org/pub/archives/doom/periodic/ [faster WWW access] | ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ [mirror of repository] http://www.cdrom.com/pub/idgames/docs/rgcd-pips/ [faster WWW access] ftp://rtfm.mit.edu/pub/usenet/rec.games.computer.doom.announce/ | | Here are the most frequently-updated articles: | | http://www.gamers.org/pub/archives/doom/periodic/RGCD_FAQ.html | http://www.gamers.org/pub/archives/doom/periodic/FTP_WWW_sites.html | http://www.gamers.org/pub/archives/doom/periodic/Other3D.html | John Van Essen Author of R.G.C.D RFD From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Tue, 28 Sep 1999 15:17:50 -0500 Message-ID: <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.175 X-Trace: 28 Sep 1999 15:14:48 +0100, 195.180.235.175 Lines: 33 Path: teaser.fr!proxad.net!isdnet!newsfeed.tli.de!news-hh.maz.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.175 Xref: teaser.fr rec.games.computer.doom.editing:13958 >Martin, what CPU and sound card do you have, for comparison? got a 450 AMD K6 - 2 and a soundblaster live actually i think it is not a hardware issue unless Andre is using a real crappy ancient system... what i don't think he does, right Andre ? :) it is more likely a minor mistake made during importing the sounds. with the prog. it also took me a few tries. but now it works without any problems. Andre: if you want to i can make a small wad for you that has a short 44hkz 16 bit sound built in that works on my machine. if you still get crappy sound on your machine we know its your hardware. ttyl, martin Andre, whyncha post your sound-samples WAD somewhere for others to test? ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-feed.inet.tele.dk!bofh.vszbr.cz!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Message-ID: <37efc4d7.10300583@news.inet.fi> References: <19990926031528.21274.00002139@ng-cd1.aol.com> <37EE48DD.FF94B67C@NO.SPAM.home.com> <37ee8423.8419955@news.inet.fi> <37EFAB6F.21D4AC29@robin.no> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 29 Date: Tue, 28 Sep 1999 13:49:54 GMT NNTP-Posting-Host: 195.165.4.83 X-Trace: read2.inet.fi 938526594 195.165.4.83 (Tue, 28 Sep 1999 16:49:54 EET DST) NNTP-Posting-Date: Tue, 28 Sep 1999 16:49:54 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13959 On Mon, 27 Sep 1999 16:29:04 GMT, Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge wrote: >I started with DEU, then tried its derivative ADE, >then another DEU version, then DETH. I've also >tried DCK, Waded, WinDEU and Deep. In my opinion >DETH is the best of them. Deth isn't that hard to >learn really. True... It's just another DEU, just several times better :) Unfortunately Deth doesnt come with guide, but there are guides available for DEU on internet. >I have some friends that is trying >to learn DETH, and they haven't had much trouble >with it. I teached my cousin to edit once and he learned quite quickly... Although he stopped soon too because of lack of interest. >Yours Kim Roar Foldøy Hauge - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Unzip, expand, inflate, explode...what pervert came up with this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-feed.inet.tele.dk!bofh.vszbr.cz!newsgate.cistron.nl!het.net!pascal.a2000.nl!newsfeed.a2000.nl!skynet.be!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Message-ID: <37efc544.10409149@news.inet.fi> References: <7snvu2$d9k$1@news.btv.ibm.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 12 Date: Tue, 28 Sep 1999 13:49:54 GMT NNTP-Posting-Host: 195.165.4.83 X-Trace: read2.inet.fi 938526594 195.165.4.83 (Tue, 28 Sep 1999 16:49:54 EET DST) NNTP-Posting-Date: Tue, 28 Sep 1999 16:49:54 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13960 rec.games.computer.doom.playing:17752 On 27 Sep 1999 14:43:09 GMT, chess@us.ibm.com (David M. Chess) wrote: Just tested it and the couple levels that I made with it were nice, but a bit easy I think... Is it just my luck or does it make easyer levels now? - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Unzip, expand, inflate, explode...what pervert came up with this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newsfeed.nacamar.de!howland.erols.net!torn!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: Tue, 28 Sep 1999 19:35:49 GMT Organization: National Capital Freenet, Ottawa, Canada Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37f1184a.531459@news.ncf.carleton.ca> References: <7snvu2$d9k$1@news.btv.ibm.com> <37efc544.10409149@news.inet.fi> NNTP-Posting-Host: p18t4.xpr.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 16 Xref: teaser.fr rec.games.computer.doom.editing:13961 rec.games.computer.doom.playing:17754 On Tue, 28 Sep 1999 13:49:54 GMT, robin@doomnation.com.NOSPAM (Sir Robin) wrote: >On 27 Sep 1999 14:43:09 GMT, chess@us.ibm.com (David M. Chess) wrote: > >Just tested it and the couple levels that I made with it were nice, >but a bit easy I think... Is it just my luck or does it make easyer >levels now? > The levels seem just as hard as Slige build 464. Although, I did notice that levels generated by 474 seem "different" than ones build in 464. -- Raymond Martineau - bk039@freenet.carleton.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 28 Sep 1999 19:52:56 GMT Organization: None I'm aware of ! Lines: 28 Message-ID: <7sr6ao$vk5$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sogqb$jf3$1@feed.teaser.fr> <37F00C5A.6F61@earthlink.net> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938548376 32389 194.51.100.203 (28 Sep 1999 19:52:56 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 28 Sep 1999 19:52:56 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13962 In article <37F00C5A.6F61@earthlink.net>, rividh.minusthispart@earthlink.net says... >What sound card and processor do you have? K6 200, ALS 100 (emulates SB something but I don't know the details because it's a second or third hand thing and don't have the manual). >I've had something like that >happen on the late 486 when playing some particular sound was too >CPU-intensive and the player decided to cut the sound down to size. >Don't know how much the sound card itself may have to do with it. Interesting. In this case, I don't think so because a K6 200 has more than enough processing power for a DOS Doom-like. There could be issues with setup/asetup believing that my card can't play 16-bit but that would not explain the fact that the problem exists under Linux too. Anyway, I do know for sure that my card can do 16-bit audio. >Andre, whyncha post your sound-samples WAD somewhere for others to test? Sure. I'll post here when it's done. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 28 Sep 1999 20:10:52 GMT Organization: None I'm aware of ! Lines: 44 Message-ID: <7sr7cc$vlr$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938549452 32443 194.51.100.203 (28 Sep 1999 20:10:52 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 28 Sep 1999 20:10:52 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13963 In article , MartinNRG@Hotmail.com says... >Andre: I just tried it and it works without any problems. >Just do it the way like SailorScout suggested. > >Actually I only tried it in ZDOOM and I did not see it >on your list. Don't want to sound too stubborn but I think that it's not a DeuTex vs. NWT issue. A raw data lump is a raw data lump, whether it comes from DeuTex or NWT or whatever. To settle the question, two things to try : - try your wav pwad with Boom or MBF. Does it still work ? - try my wav pwad with Zdoom. Does it still fail ? If results are "no" and "no", it's a Zdoom-vs.-Boom/MBF issue, not a DeuTex-vs.-NWT one. >For me this solves the problem now.... so if it is ok for you >there is actually no vital need to do any changes in deutex >(wintex) right now No, not right now. >just because of my request. >but maybe there are more people who ask for it too. >anyhow... i think somtimes it might be handy to have one >tool that does it all ;) I'm kind of committed to making DeuTex as useful as possible. It might be not perfect, but it's the only one we've got. WinTex is out for me, since it requires Windows. NWT doesn't count either, the source is not available and there's no Unix port. BTW, does anyone know if the author of NWT would be willing to release the source ? It would be nice to be able to port it. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 28 Sep 1999 20:13:53 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7sr7i1$vlr$2@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938549633 32443 194.51.100.203 (28 Sep 1999 20:13:53 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 28 Sep 1999 20:13:53 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13964 In article <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com>, MartinNRG@Hotmail.com says... >actually i think it is not a hardware issue unless Andre is using a >real crappy ancient system... what i don't think he does, >right Andre ? :) Crappiness is a relative thing. But it's not _that_ crappy. :-) >Andre: if you want to i can make a small wad for you that has a short >44hkz 16 bit sound built in that works on my machine. if you still get >crappy sound on your machine we know its your hardware. Please do. I'll put mine on my own page too. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 28 Sep 1999 20:20:49 GMT Organization: None I'm aware of ! Lines: 21 Message-ID: <7sr7v1$vlr$3@feed.teaser.fr> References: <7snvu2$d9k$1@news.btv.ibm.com> NNTP-Posting-Host: dip203.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938550049 32443 194.51.100.203 (28 Sep 1999 20:20:49 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 28 Sep 1999 20:20:49 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:13965 rec.games.computer.doom.playing:17755 In article <7snvu2$d9k$1@news.btv.ibm.com>, chess@us.ibm.com says... > >Build 474 is out! It fixes the Linux-incompatibility in 464 And adds a new one : slige.c ends with a ^Z which makes the compiler choke. After removing the ^Z, it compiles and works fine. #ifdef RANT One day, someone will have to explain to folks who write DOS text editors that ^Z is an utterly useless and obsolete remnant of CP/M. It serves absolutely no purpose, except if you call "preventing portability" a purpose. #endif Congrats for Slige. I'm impressed, as always. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. Date: Tue, 28 Sep 1999 20:40:11 GMT Organization: The Fireblade Clan Lines: 7 Message-ID: <01bf09c7$c3f330e0$3fab4dcf@default> References: <01bf0848$5cf6aa00$c5a84dcf@default> <3jyH3.119$TO6.7139@sapphire.mtt.net> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13966 Hmmmm.......maybe altering the Plasma Rifle would be a better idea then. (Before you say "but that'd wind up altering the Arachnotrons then.", I'd like to say....probably not. Any novice DOOMer can tell you that the Plasm Rifle's shots are different from the Arachnotron's. Different sound, different color, different firing rate...I highly doubt they're the same weapon.) From x@x Mon Jan 1 00:00:00 GMT 1999 Date: Tue, 28 Sep 1999 23:40:08 +0100 From: Justin Fletcher - Doom+ Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Message-ID: <25e4d74849.Doom@gerph.riscos.com> References: <7snvu2$d9k$1@news.btv.ibm.com> Organization: Gerph software User-Agent: Messenger-Pro/1.81 (Newsbase) (RISC-OS/4.10) NewsHound/1.38 Sender: Doom@gerph.riscos.com X-Posting-Agent: RISC OS Newsbase 0.61b NNTP-Posting-Host: 195.7.227.136 X-Trace: 28 Sep 1999 23:23:34 GMT, 195.7.227.136 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newsfeed.icl.net!colt.net!ayres.ftech.net!news.ftech.net!peer.news.nildram.co.uk!news-peer.netdirect.net.uk!news.netdirect.net.uk!gerph.riscos.com%Doom Lines: 28 Xref: teaser.fr rec.games.computer.doom.editing:13967 rec.games.computer.doom.playing:17756 In message <7snvu2$d9k$1@news.btv.ibm.com> chess@us.ibm.com (David M. Chess) wrote: > Build 474 is out! It fixes the Linux-incompatibility in 464 (and > hopefully doesn't add any new ones), as well as a bug that was > causing traps in the DOS version; it also has some lighting and > general goodness enhancements. Cool :-) RISC OS port now available from my pages if anyone actually uses RISC OS. Looks like you've put quite a bit of work into this version - many thanks :-) [snip] > I also have a first pass at a version of SLIGE that supports > a "-dm" switch, to add deathmatch starts (and multiplayer-only > weapons where needed). I hope to have an alpha-test version > of that available somewhere before too long. I'm not yet > convinced that just adding some random DM starts to the usual > SLIGE level will actually produce anything worth DMing in, but > I'll let the market decide... *8) I'd love chance to try that :-) I just need a decent way to synchronise the levels - I think passing slige random number seeds will suffice (if the slige version is the same I guess! :-) ) -- Justin Fletcher, RISC OS Doom, Heretic and Hexen developer URL: http://www.thevillage.ndirect.co.uk/justin/doom/index.html From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!isdnet!howland.erols.net!newsfeed.fast.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37F14564.B1E6BBEC@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sgs5l$3ql$1@feed.teaser.fr> <37ED1ECC.BD76665C@planetfortress.com> <37ED7D00.13ED@earthlink.net> <37EF1EB0.3E71@earthlink.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Tue, 28 Sep 1999 22:48:26 GMT NNTP-Posting-Host: 204.186.75.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938558906 204.186.75.11 (Tue, 28 Sep 1999 18:48:26 EDT) NNTP-Posting-Date: Tue, 28 Sep 1999 18:48:26 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13968 Rez wrote: > Anyway I tested loading .WAV files directly on the command line, > BOOM -file *.WAV > where the WAV files are named for the normal sound resources.. > It works! Yeah it does, but was just trying to say you can have 'em in the WAD in any case. :P > Now wondering how to feed it graphics on the command line :) You can replace a lot of stuff from the command line, like the TITLEPIC, sounds, even textures. The only things ya might have difficulty with would be the flats and sprites.. but hey if you want to try go ahead. ;) -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!newsfeed.direct.ca!newsfeed.concentric.net!global-news-master From: avarvae@concentric.net (Dominus Aurorae) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 28 Sep 1999 15:52:21 PDT Organization: Concentric Internet Services Lines: 20 Message-ID: <37f14649.69201597@news.concentric.net> References: <7snvu2$d9k$1@news.btv.ibm.com> <37efc544.10409149@news.inet.fi> NNTP-Posting-Host: ts001d01.dan-ct.concentric.net X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:13969 rec.games.computer.doom.playing:17757 On Tue, 28 Sep 1999 13:49:54 GMT, robin@doomnation.com.NOSPAM (Sir Robin) wrote: >On 27 Sep 1999 14:43:09 GMT, chess@us.ibm.com (David M. Chess) wrote: > >Just tested it and the couple levels that I made with it were nice, >but a bit easy I think... Is it just my luck or does it make easyer >levels now? > Heh, I made a 30-level wad with the new version, and died in the first room on the first level ... It's also seeming to make some pretty sucky mistakes. Like the fact that there were no AV's, Arachnos, Spider Masters, or Cybies in the whole 30 levels... my 'final boss' was 2 PAIN ELEMENTALS! Also, there were a few Demons and Cacos that couldn't move (too-small alcoves) and a secret on MAP30 I couldn't get to 'cause the one-way final teleporter was in the way ... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37F14833.7DD060E6@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. References: <01bf0848$5cf6aa00$c5a84dcf@default> <3jyH3.119$TO6.7139@sapphire.mtt.net> <01bf09c7$c3f330e0$3fab4dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 20 Date: Tue, 28 Sep 1999 23:00:24 GMT NNTP-Posting-Host: 204.186.75.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938559624 204.186.75.11 (Tue, 28 Sep 1999 19:00:24 EDT) NNTP-Posting-Date: Tue, 28 Sep 1999 19:00:24 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13970 Xaq wrote: > Any novice DOOMer can tell you that the Plasm > Rifle's shots are different from the Arachnotron's. Different sound, > different color, different firing rate...I highly doubt they're the same > weapon.) Correct! Well sorta.. they use the same sound, speed and damage as each other, but they count as two different 'objects' in the executable because they use different sprites. -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!supernews.com!remarQ.com!attmtf!ip.att.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37F148FA.9CF33B78@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <7sr7v1$vlr$3@feed.teaser.fr> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 22 Date: Tue, 28 Sep 1999 23:03:44 GMT NNTP-Posting-Host: 204.186.75.11 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938559824 204.186.75.11 (Tue, 28 Sep 1999 19:03:44 EDT) NNTP-Posting-Date: Tue, 28 Sep 1999 19:03:44 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:13971 rec.games.computer.doom.playing:17758 Andre Majorel wrote: > #ifdef RANT > One day, someone will have to explain to folks who write DOS text > editors that ^Z is an utterly useless and obsolete remnant of CP/M. > It serves absolutely no purpose, except if you call "preventing > portability" a purpose. > #endif At least it's just a single ASCII character, as opposed to megabytes of non-portable code that companies like *cough* Micro$oft *cough* produce. :) And DOS rocks, dammit!! -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!newsfeed.tli.de!newsfeed.berkeley.edu!usenet.INS.CWRU.Edu!newsfeed.infinet.com!news.oh.voyager.net!mattm From: mattm@infinet.com (Matthew W. Miller) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <37e8f960.184701411@news.concentric.net> <37EAA37E.4B5FE441@planetfortress.com> <7sogqb$jf3$1@feed.teaser.fr> <37F00C5A.6F61@earthlink.net> Message-ID: X-Newsreader: slrn (0.9.5.6 UNIX) Lines: 30 Date: Tue, 28 Sep 1999 23:50:49 GMT NNTP-Posting-Host: 209.57.148.157 X-Trace: news.oh.voyager.net 938562649 209.57.148.157 (Tue, 28 Sep 1999 19:50:49 EDT) NNTP-Posting-Date: Tue, 28 Sep 1999 19:50:49 EDT Xref: teaser.fr rec.games.computer.doom.editing:13972 On Mon, 27 Sep 1999 17:31:22 -0700, Rez wrote: >Andre Majorel wrote: >> In article <37EAA37E.4B5FE441@planetfortress.com>, >> sailorscout@planetfortress.com says... >> >All the Boom-engines (Boom, MBF, ZDoom, etc.) can handle WAV entries at >> >16-bit, and yes they can be at 22 KHz instead of 11. >> I've made tests with LxDoom, XDoom, Boom and MBF, inserting wave files >> in a pwad. All four give the same results : >> - 22 kHz 8-bit sounds are played at half-speed >> - 44 kHz 8-bit sounds are played at 1/4 speed >> - 22 kHz 16-bit sounds come out as loud noise, played at 1/4 speed >> - 44 kHz 16-bit sounds come out as loud noise, played at 1/8 speed >> Unless I'm doing something wrong, wave files in pwads are indeed >> supported, but only for 8-bit 11.025 kHz. 16-bit sounds don't work >> for me. >> Am I missing something ? Dunno about the others, but lxdoom/lsdoom's sound support is woefully inadequate at the moment. I'm not sure whether it's a problem with lxdoom/lsdoom itself or with sndserv, but every sound file gets interpreted as an 8-bit *raw* 11025 Hz sound no matter what its format. The main upshot of this is that you hear clicking noises at the start of every sound. Also, add-ons like STRAIN that use different samplerates sound horrid. Also while I'm on a rant, musserv screws up pitch bends so badly that I personally think it's not worth bothering with ... yeah, not like you bloody deathmatchers pay attention to music anyway. ;) -- Matthew W. Miller -- mattm@infinet.com From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!newsfeed1.earthlink.net!xfer.kren.ne.kr!newshub1.home.com!news.home.com!news1.rdc2.on.home.com.POSTED!not-for-mail Message-ID: <37F12AA2.4B7F42D@pop.cgocable.net> From: ian kerr Organization: @Home Network X-Mailer: Mozilla 4.5 [en]C-AtHome0405 (Win98; U) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: doom Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 1 Date: Wed, 29 Sep 1999 00:52:56 GMT NNTP-Posting-Host: 24.141.43.9 X-Complaints-To: abuse@home.net X-Trace: news1.rdc2.on.home.com 938566376 24.141.43.9 (Tue, 28 Sep 1999 17:52:56 PDT) NNTP-Posting-Date: Tue, 28 Sep 1999 17:52:56 PDT Xref: teaser.fr rec.games.computer.doom.editing:13973 can anybody send me anything that edits doom music or sound pleeeeese. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!feed1.news.rcn.net!rcn!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: Tue, 28 Sep 1999 17:58:54 -0700 Content-Transfer-Encoding: 7bit References: <7snvu2$d9k$1@news.btv.ibm.com> <7sr7v1$vlr$3@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 29 Sep 1999 00:56:05 GMT X-ELN-Insert-Date: Tue Sep 28 18:05:03 1999 Organization: Offworld Press Lines: 28 Mime-Version: 1.0 NNTP-Posting-Host: 63.25.127.239 Message-ID: <37F1644E.7823@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13974 rec.games.computer.doom.playing:17759 Andre Majorel wrote: > > In article <7snvu2$d9k$1@news.btv.ibm.com>, chess@us.ibm.com says... > > > >Build 474 is out! It fixes the Linux-incompatibility in 464 > > And adds a new one : slige.c ends with a ^Z which makes the compiler > choke. After removing the ^Z, it compiles and works fine. I've noticed some ASCII editors add a ^Z if you save, then re-edit the file, but not if you just edit it once. Strange. > Congrats for Slige. I'm impressed, as always. My only real complaint, considering what the program does and where it's at design-wise, is that the first part of the first map in a set is almost always ridiculously difficult. After that it's usually okay because you don't come into later maps buck-naked. But it doesn't account for your lack of firepower at the beginning of the first map, and I think it should, or at least should have a switch for it. Overall it's been an amazingly clean program. Oh, my other usual complaint .. Where is the current DOS version? ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!oleane!newsfeed.berkeley.edu!enews.sgi.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F16C62.E416ADE0@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 40 Date: Wed, 29 Sep 1999 01:26:06 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938568366 24.64.98.101 (Tue, 28 Sep 1999 18:26:06 PDT) NNTP-Posting-Date: Tue, 28 Sep 1999 18:26:06 PDT Xref: teaser.fr rec.games.computer.doom.editing:13975 rec.games.computer.doom.playing:17760 Call me a newbie or call me stupid or whatever, but i am still going to ask... What is Slige? "David M. Chess" wrote: > > Build 474 is out! It fixes the Linux-incompatibility in 464 (and > hopefully doesn't add any new ones), as well as a bug that was > causing traps in the DOS version; it also has some lighting and > general goodness enhancements. From the log: > > - Fixed buffer-overrun that would cause the DOS version to trap, > - Removed filelength() call, which isn't standard C, > - Restored the "LIGHT" attribute on various flats, which was > accidentally removed in 464; so SLIGE knows about ceiling > lights again, > - Finally fixed the oddity where a window grating could look > completely different when viewed from the other side, > - Added a "night" mode, a "dim" mode, and a few other lighting > tweaks, > - Added a few more within-level correlations, like "no doors" > and "wide links". > > The old tree-blocking and raised-teleporter bugs are still > there, but they're rare enough that they shouldn't be too > annoying until I get them fixed. > > I also have a first pass at a version of SLIGE that supports > a "-dm" switch, to add deathmatch starts (and multiplayer-only > weapons where needed). I hope to have an alpha-test version > of that available somewhere before too long. I'm not yet > convinced that just adding some random DM starts to the usual > SLIGE level will actually produce anything worth DMing in, but > I'll let the market decide... *8) > > DC > http://www.doomworld.com/slige/ > http://www.davidchess.com/ -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 From: Martin Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Wed, 29 Sep 1999 03:48:15 -0500 Message-ID: <9dDxN5iOxW6VyhVPdF4trehbF9aS@4ax.com> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 195.180.235.191 X-Trace: 29 Sep 1999 03:45:17 +0100, 195.180.235.191 Lines: 6 Path: teaser.fr!proxad.net!grolier!newsfeed.tli.de!news-hh.maz.net!news-muc.maz.net!news.munich.netsurf.de!195.180.235.191 Xref: teaser.fr rec.games.computer.doom.editing:13976 Andre: couldn't find the wad on your homepage. anyhow.... i just emailed you the wad with a 16bit 44khz sound. it replaces the pistol sound. let me know if you still need me to test your wad on my machine too. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37F16C62.E416ADE0@NO.SPAM.home.com> X-Newsreader: News Xpress 2.01 Lines: 12 Message-ID: Date: Wed, 29 Sep 1999 03:08:36 GMT NNTP-Posting-Host: 142.177.66.6 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938574516 142.177.66.6 (Wed, 29 Sep 1999 00:08:36 ADT) NNTP-Posting-Date: Wed, 29 Sep 1999 00:08:36 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13977 rec.games.computer.doom.playing:17761 Nate Dogg wrote: >Call me a newbie or call me stupid or whatever, but i am still going to >ask... What is Slige? It's a program that makes levels. You can find it at: http://www.doomworld.com/slige/ -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <7sr7v1$vlr$3@feed.teaser.fr> <37F1644E.7823@earthlink.net> X-Newsreader: News Xpress 2.01 Lines: 17 Message-ID: Date: Wed, 29 Sep 1999 03:11:02 GMT NNTP-Posting-Host: 142.177.66.6 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938574662 142.177.66.6 (Wed, 29 Sep 1999 00:11:02 ADT) NNTP-Posting-Date: Wed, 29 Sep 1999 00:11:02 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13978 rec.games.computer.doom.playing:17762 Rez wrote: >My only real complaint, considering what the program does and where it's >at design-wise, is that the first part of the first map in a set is >almost always ridiculously difficult. After that it's usually okay >because you don't come into later maps buck-naked. Odd, I haven't found that. Harder, yes, but not really that far out of line. I made a few map sets and either I got both shotguns right off or the first room was former humans only, who succeed in mostly mowing each other down. Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!wanadoo.fr!freenix!sunqbc.risq.qc.ca!News.Dal.Ca!sapphire.mtt.net!not-for-mail Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing From: I_am_the_archon@Doom!.com (Len Pitre) Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37efc544.10409149@news.inet.fi> <37f14649.69201597@news.concentric.net> X-Newsreader: News Xpress 2.01 Lines: 27 Message-ID: <%sfI3.230$CQ5.10105@sapphire.mtt.net> Date: Wed, 29 Sep 1999 03:12:59 GMT NNTP-Posting-Host: 142.177.66.6 X-Complaints-To: abuse@ns.sympatico.ca X-Trace: sapphire.mtt.net 938574779 142.177.66.6 (Wed, 29 Sep 1999 00:12:59 ADT) NNTP-Posting-Date: Wed, 29 Sep 1999 00:12:59 ADT Organization: Sympatico-Subscriber Xref: teaser.fr rec.games.computer.doom.editing:13979 rec.games.computer.doom.playing:17763 Dominus Aurorae wrote: >> >>Just tested it and the couple levels that I made with it were nice, >>but a bit easy I think... Is it just my luck or does it make easyer >>levels now? >> > >Heh, I made a 30-level wad with the new version, and died in the first >room on the first level ... > >It's also seeming to make some pretty sucky mistakes. Like the fact >that there were no AV's, Arachnos, Spider Masters, or Cybies in the >whole 30 levels... my 'final boss' was 2 PAIN ELEMENTALS! Also, there >were a few Demons and Cacos that couldn't move (too-small alcoves) and >a secret on MAP30 I couldn't get to 'cause the one-way final >teleporter was in the way ... > That reminds me of something. Using this latest build, the teleporter to the final challenge wasn't alligned properly. All the others were, but this one was crammed into a tiny room and wasn't on the proper 64x64 grid. Len -- Pointless SIG file Replace "Doom!" with "Hotmail" to send e-mail. End pointless SIG file. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!nntp.primenet.com!nntp.gctr.net!feeder.qis.net!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: Tue, 28 Sep 1999 21:30:38 -0700 Content-Transfer-Encoding: 7bit References: <7snvu2$d9k$1@news.btv.ibm.com> <7sr7v1$vlr$3@feed.teaser.fr> <37F1644E.7823@earthlink.net> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 29 Sep 1999 04:27:46 GMT X-ELN-Insert-Date: Tue Sep 28 21:35:07 1999 Organization: Offworld Press Mime-Version: 1.0 NNTP-Posting-Host: 1cust150.tnt6.lancaster.ca.da.uu.net Message-ID: <37F195EE.EA5@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Lines: 25 Xref: teaser.fr rec.games.computer.doom.editing:13980 rec.games.computer.doom.playing:17764 Len Pitre wrote: > > Rez wrote: > > >My only real complaint, considering what the program does and where it's > >at design-wise, is that the first part of the first map in a set is > >almost always ridiculously difficult. After that it's usually okay > >because you don't come into later maps buck-naked. > > Odd, I haven't found that. Harder, yes, but not really that far out of line. I > made a few map sets and either I got both shotguns right off or the first room > was former humans only, who succeed in mostly mowing each other down. I usually get that at the start of map02 or map03. But at the start of map01 I get typically something like one shotgun, 3 cacos, 2 or 3 hell knights, and a dozen or so pinkies, with the odd imp or shooter mixed in. The last one I made could just barely be done if you were lucky enough to get maximum infighting and were real lucky -- considering it also started off in a cramped area with nowhere to run to! Argh! Owwww! DieDieDie! Finally escaped with my life, but that's about all I had to my name -- I had to beat the next sgt I came to to death with plain fists. :) It would have made a good shock-start for a hard map02, tho. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!colt.net!news.belnet.be!surfnet.nl!ruu.nl!not-for-mail From: Gaston Lahaut Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. Date: Wed, 29 Sep 1999 08:21:56 -0700 Organization: Academic Computer Centre Utrecht, (ACCU) Lines: 18 Message-ID: <37F22E94.7E69@NOSPAM.warande.ruu.nl> References: <01bf0848$5cf6aa00$c5a84dcf@default> <3jyH3.119$TO6.7139@sapphire.mtt.net> <01bf09c7$c3f330e0$3fab4dcf@default> <37F14833.7DD060E6@planetfortress.com> Reply-To: g.lahaut@NOSPAM.warande.ruu.nl NNTP-Posting-Host: warande3119.warande.uu.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:13981 SailorScout wrote: > Well sorta.. they use the same sound, speed and damage as each other, Actually, no. The arachnotron's fire does less damage than its plasma rifle's counterpart. I once replaced the arachnotron's weapon with a real plasma rifle (same projectile speed, damage, firing rate) but I had to scale down both firing rate as damage because I started to die a lot more often :) Anyone who has played DM against a plasma rifle opponent knows how fast your health gets drained if you get hosed down even for a short time. -- Gaston Lahaut Author of the Mordeth TC http://www.warande.uu.nl/~glahaut/ Co-Founder of Doomworld http://www.doomworld.com/ Note: 'stud' has been replaced with 'nospam' in my email addy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!colt.net!newspeer.clara.net!news.clara.net!bignews.mediaways.net!nyd.news.ans.net!abq.news.ans.net!znr.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 29 Sep 1999 12:55:06 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Message-ID: <7st2c1$dn6$1@news.btv.ibm.com> References: <37f14649.69201597@news.concentric.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938609857 14054 9.2.17.34 (29 Sep 1999 12:57:37 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 29 Sep 1999 12:57:37 GMT X-Client: Newz/Ponga (alpha) Lines: 23 Xref: teaser.fr rec.games.computer.doom.editing:13983 rec.games.computer.doom.playing:17766 From: avarvae@concentric.net (Dominus Aurorae) >It's also seeming to make some pretty sucky mistakes. Like the fact >that there were no AV's, Arachnos, Spider Masters, or Cybies in the >whole 30 levels... my 'final boss' was 2 PAIN ELEMENTALS! Yeah, one thing I want to add that I haven't is a "megawad mode", where levels would get progressively harder (more than they do now), bigger monsters would show up in the later levels, and the "finale" levels would be as expected (monster-shooter in MAP30, and so on). But that's not there yet. As the docs say, the only place you'll *ever* get an Archie, spider, or Cybie is in the final (rather boring) arena, and there's never more than one of those per PWAD. Megawads aren't a SLIGE specialty at the moment! > Also, there were a few Demons and Cacos that couldn't move > (too-small alcoves) and a secret on MAP30 I couldn't get to > 'cause the one-way final teleporter was in the way ... Yep, them's on the buglist. Thanks! DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!isdnet!newsfeed.online.be!tank.news.pipex.net!pipex!uunet!ams.uu.net!ffx.uu.net!an02.austin.ibm.com!ausnews.austin.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 29 Sep 1999 12:49:48 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 11 Message-ID: <7st222$8k4$1@news.btv.ibm.com> References: <7sr7v1$vlr$3@feed.teaser.fr> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938609538 8836 9.2.17.34 (29 Sep 1999 12:52:18 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 29 Sep 1999 12:52:18 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13984 rec.games.computer.doom.playing:17767 >From: amajorel@teezer.fr (Andre Majorel) >And adds a new one : slige.c ends with a ^Z which makes the compiler >choke. After removing the ^Z, it compiles and works fine. That's odd! I think I always use the same editor on the source, and I *thought* it was one that didn't stick egregious ^Z's in. Probably I touched it with something else at the last minute. Sorry about that! DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!feeder.qis.net!hermes.visi.com!news-out.visi.com!newsfeed1.earthlink.net!uunet!lax.uu.net!ffx.uu.net!an02.austin.ibm.com!ausnews.austin.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 29 Sep 1999 12:51:49 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 19 Message-ID: <7st25r$lms$1@news.btv.ibm.com> References: <25e4d74849.Doom@gerph.riscos.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938609659 22236 9.2.17.34 (29 Sep 1999 12:54:19 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 29 Sep 1999 12:54:19 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13985 rec.games.computer.doom.playing:17768 >From: Justin Fletcher - Doom+ >Cool :-) RISC OS port now available from my pages if anyone actually uses >RISC OS. Looks like you've put quite a bit of work into this version - >many thanks :-) Quite welcome! I do hope to eventually fold your RISC OS mods into the Official Source, with appropriate #ifdef's. >I'd love chance to try that :-) I just need a decent way to synchronise the >levels - I think passing slige random number seeds will suffice (if the slige >version is the same I guess! :-) ) I'll be out of town for about a week, so the public alpha of the -dm version will have to wait until then. Using identical -seed's *should* produce identical levels, although I've been known to break that by accident, and I don't test it much... *8) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!newsfeed1.earthlink.net!uunet!lax.uu.net!ffx.uu.net!an02.austin.ibm.com!ausnews.austin.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 29 Sep 1999 12:58:49 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 15 Message-ID: <7st2iv$oom$1@news.btv.ibm.com> References: <%sfI3.230$CQ5.10105@sapphire.mtt.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938610079 25366 9.2.17.34 (29 Sep 1999 13:01:19 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 29 Sep 1999 13:01:19 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13986 rec.games.computer.doom.playing:17769 >From: I_am_the_archon@Doom!.com (Len Pitre) >That reminds me of something. Using this latest build, the teleporter to the >final challenge wasn't alligned properly. All the others were, but this one >was crammed into a tiny room and wasn't on the proper 64x64 grid. Yeah, thanks, another bug; it's not supposed to try to put a teleporter in a tiny room at all, much less a misaligned one. Some work is needed there; probably I need to teach it about some very small teleporter-style (a glowing line or whatever), for when a 64x64 square juts won't fit, but a gate is required. Gosh, lots of bugs to admit to today! *8) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!remarQ-uK!remarQ.com!supernews.com!tank.news.pipex.net!pipex!uunet!ams.uu.net!ffx.uu.net!an02.austin.ibm.com!ausnews.austin.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 29 Sep 1999 12:56:35 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 12 Message-ID: <7st2ep$h6q$1@news.btv.ibm.com> References: <37F1644E.7823@earthlink.net> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 938609945 17626 9.2.17.34 (29 Sep 1999 12:59:05 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 29 Sep 1999 12:59:05 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:13987 rec.games.computer.doom.playing:17770 >From: Rez >My only real complaint, considering what the program does and where it's >at design-wise, is that the first part of the first map in a set is >almost always ridiculously difficult. Heh! Are you using the -macho switch or anything? The way I mostly test SLIGE is by just generating one level and playing it, and only rarely do I find the first room a real killer on UV. Could be you're just getting bad rolls of the dice! *8) DC From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!skynet.be!newsfeed.direct.ca!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: Wed, 29 Sep 1999 13:21:46 GMT Organization: Deja.com - Before you buy. Lines: 41 Message-ID: <7st3ot$1ak$1@nnrp1.deja.com> References: <7snvu2$d9k$1@news.btv.ibm.com> <7sr7v1$vlr$3@feed.teaser.fr> NNTP-Posting-Host: 206.62.104.110 X-Article-Creation-Date: Wed Sep 29 13:21:46 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x34.deja.com:80 (Squid/1.1.22) for client 206.62.104.110 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:13988 rec.games.computer.doom.playing:17771 In article <7sr7v1$vlr$3@feed.teaser.fr>, amajorel@teezer.fr (Andre Majorel) wrote: > In article <7snvu2$d9k$1@news.btv.ibm.com>, chess@us.ibm.com says... > > > >Build 474 is out! It fixes the Linux-incompatibility in 464 > > And adds a new one : slige.c ends with a ^Z which makes the compiler > choke. After removing the ^Z, it compiles and works fine. > > #ifdef RANT > One day, someone will have to explain to folks who write DOS text > editors that ^Z is an utterly useless and obsolete remnant of CP/M. > It serves absolutely no purpose, except if you call "preventing > portability" a purpose. > #endif I don't think the editor that comes with M$Dos 6.22 and Windows 95 does this (though the 6.22 one will interpet ^Z as an EOF character)Yes, it is a real pain in the ass, and some editors actualy "hide" the text after a ^Z. Very damn irritating,especialy if you happen to enter one by mistake into a program that logs it's activities, and passes the character to the log file (I did this a couple times by accident with a batch file I use for many of my computing tasks, when I ment to enter ^C to quickly exit one of it's prompts. The ^Z gets passed to it's log file :\. > > Congrats for Slige. I'm impressed, as always. > > -- > Andre Majorel (it's really "teaser") > http://www.teaser.fr/~amajorel/ > "I'm an atheist, thank God." -- JF > > Sent via Deja.com http://www.deja.com/ Before you buy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!supernews.com!remarQ.com!newsswitch.lcs.mit.edu!newsfeed.enteract.com!feed.newsfeeds.com!newsfeeds.com!cyclone.pbi.net!131.119.28.147!su-news-hub1.bbnplanet.com!news.gtei.net!xfer.kren.ne.kr!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F29F2D.A585F86F@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 59 Date: Wed, 29 Sep 1999 23:14:44 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938646884 24.64.98.101 (Wed, 29 Sep 1999 16:14:44 PDT) NNTP-Posting-Date: Wed, 29 Sep 1999 16:14:44 PDT Xref: teaser.fr rec.games.computer.doom.editing:13989 rec.games.computer.doom.playing:17772 Wow. that is all i can say now. i never even knew what Slige was, so i tried it and it blew me away. i thought it would make a few lame rooms with maybe a barrel and an imp in each one, but this thing actually made nice looking little levels! Despite the bugs, this is one hell of a program! I have some questions and some suggestions though.. 1. how do i make doom2 levels with it? i read the readme and it says to go slige -doom2. i tried this from dos but it said it cannot be run from dos, so how do i do it? there were a lot of good commands in there that i can't use because i run it in windows. please help. (i prefer to stay in windows, but then i lose my options) 2. in one level i made, it used the grey door texture (the one you see behind you in e1m1 of regular doom) to cover a space too large for it (it looked awkward, as in a 64 units long door covering like 100 units. (if you want me to send you the wad, i will find it for you and post it to alt.binaries.doom) 3. a good suggestion would be to create a launcher program (like doom95) for slige so us windows people won't have to worry about dos gibberish just a little to think about... "David M. Chess" wrote: > > Build 474 is out! It fixes the Linux-incompatibility in 464 (and > hopefully doesn't add any new ones), as well as a bug that was > causing traps in the DOS version; it also has some lighting and > general goodness enhancements. From the log: > > - Fixed buffer-overrun that would cause the DOS version to trap, > - Removed filelength() call, which isn't standard C, > - Restored the "LIGHT" attribute on various flats, which was > accidentally removed in 464; so SLIGE knows about ceiling > lights again, > - Finally fixed the oddity where a window grating could look > completely different when viewed from the other side, > - Added a "night" mode, a "dim" mode, and a few other lighting > tweaks, > - Added a few more within-level correlations, like "no doors" > and "wide links". > > The old tree-blocking and raised-teleporter bugs are still > there, but they're rare enough that they shouldn't be too > annoying until I get them fixed. > > I also have a first pass at a version of SLIGE that supports > a "-dm" switch, to add deathmatch starts (and multiplayer-only > weapons where needed). I hope to have an alpha-test version > of that available somewhere before too long. I'm not yet > convinced that just adding some random DM starts to the usual > SLIGE level will actually produce anything worth DMing in, but > I'll let the market decide... *8) > > DC > http://www.doomworld.com/slige/ > http://www.davidchess.com/ -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!supernews.com!remarQ.com!newspeer.monmouth.com!netnews.com!feeder.via.net!24.0.94.134.MISMATCH!newshub1.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37F2E6EB.B4D8163@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37efc544.10409149@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 Date: Thu, 30 Sep 1999 04:29:45 GMT NNTP-Posting-Host: 24.66.236.128 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 938665785 24.66.236.128 (Wed, 29 Sep 1999 21:29:45 PDT) NNTP-Posting-Date: Wed, 29 Sep 1999 21:29:45 PDT Xref: teaser.fr rec.games.computer.doom.editing:13990 Sir Robin wrote: > > Just tested it and the couple levels that I made with it were nice, > but a bit easy I think... Try this handy-dandy three step procedure: - Make a multi-level wad; - Start at the SECOND level; - Die horribly (optional). I found this worked pretty well up until about build 455. From then on, I usually died on the second level. Since then, I've started on the first level. The first level is kind, gentle, and considerate. You're given a weapon AND armor in the first few rooms. If you've been doing one-level wads, try multi-level. If that's still too easy, warp to the second level. -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: Thu, 30 Sep 1999 07:40:01 +0100 Message-ID: <7sv0he$780$1@nthfen.demon.co.uk> References: <7snvu2$d9k$1@news.btv.ibm.com> <37F29F2D.A585F86F@NO.SPAM.home.com> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 938680674 nnrp-09:29948 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 14 Xref: teaser.fr rec.games.computer.doom.editing:13991 rec.games.computer.doom.playing:17773 Nate Dogg wrote in message <37F29F2D.A585F86F@NO.SPAM.home.com>... >there were a lot of good commands in there >that i can't use because i run it in windows Use the run command from the start menu. -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!news.algonet.se!algonet!skynet.be!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: SLIGE 474 is out (more infinite levels!) Message-ID: <37f3778d.85568487@news.inet.fi> References: <7snvu2$d9k$1@news.btv.ibm.com> <37efc544.10409149@news.inet.fi> <37F2E6EB.B4D8163@home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 31 Date: Thu, 30 Sep 1999 18:41:29 GMT NNTP-Posting-Host: 195.165.4.174 X-Trace: read2.inet.fi 938716889 195.165.4.174 (Thu, 30 Sep 1999 21:41:29 EET DST) NNTP-Posting-Date: Thu, 30 Sep 1999 21:41:29 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13992 On Thu, 30 Sep 1999 04:29:45 GMT, Rob Ellwood wrote: >Sir Robin wrote: >> >> Just tested it and the couple levels that I made with it were nice, >> but a bit easy I think... > > Try this handy-dandy three step procedure: > - Make a multi-level wad; > - Start at the SECOND level; > - Die horribly (optional). > > I found this worked pretty well up until about build 455. >From then on, I usually died on the second level. > > Since then, I've started on the first level. The first >level is kind, gentle, and considerate. You're given a weapon >AND armor in the first few rooms. > > If you've been doing one-level wads, try multi-level. >If that's still too easy, warp to the second level. Thanks for the tip... Of course I could also use the macho switch :) - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Unzip, expand, inflate, explode...what pervert came up with this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Message-ID: <37f37e3b.87278967@news.inet.fi> References: <7snvu2$d9k$1@news.btv.ibm.com> <37F29F2D.A585F86F@NO.SPAM.home.com> X-Newsreader: Forte Free Agent 1.11/32.235 Lines: 31 Date: Thu, 30 Sep 1999 18:41:30 GMT NNTP-Posting-Host: 195.165.4.174 X-Trace: read2.inet.fi 938716890 195.165.4.174 (Thu, 30 Sep 1999 21:41:30 EET DST) NNTP-Posting-Date: Thu, 30 Sep 1999 21:41:30 EET DST Organization: Sonera Ltd iNET services Xref: teaser.fr rec.games.computer.doom.editing:13993 rec.games.computer.doom.playing:17776 On Wed, 29 Sep 1999 23:14:44 GMT, Nate Dogg wrote: >Wow. that is all i can say now. i never even knew what Slige was, so i >tried it and it blew me away. i thought it would make a few lame rooms >with maybe a barrel and an imp in each one, but this thing actually made >nice looking little levels! Despite the bugs, this is one hell of a >program! > >I have some questions and some suggestions though.. >1. how do i make doom2 levels with it? i read the readme and it says to >go slige -doom2. i tried this from dos but it said it cannot be run >from dos, so how do i do it? there were a lot of good commands in there >that i can't use because i run it in windows. please help. (i prefer to >stay in windows, but then i lose my options) There is different between DOS and DOS prompt... You can get DOS prompt loaded from Windows... It should be found easy from Start menu programs folder. You can use it from there (at least I can). >3. a good suggestion would be to create a launcher program (like doom95) >for slige so us windows people won't have to worry about dos gibberish I almost once started coding one... - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Unzip, expand, inflate, explode...what pervert came up with this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!netnews.com!feeder.via.net!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F3CB53.EF32982C@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37F29F2D.A585F86F@NO.SPAM.home.com> <37f37e3b.87278967@news.inet.fi> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 41 Date: Thu, 30 Sep 1999 20:35:00 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938723700 24.64.98.101 (Thu, 30 Sep 1999 13:35:00 PDT) NNTP-Posting-Date: Thu, 30 Sep 1999 13:35:00 PDT Xref: teaser.fr rec.games.computer.doom.editing:13994 rec.games.computer.doom.playing:17777 if someone did make a launcher program for it, that would definately make Slige way better. It already is an excellent program, but with some kind of doom95-like launcher to run it, all those parameters would be so simple to set. Sir Robin wrote: > > On Wed, 29 Sep 1999 23:14:44 GMT, Nate Dogg > wrote: > > >Wow. that is all i can say now. i never even knew what Slige was, so i > >tried it and it blew me away. i thought it would make a few lame rooms > >with maybe a barrel and an imp in each one, but this thing actually made > >nice looking little levels! Despite the bugs, this is one hell of a > >program! > > > >I have some questions and some suggestions though.. > >1. how do i make doom2 levels with it? i read the readme and it says to > >go slige -doom2. i tried this from dos but it said it cannot be run > >from dos, so how do i do it? there were a lot of good commands in there > >that i can't use because i run it in windows. please help. (i prefer to > >stay in windows, but then i lose my options) > > There is different between DOS and DOS prompt... You can get DOS > prompt loaded from Windows... It should be found easy from Start menu > programs folder. You can use it from there (at least I can). > > >3. a good suggestion would be to create a launcher program (like doom95) > >for slige so us windows people won't have to worry about dos gibberish > > I almost once started coding one... > > - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT > E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 > DooM page: http://doomcastle.tsx.org/ > Hemp page: http://hempbase.tsx.org/ > > ... Unzip, expand, inflate, explode...what pervert came up with this? -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. Date: Thu, 30 Sep 1999 22:17:52 GMT Organization: The Fireblade Clan Lines: 15 Message-ID: <01bf0b67$aeb68f00$9aae4dcf@default> References: <01bf0848$5cf6aa00$c5a84dcf@default> <3jyH3.119$TO6.7139@sapphire.mtt.net> <01bf09c7$c3f330e0$3fab4dcf@default> <37F14833.7DD060E6@planetfortress.com> <37F22E94.7E69@NOSPAM.warande.ruu.nl> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:13995 > more often :) Anyone who has played DM against a plasma rifle opponent > knows how fast your health gets drained if you get hosed down even for a > short time. Amen to that. I went in a deathmatch against someone who I'd just finished teaching the basics to. It was on a level his brother (an ace WAD builder by the name of Jake Lucas) had constructed, and somehow he starts out near a "store room" of a Plasma Rifle, a backpack, and *6* Large Energy Cells! I finally spot him, toating my personal favorite weapon (Combat Shotgun), and when he sees me, he sprays me down with the sucker. I went from 137% health to 100% Fragged in about 6 seconds! Amazing what a lack of sibling rivalry can do to someone. (I've had a problem with Jake ever since then, naturally.) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!news1.optus.net.au!optus!bunyip.cc.uq.edu.au!news.qut.edu.au!sparrow.qut.edu.au!n2125242 From: PATRICK BURKE Newsgroups: rec.games.computer.doom.editing Subject: Re: 6.60kg1503.22m.2250m.k8.07ak.w Date: Fri, 1 Oct 1999 18:32:09 +1000 Organization: Queensland University of Technology, Australia Lines: 14 Approved: yes Distribution: world Message-ID: References: <9.3.mk.6.60.gm@cnmnetwork.com> <199909230326.UAA11923@sirius.infonex.com> <37EA2F37.D4B974@NO.SPAM.home.com> NNTP-Posting-Host: sparrow.qut.edu.au Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII In-Reply-To: <37EA2F37.D4B974@NO.SPAM.home.com> Xref: teaser.fr rec.games.computer.doom.editing:13996 On Thu, 23 Sep 1999, Nate Dogg wrote: > One question: what the hell does this have to do with doom? end of world -> doom Spam? Yep. > Mixmaster wrote: > > > > [updated 2451439.28779] > > > > The reckoning is already begun! Note: Nostradamus' "seven month" > > is *definitely* Ethanim[Tishri], 1999 AD[Century X-Quatrain 72]: From x@x Mon Jan 1 00:00:00 GMT 1999 From: john.bishop@macro4.com (John Bishop) Newsgroups: rec.games.computer.doom.editing Subject: Re: Idiot's Guide To Doom Editing Date: Fri, 01 Oct 1999 11:55:41 GMT Message-ID: <37f4a0e9.88445501@pub.news.uk.psi.net> References: <19990926031528.21274.00002139@ng-cd1.aol.com> X-Newsreader: Forte Free Agent 1.11/32.235 NNTP-Posting-Host: gateway.macro4.com X-Trace: 1 Oct 1999 12:54:02 GMT, gateway.macro4.com Lines: 25 Path: teaser.fr!proxad.net!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!news-x.support.nl!psinet-eu-nl!psiuk-p4!uknet!psiuk-n!nnrp1.news.uk.psi.net!gateway.macro4.com Xref: teaser.fr rec.games.computer.doom.editing:13997 On 26 Sep 1999 07:15:28 GMT, echoanna@aol.com (EchoAnna) wrote: >I downloaded Windeu32 two days ago and, zheesh! The Tutorial that came with it >is extremely cryptic. Okay, so I'm brand new to Doom editing. In fact, I >didn't even know there was such a thing before a few days ago. Still, you'd >think somebody could do a better job of giving step-by-step instructions for >constructing pwad's. I've also downloaded and read Steve Benner's >Wadeditorica, the Unofficial Doom Author's Handbook, and Lee Killough's Doom >Editing Q & A's. All are fine for basic stuff, but they left me high and dry >about some of the finer aspects of building a virtual doom environment. > >Am I expecting too much too soon, or is there an idiot's guide that can help to >simplify some of the more detailed architectural Doom structures, such as how >to close a sector within a sector within a sector? > >Echo See also my Guide at http://ourworld.compuserve.com/homepages/tappers/dmstrtd.htm .... which you might find explains things a bit more clearly. Jb From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.tli.de!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37F4FA3C.FE987AB6@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37F29F2D.A585F86F@NO.SPAM.home.com> <37f37e3b.87278967@news.inet.fi> <37F3CB53.EF32982C@NO.SPAM.home.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 8 Date: Fri, 01 Oct 1999 17:06:44 GMT NNTP-Posting-Host: 193.217.227.203 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 938797604 193.217.227.203 (Fri, 01 Oct 1999 19:06:44 MET DST) NNTP-Posting-Date: Fri, 01 Oct 1999 19:06:44 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:13998 rec.games.computer.doom.playing:17779 Me personally, would rather have it looking exactly like dm. That'd be a real cool launcher. Ofcourse all the menus should be changed, but that would be a great setup. I hate to have like 250 different interfaces around, Wintex, dm, setup, doomserv, doom95, deth. They're all different. And, one will ofcourse have something to work from then. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F53B2C.9C778769@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <7snvu2$d9k$1@news.btv.ibm.com> <37F29F2D.A585F86F@NO.SPAM.home.com> <37f37e3b.87278967@news.inet.fi> <37F3CB53.EF32982C@NO.SPAM.home.com> <37F4FA3C.FE987AB6@robin.no> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 19 Date: Fri, 01 Oct 1999 22:44:09 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938817849 24.64.98.101 (Fri, 01 Oct 1999 15:44:09 PDT) NNTP-Posting-Date: Fri, 01 Oct 1999 15:44:09 PDT Xref: teaser.fr rec.games.computer.doom.editing:13999 rec.games.computer.doom.playing:17781 someone should take it upon themself(ves) to make one huge program to perform everything that would ever be needed to edit a doom level. kinda like a wintex/level editor/node builder/dehacked/slige/doom launcher/everything. that would be the greatest doom related program ever made. probably never going to happen though.. Kim Roar Foldøy Hauge wrote: > > Me personally, would rather have it looking > exactly like dm. That'd be a real cool launcher. > Ofcourse all the menus should be changed, but that > would be a great setup. I hate to have like 250 > different interfaces around, Wintex, dm, setup, > doomserv, doom95, deth. They're all different. > And, one will ofcourse have something to work from > then. -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!newshub2.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F53E5F.4CA998B0@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: just a dumb question Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 10 Date: Fri, 01 Oct 1999 22:57:48 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938818668 24.64.98.101 (Fri, 01 Oct 1999 15:57:48 PDT) NNTP-Posting-Date: Fri, 01 Oct 1999 15:57:48 PDT Xref: teaser.fr rec.games.computer.doom.editing:14000 i am reading through a doom editing webpage: http://ourworld.compuserve.com/homepages/tappers/dmstrtd.htm and i have got this question: why do so many wads come with a batch file to add features to the level? why can they not just add all the stuff into the level before hand? i get annoyed a lot when i download wads that are supposed to be so great and end up with a directory filled with files (ie: that babes conversion). -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Today must not be my day. (.exe hacking problem) Date: Fri, 01 Oct 1999 23:13:31 GMT Organization: The Fireblade Clan Lines: 8 Message-ID: <01bf0c38$a7ca0600$5fab4dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14001 I can get into the .exe file with DeHackEd no problem, and mess around with it no problem. But when I go to actually run the newly-hacked .exe file, it pulls some error (something about a few numbers like 01826 or something, and then a short span of fffffff) and the whole program dies. Can anyone tell me what's goin' on with it? (All I'm tryin' to do is crank up the speed at which the chaingun fires........) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!howland.erols.net!torn!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (.exe hacking problem) Date: Sat, 02 Oct 1999 00:17:59 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 17 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37f54f28.5331809@news.ncf.carleton.ca> References: <01bf0c38$a7ca0600$5fab4dcf@default> NNTP-Posting-Host: p2t4.web.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:14002 On Fri, 01 Oct 1999 23:13:31 GMT, "Xaq" wrote: >I can get into the .exe file with DeHackEd no problem, and mess around with >it no problem. But when I go to actually run the newly-hacked .exe file, it >pulls some error (something about a few numbers like 01826 or something, >and then a short span of fffffff) and the whole program dies. > >Can anyone tell me what's goin' on with it? (All I'm tryin' to do is crank >up the speed at which the chaingun fires........) > What version of Dehacked/Doom are you using? -- Raymond Martineau - bk039@freenet.carleton.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!howland.erols.net!torn!kwon!nott!cunews!freenet-news.carleton.ca!usenet From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: rec.games.computer.doom.editing Subject: Graphic Textures Date: Sat, 02 Oct 1999 00:19:23 GMT Organization: National Capital Freenet, Ottawa, Canada Lines: 8 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <37f54f3b.5349931@news.ncf.carleton.ca> NNTP-Posting-Host: p2t4.web.dialup.ncf.carleton.ca X-Newsreader: Forte Free Agent 1.11/32.235 Xref: teaser.fr rec.games.computer.doom.editing:14003 What program should I use to insert textures/flats into a Wad file? I know it is possible, even though the specifications say it isn't. (Look at certain Slige levels.) I also tried Dmgraph, but it seems too difficult to even get a texture in place. -- Raymond Martineau - bk039@freenet.carleton.ca From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newspeer.monmouth.com!newscon04!prodigy.com!not-for-mail From: "Manna" Newsgroups: rec.games.computer.doom.editing Subject: The Hearth Date: Sat, 2 Oct 1999 02:44:04 -0000 Organization: Tranquil Lament Software Message-ID: <7t49jn$2fti$1@newssvr04-int.news.prodigy.com> Reply-To: "Manna" NNTP-Posting-Host: atlnb105-06.splitrock.net X-Trace: newssvr04-int.news.prodigy.com 938846647 3832787 209.156.16.144 (2 Oct 1999 06:44:07 GMT) X-Complaints-To: abuse@prodigy.net NNTP-Posting-Date: 2 Oct 1999 06:44:07 GMT X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Lines: 10 Xref: teaser.fr rec.games.computer.doom.editing:14004 What a bare-bones site! The Hearth launches today with the goal of promoting the writing of Doom Freaks, Geeks and Geniuses. Please share this info with your visitors and feel free to submit your work to our soon-to-explode webpage. http://www.doomnation.com/hearth/ Thanks, (Manna) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!newsfeed.cwix.com!news.maxwell.syr.edu!nntp2.deja.com!nnrp1.deja.com!not-for-mail From: balanco00@my-deja.com Newsgroups: rec.games.computer.doom.editing Subject: Re: just a dumb question Date: Sat, 02 Oct 1999 08:16:18 GMT Organization: Deja.com - Before you buy. Lines: 44 Message-ID: <7t4f0d$cgh$1@nnrp1.deja.com> References: <37F53E5F.4CA998B0@NO.SPAM.home.com> NNTP-Posting-Host: 206.62.104.39 X-Article-Creation-Date: Sat Oct 02 08:16:18 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 95) X-Http-Proxy: 1.1 x34.deja.com:80 (Squid/1.1.22) for client 206.62.104.39 X-MyDeja-Info: XMYDJUIDbalanco00 Xref: teaser.fr rec.games.computer.doom.editing:14005 In article <37F53E5F.4CA998B0@NO.SPAM.home.com>, nljones@home.com wrote: > i am reading through a doom editing webpage: > http://ourworld.compuserve.com/homepages/tappers/dmstrtd.htm > and i have got this question: why do so many wads come with a batch file > to add features to the level? why can they not just add all the stuff > into the level before hand? i get annoyed a lot when i download wads > that are supposed to be so great and end up with a directory filled with > files (ie: that babes conversion). > Often, you have to run a batch file to append the sprites from the main Wad to the user wad to compensate for a bug in the original Doom executable (the exe complains and bombs out with an error message). I don't know exactly what you mean when you say "lots of files", but I'll assume you mean some of the graphics are kept as seperate GIF or PCX files. Thankfuly, this is rare, and not the case with most wads (the only wad that I remenber off hand that does this is Eternal.wad, butr this happens only during the installation process, and the files can be deleted afterwards). Also, some wads use and require a Dehacked patch to run correctly. These normaly come with a copy of Dehacked, and a batch file that makes a copy of doom2.exe and patches (hacks) it. Thankfuly, Dehacked is no longer needed for this, scince most source ports have Dehacked support built in. This lets you load the patch directly, rather than hacking the exe. I think most of the newer source ports also fixes the bug which requires you to append sprites from the main IWAD, so in most cases you don't have to go through the installation process at all. Go to www.doomworld.com, and look for the source ports section on the main page. > -- > * Soup that eats like a meal * > Sent via Deja.com http://www.deja.com/ Before you buy. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!news-feed.inet.tele.dk!bofh.vszbr.cz!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37F60B8E.FBDE7955@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Graphic Textures References: <37f54f3b.5349931@news.ncf.carleton.ca> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Sat, 02 Oct 1999 12:32:29 GMT NNTP-Posting-Host: 193.217.230.41 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 938867549 193.217.230.41 (Sat, 02 Oct 1999 14:32:29 MET DST) NNTP-Posting-Date: Sat, 02 Oct 1999 14:32:29 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:14006 The specs allow for textures without any problems, and flats is also possible with a bit more work, just look at gothicdm and so on. Use wintex 4.2 for inserting textures. A texture is actually one or more pacthes. Ie, you need to make a texture from patches, its not good enough to just add patch, you need to make textures too. You can take some of Id's one-patch textures and replace the patch to get a new texture without having to make textures, but thats a really bad way, and its not possible to use the original texture, unfortunatly, this has to be done when you wanrt new animated textures. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: Graphic Textures Date: 2 Oct 1999 12:40:38 GMT Organization: None I'm aware of ! Lines: 24 Message-ID: <7t4ug6$2p53$1@feed.teaser.fr> References: <37f54f3b.5349931@news.ncf.carleton.ca> NNTP-Posting-Host: dip239.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938868038 91299 194.51.100.239 (2 Oct 1999 12:40:38 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 2 Oct 1999 12:40:38 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:14007 In article <37f54f3b.5349931@news.ncf.carleton.ca>, bk039@freenet.carleton.ca says... >What program should I use to insert textures/flats into a Wad file? DeuTex or WinTex. It must be possible with NWT too. New/replacement textures: it's explained in the DeuTex manual. New/replacement flats must be between FF_START and F_END. DeuTex 3 puts them between FF_START and FF_END so you have to get a binary editor to change FF_END into F_END. This is fixed in DeuTex 4. >I know it is possible, even though the specifications say it isn't. (Look >at certain Slige levels.) I also tried Dmgraph, but it seems too difficult >to even get a texture in place. Dmgraph is pretty much obsolete. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (.exe hacking problem) Date: Sat, 02 Oct 1999 14:58:19 GMT Organization: The Fireblade Clan Lines: 3 Message-ID: <01bf0cbc$a38ee860$1cae4dcf@default> References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14008 > What version of Dehacked/Doom are you using? I forget the number, but it's the latest version. (3.1 I think..) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: DeuTex 4.0 is out Date: 2 Oct 1999 17:40:55 GMT Organization: None I'm aware of ! Lines: 28 Message-ID: <7t5g37$2q54$1@feed.teaser.fr> NNTP-Posting-Host: dip230.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=ISO-8859-1 X-Trace: feed.teaser.fr 938886055 92324 194.51.100.230 (2 Oct 1999 17:40:55 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 2 Oct 1999 17:40:55 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:14009 DeuTex 4.0 is out This is the first public release from the new maintainer (André Majorel) and the first release at all since version 3.8 in 1996. That's a lot of firsts. Significant changes in this release include : - DeuTex is now libre (GPL + LGPL + PBMPLUS license), - default transparent colour (0,47,47) instead of (0,255,255), - support for flats in pwads (using F_END instead of FF_END), - support for Strife (not quite finished), - can extract graphics from Doom alpha and PR pre-beta, - easier to build on unices, especially Linux, - compiles with DJGPP and Cygwin, - partial support for Hexen, - half-a-dozen bug fixes. Thanks to Olivier Montanuy, Udo Munk, Matthew Miller, Jonathan Wilson, Kim Parrot and Martin {_|G|NRG}. Download: http://www.teaser.fr/~amajorel/deutex/ -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37F68E3C.83D53273@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.7 [en] (Win98; U) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (.exe hacking problem) References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Sat, 02 Oct 1999 23:00:39 GMT NNTP-Posting-Host: 204.186.44.196 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938905239 204.186.44.196 (Sat, 02 Oct 1999 19:00:39 EDT) NNTP-Posting-Date: Sat, 02 Oct 1999 19:00:39 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:14010 Make sure you're using the absolute newest version of Doom (v1.9), or else those errors are probably a result of it trying to patch places that don't exist! You can download the neccessary patches from either idsoftware.com or doomworld.com. Xaq wrote: > > > What version of Dehacked/Doom are you using? > > I forget the number, but it's the latest version. (3.1 I think..) -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!209.249.97.47.MISMATCH!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!ptdnetP!ptdnetS!newsgate.ptd.net!nnrp1.ptd.net.POSTED!not-for-mail Message-ID: <37F6913B.CD0AE766@planetfortress.com> From: SailorScout X-Mailer: Mozilla 4.7 [en] (Win98; U) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Yeah, it's me again. References: <01bf0848$5cf6aa00$c5a84dcf@default> <3jyH3.119$TO6.7139@sapphire.mtt.net> <01bf09c7$c3f330e0$3fab4dcf@default> <37F14833.7DD060E6@planetfortress.com> <37F22E94.7E69@NOSPAM.warande.ruu.nl> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 36 Date: Sat, 02 Oct 1999 23:13:26 GMT NNTP-Posting-Host: 204.186.44.196 X-Complaints-To: abuse@ptd.net X-Trace: nnrp1.ptd.net 938906006 204.186.44.196 (Sat, 02 Oct 1999 19:13:26 EDT) NNTP-Posting-Date: Sat, 02 Oct 1999 19:13:26 EDT Organization: PenTeleData http://www.ptd.net Xref: teaser.fr rec.games.computer.doom.editing:14011 From the BOOM source: // MT_PLASMA 5, // damage That's the damage that the player's plasma does.. { // MT_ARACHPLAZ 5, // damage And that's the damage that the Arachnotron's plasma does. This was taken from info.c, which according to the comments is the original Doom's code. Once again I restate my case that they do the same amount of damage. ;) I know that you've played with the source a heck of a lot more then me, but please point out to me where it says that they are different. Gaston Lahaut wrote: > Actually, no. The arachnotron's fire does less damage than its plasma > rifle's counterpart. I once replaced the arachnotron's weapon with a > real plasma rifle (same projectile speed, damage, firing rate) but I had > to scale down both firing rate as damage because I started to die a lot > more often :) Anyone who has played DM against a plasma rifle opponent > knows how fast your health gets drained if you get hosed down even for a > short time. -- SailorScout : sailorscout@planetfortress.com ------------------------------------------- http://www.planetfortress.com/sailorscout PlanetFortress Co-Founder & Administrator http://www.planetfortress.com ------------------------------------------- From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail Message-ID: <37F6B5B2.3BD8@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: alt.games.doom.ii,alt.games.doom,rec.games.computer.doom.editing Subject: Warhammer WAD References: <37EEB4B7.1F9C@goodnet.com> <37F29ECC.4192@earthlink.net> <37f37550.84995515@news.inet.fi> <37F3EFAD.7DEF@earthlink.net> <37f4f918.184281895@news.inet.fi> <37F6A374.3B27@earthlink.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 4 Date: Sun, 03 Oct 1999 01:47:51 GMT NNTP-Posting-Host: 142.176.72.41 X-Trace: news21.bellglobal.com 938915271 142.176.72.41 (Sat, 02 Oct 1999 21:47:51 EDT) NNTP-Posting-Date: Sat, 02 Oct 1999 21:47:51 EDT Organization: Sympatico Xref: teaser.fr alt.games.doom.ii:11768 alt.games.doom:23900 rec.games.computer.doom.editing:14012 Did anyone ever make one for DooM 2. i think it'd be really, ool, blowing away Chaos scum etc. Octavulg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (.exe hacking problem) Date: Sun, 03 Oct 1999 02:51:46 GMT Organization: The Fireblade Clan Lines: 4 Message-ID: <01bf0d20$472fe920$36ab4dcf@default> References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14013 *Smacks forehead* A-HA! *THAT'S* what I'm doing wrong! I'm using version 1.4! Thanks! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: echoanna@aol.com (EchoAnna) Newsgroups: rec.games.computer.doom.editing Subject: Copying & Pasting in WinDue Lines: 5 NNTP-Posting-Host: ladder07.news.aol.com X-Admin: news@aol.com Date: 03 Oct 1999 03:28:51 GMT Organization: AOL http://www.aol.com Message-ID: <19991002232851.11657.00000053@ng-cr1.aol.com> Xref: teaser.fr rec.games.computer.doom.editing:14014 Windeu allows you to select and copy groups of vertices and/or linedefs. This does me no good since I can't figure out how to paste them to another part of the map. What am I missing? Echo From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!oleane!newspump.monmouth.com!newspeer.monmouth.com!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) Date: Sun, 03 Oct 1999 03:36:48 GMT Organization: The Fireblade Clan Lines: 4 Message-ID: <01bf0d26$66eba1e0$36ab4dcf@default> References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14015 *Realizes something* Wait a sec..isn't Doom95.exe (the one that came with Final Doom and Ultimate Doom) a newer version? When I check the properties of it, it says it's version 3.0.0.0 or something.... From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 3 Oct 1999 10:35:33 GMT Organization: None I'm aware of ! Lines: 16 Message-ID: <7t7bhl$2us1$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com> NNTP-Posting-Host: dip201.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938946933 97153 194.51.100.201 (3 Oct 1999 10:35:33 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 3 Oct 1999 10:35:33 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:14016 Back to business... In article <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com>, MartinNRG@Hotmail.com says... >Andre, whyncha post your sound-samples WAD somewhere for others to >test? I've put it at http://www.teaser.fr/~amajorel/doom/wavwad.zip Please try it and let me know how it works for you. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!newsfeed.tli.de!news.algonet.se!newsfeed1.telenordia.se!algonet!newsfeed1.funet.fi!nntp.inet.fi!central.inet.fi!inet.fi!read2.inet.fi.POSTED!not-for-mail From: robin@doomnation.com.NOSPAM (Sir Robin) Newsgroups: rec.games.computer.doom.editing Subject: Re: Graphic Textures Message-ID: <37f60827.253639319@news.inet.fi> References: <37f54f3b.5349931@news.ncf.carleton.ca> X-Newsreader: Forte Free Agent 1.11/32.235 Date: Sun, 03 Oct 1999 11:09:42 GMT NNTP-Posting-Host: 195.165.5.76 X-Trace: read2.inet.fi 938948982 195.165.5.76 (Sun, 03 Oct 1999 14:09:42 EET DST) NNTP-Posting-Date: Sun, 03 Oct 1999 14:09:42 EET DST Organization: Sonera Ltd iNET services Lines: 19 Xref: teaser.fr rec.games.computer.doom.editing:14017 On Sat, 02 Oct 1999 00:19:23 GMT, bk039@freenet.carleton.ca (Raymond Martineau) wrote: >What program should I use to insert textures/flats into a Wad file? WinTex if you want it easy, DeuTex if you want it powerful. I recommend having both. WinTex is windows program, DeuTex then again is DOS command line program. >Raymond Martineau - bk039@freenet.carleton.ca - Sir Robin, Member of Falling Star Productions, BrV and TeamTNT E-Mail: jsaksa79@hotmail.com - ICQ: 15207181 DooM page: http://doomcastle.tsx.org/ Hemp page: http://hempbase.tsx.org/ .... Unzip, expand, inflate, explode...what pervert came up with this? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!not-for-mail From: amajorel@teezer.fr (Andre Majorel) Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: 3 Oct 1999 11:22:55 GMT Organization: None I'm aware of ! Lines: 20 Message-ID: <7t7eaf$2uu0$1@feed.teaser.fr> References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com> NNTP-Posting-Host: dip215.teaser.fr Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Trace: feed.teaser.fr 938949775 97216 194.51.100.215 (3 Oct 1999 11:22:55 GMT) X-Complaints-To: usenet@feed.teaser.fr NNTP-Posting-Date: 3 Oct 1999 11:22:55 GMT X-Newsreader: WinVN 0.99.9 (Released Version) (16bit) Xref: teaser.fr rec.games.computer.doom.editing:14018 In article <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com>, MartinNRG@Hotmail.com says... >Andre: if you want to i can make a small wad for you that has a short >44hkz 16 bit sound built in that works on my machine. if you still get >crappy sound on your machine we know its your hardware. I've tested your wad with LxDoom, XDoom, Boom and MBF and it doesn't work either. It makes the pistol make a Loud, long, noise. Exactly what you get when you interprete 44.1 kHz 16-bit digital audio as 11.025 kHz 8-bit data... I extracted the lump, renamed it as .wav and tried to play it with other tools : it did work. -- Andre Majorel (it's really "teaser") http://www.teaser.fr/~amajorel/ "I'm an atheist, thank God." -- JF From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!aquitaine.fr.clara.net!fr.clara.net!newspeer.clara.net!news.clara.net!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37F78757.EECDD462@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> <01bf0d26$66eba1e0$36ab4dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 7 Date: Sun, 03 Oct 1999 15:32:55 GMT NNTP-Posting-Host: 193.217.227.199 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 938964775 193.217.227.199 (Sun, 03 Oct 1999 17:32:55 MET DST) NNTP-Posting-Date: Sun, 03 Oct 1999 17:32:55 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:14019 For exe hacking use: doom2.exe version 1.9 the dos executable and the newest Dehacked doom95 is NOT suitable for exe hacking, forget it, use doom2.exe From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: To everyone who's helped me out: Date: Sun, 03 Oct 1999 15:37:11 GMT Organization: The Fireblade Clan Lines: 38 Message-ID: <01bf0d8b$2f4c2d80$29ab4dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14020 Thanks. So far my little project's going along nicely. Here's how things are looking so far: Chainsaw's been replaced by a "gunblade" (anyone who's played Final Fantasy 8 knows what that is.) Pistol now looks more like a Colt Revolver, and comes complete with the hammer pulling back as you fire. ( :-) ) The Shotguns are as they were (I wouldn't mess with those if you put a.......well, SHOTGUN to my head.) The Chaingun now has 2 barrels and fires twice as fast. ( *evil grin* ) The Rocket Launcher's been updated very nicely: Now it fires heat-seekers! (How'd I do it? Simple. It just fires the same rockets that those skeleton things [Revenants, I think...] shoot.) The Plasma Rifle got a bit of an upgrade as well. Anyone who's played Doom 64 might recognize the new weapon as the "Alien Gun". Y'know, that red one that you could upgrade with those 3 crests. Well, you can't upgrade this gun, but not to worry. It's got the same speed as the Plasma Rifle and, instead of little blue bullets, shoots a pair of red lasers. Given the nature of the weapon's creators, I decided to rename this weapon accordingly. When you pick it up, you see the phrase "You picked up a Hellfire!". As for the beloved BFG9000......well, despite the fact that it's one of my favorite weapons, got replaced by an electric-powered Flamethrower. It looks just like the Plasma Rifle (the original one.) but instead of big green balls of death or little blue energy bullets, this weapon shoots a stream of fire out. In about 1.2 seconds it will do as much damage as the original BFG did, but it guzzles up energy about 1.5x as fast as the original Plasma Rifle. Still got a few bugs to work out, but I'm almost done with it. Again, thanks to everyone who helped me with my hacking problems! From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!u-2.maxwell.syr.edu!feeder.via.net!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F7A1CB.4F77B651@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> <01bf0d26$66eba1e0$36ab4dcf@default> <37F78757.EECDD462@robin.no> Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Lines: 14 Date: Sun, 03 Oct 1999 18:27:40 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938975260 24.64.98.101 (Sun, 03 Oct 1999 11:27:40 PDT) NNTP-Posting-Date: Sun, 03 Oct 1999 11:27:40 PDT Xref: teaser.fr rec.games.computer.doom.editing:14021 do dehacked patches work with MBF (or other source ports)? Kim Roar Foldøy Hauge wrote: > > For exe hacking use: > > doom2.exe version 1.9 the dos executable and the > newest Dehacked > > doom95 is NOT suitable for exe hacking, forget it, > use doom2.exe -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!europa.netcrusader.net!192.148.253.68!netnews.com!feeder.via.net!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F7A252.A7B05B94@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: To everyone who's helped me out: References: <01bf0d8b$2f4c2d80$29ab4dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Date: Sun, 03 Oct 1999 18:29:55 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 938975395 24.64.98.101 (Sun, 03 Oct 1999 11:29:55 PDT) NNTP-Posting-Date: Sun, 03 Oct 1999 11:29:55 PDT Lines: 46 Xref: teaser.fr rec.games.computer.doom.editing:14022 be sure to post it to alt.binaries.doom when you are done. i'm sure we'd all love to try it! Xaq wrote: > > Thanks. So far my little project's going along nicely. Here's how things > are looking so far: > > Chainsaw's been replaced by a "gunblade" (anyone who's played Final Fantasy > 8 knows what that is.) > > Pistol now looks more like a Colt Revolver, and comes complete with the > hammer pulling back as you fire. ( :-) ) > > The Shotguns are as they were (I wouldn't mess with those if you put > a.......well, SHOTGUN to my head.) > > The Chaingun now has 2 barrels and fires twice as fast. ( *evil grin* ) > > The Rocket Launcher's been updated very nicely: Now it fires heat-seekers! > (How'd I do it? Simple. It just fires the same rockets that those skeleton > things [Revenants, I think...] shoot.) > > The Plasma Rifle got a bit of an upgrade as well. Anyone who's played Doom > 64 might recognize the new weapon as the "Alien Gun". Y'know, that red one > that you could upgrade with those 3 crests. Well, you can't upgrade this > gun, but not to worry. It's got the same speed as the Plasma Rifle and, > instead of little blue bullets, shoots a pair of red lasers. Given the > nature of the weapon's creators, I decided to rename this weapon > accordingly. When you pick it up, you see the phrase "You picked up a > Hellfire!". > > As for the beloved BFG9000......well, despite the fact that it's one of my > favorite weapons, got replaced by an electric-powered Flamethrower. It > looks just like the Plasma Rifle (the original one.) but instead of big > green balls of death or little blue energy bullets, this weapon shoots a > stream of fire out. In about 1.2 seconds it will do as much damage as the > original BFG did, but it guzzles up energy about 1.5x as fast as the > original Plasma Rifle. > > Still got a few bugs to work out, but I'm almost done with it. > > Again, thanks to everyone who helped me with my hacking problems! -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-raspail.gip.net!news.gsl.net!gip.net!newsfeed.tli.de!news.algonet.se!algonet!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37F7B7F1.99D9B142@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> <01bf0d26$66eba1e0$36ab4dcf@default> <37F78757.EECDD462@robin.no> <37F7A1CB.4F77B651@NO.SPAM.home.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 22 Date: Sun, 03 Oct 1999 19:00:21 GMT NNTP-Posting-Host: 193.217.229.178 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 938977221 193.217.229.178 (Sun, 03 Oct 1999 21:00:21 MET DST) NNTP-Posting-Date: Sun, 03 Oct 1999 21:00:21 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:14023 I've never worked much with dehacked myself, but i think MBF supports deh files from a parameter. This means that the exe isn't patched, ie that data is overwritten, but instead, it will change the values as stated in the .deh file. I'll try to make an example: Doom2 patching is like shooting a guy in the middle of the street. MBF was ys to tell someone to pretend to be dead. Both look the same, but the MBF guy can stand up, and doesn't need to be "healed" like one has to do with Doom2.exe Most ports have support for deh these days, but i think mbf and smmu's is more reliable and bugfree. But, instead of suing MBF, try Fraggle's SMMU. It is built on the mbf source, but has lots of new nifty things. go to www.doomworld.com to find a link to it. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail Message-ID: <37F7A7CE.2271@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,alt.games.doom,alt.games.doom.ii Subject: Warhammer Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 5 Date: Sun, 03 Oct 1999 19:00:52 GMT NNTP-Posting-Host: 207.34.30.48 X-Trace: news21.bellglobal.com 938977252 207.34.30.48 (Sun, 03 Oct 1999 15:00:52 EDT) NNTP-Posting-Date: Sun, 03 Oct 1999 15:00:52 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:14024 alt.games.doom:23927 alt.games.doom.ii:11774 Has anyone made a Warhammer TC for DooM. it's a great idea, in my opinion. Especially considering the fact that they've got some really cool guns and bad guys. Octavulg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!sunqbc.risq.qc.ca!torn!news1.bellglobal.com!news21.bellglobal.com.POSTED!not-for-mail Message-ID: <37F7A7EF.DAE@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Warhammer DooM Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 5 Date: Sun, 03 Oct 1999 19:01:24 GMT NNTP-Posting-Host: 207.34.30.48 X-Trace: news21.bellglobal.com 938977284 207.34.30.48 (Sun, 03 Oct 1999 15:01:24 EDT) NNTP-Posting-Date: Sun, 03 Oct 1999 15:01:24 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:14025 Has anyone made a Warhammer TC for DooM. it's a great idea, in my opinion. Especially considering the fact that they've got some really cool guns and bad guys. Octavulg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!isdnet!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) Date: Sun, 03 Oct 1999 21:50:52 GMT Organization: The Fireblade Clan Lines: 4 Message-ID: <01bf0dbf$0966a620$0fac4dcf@default> References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> <01bf0d26$66eba1e0$36ab4dcf@default> <37F78757.EECDD462@robin.no> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14026 > doom2.exe version 1.9 the dos executable and the > newest Dehacked How do I get the exe file? From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!news.demon.co.uk!demon!nthfen.demon.co.uk!not-for-mail From: "Peter Cowderoy/PSYCHO" Newsgroups: rec.games.computer.doom.editing Subject: Re: Warhammer DooM Date: Sun, 3 Oct 1999 23:00:29 +0100 Message-ID: <7t8jj8$q4q$1@nthfen.demon.co.uk> References: <37F7A7EF.DAE@pei.sympatico.ca> NNTP-Posting-Host: psychobox.private X-NNTP-Posting-Host: nthfen.demon.co.uk:194.222.28.133 X-Trace: news.demon.co.uk 938989966 nnrp-11:6893 NO-IDENT nthfen.demon.co.uk:194.222.28.133 X-Complaints-To: abuse@demon.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 16 Xref: teaser.fr rec.games.computer.doom.editing:14027 Jack and Co. wrote in message <37F7A7EF.DAE@pei.sympatico.ca>... >Has anyone made a Warhammer TC for DooM. it's a great idea, in my >opinion. Especially considering the fact that they've got some really >cool guns and bad guys. Haven't seen one - I assume you mean 40K, BTW. And don't repost so soon, you should leave at least a couple of days - if not much longer. -------------------------------------------------- psycho@nthfen.demon.co.uk 'In Ankh-Morpork even the shit have a street to itself... Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!u-2.maxwell.syr.edu!feeder.via.net!newshub1.home.com!news.home.com!ha1.POSTED!not-for-mail From: "Matt Williams" Newsgroups: alt.games.doom.ii,alt.games.doom,rec.games.computer.doom.editing References: <37EEB4B7.1F9C@goodnet.com> <37F29ECC.4192@earthlink.net> <37f37550.84995515@news.inet.fi> <37F3EFAD.7DEF@earthlink.net> <37f4f918.184281895@news.inet.fi> <37F6A374.3B27@earthlink.net> <37F6B5B2.3BD8@pei.sympatico.ca> Subject: Re: Warhammer WAD Lines: 14 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Message-ID: <52RJ3.1801$ns6.28088@ha1> Date: Sun, 03 Oct 1999 22:47:29 GMT NNTP-Posting-Host: 24.6.217.241 X-Complaints-To: abuse@home.net X-Trace: ha1 938990849 24.6.217.241 (Sun, 03 Oct 1999 15:47:29 PDT) NNTP-Posting-Date: Sun, 03 Oct 1999 15:47:29 PDT Organization: @Home Network Xref: teaser.fr alt.games.doom.ii:11775 alt.games.doom:23932 rec.games.computer.doom.editing:14028 I don't think there has been a Warhammer TC for Doom. Could be but I'm pretty sure that there isn't (not unless someone is working on one right now or someone plans on starting a TC). Matt Jack and Co. wrote in message news:37F6B5B2.3BD8@pei.sympatico.ca... > Did anyone ever make one for DooM 2. i think it'd be really, ool, > blowing away Chaos scum etc. > > Octavulg From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!newshub2.home.com!news.home.com!news1.rdc1.ab.home.com.POSTED!not-for-mail Message-ID: <37F82F6A.EE9AF6D8@home.com> From: Rob Ellwood Reply-To: rob.ellwoodDELETETHISPART@home.com Organization: @Home Network X-Mailer: Mozilla 4.05 [en]C-AtHome0404 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Previously unknown Doom bug? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 39 Date: Mon, 04 Oct 1999 04:40:15 GMT NNTP-Posting-Host: 24.66.236.128 X-Complaints-To: abuse@home.net X-Trace: news1.rdc1.ab.home.com 939012015 24.66.236.128 (Sun, 03 Oct 1999 21:40:15 PDT) NNTP-Posting-Date: Sun, 03 Oct 1999 21:40:15 PDT Xref: teaser.fr rec.games.computer.doom.editing:14029 I've been working to add polygons to Slige. I hit visplanes overflow in an unusual place. The view was very, very simple, except for a 2 by 9 array of three-pointed stars. Details: - The three-pointed stars are of the same general shape as asterisks: sharp angles and thin arms. IIRC, they had a different light level, and there were holes in the ceiling above them. - I have already had problems with BSP 2.3's known problem with slime trails. I retried with BSP 3.0. No dice. - I used idclip to approach the room from one side. There was no crash. Meanwhile, when I take the normal room entrance (an elevator), it crashes so fast I never even get a glimpse of the room. - The room had [shrug] 5 visiplanes, plus (in theory) 18 for the polygons. - I thought that the standard "visplane overflow" message just stated the bare fact. This error message reported how many visplanes there were. (151 was the highest I saw in half a dozen tests.) I've seen another crash with Slige when there was a 3x4 polygon array in the foreground, plus a modestly complic- ated background. This made me suspicious of polygons, but I didn't see the problem again until now. I've also seen Slige crash out of nowhere, in a place where visplanes should not have been a problem. (I did not catch the error message.) Before I start cranking through test cases, does this ring any bells with anyone? -- Rob Ellwood To reply, delete the anti-spam stuff in the address. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!nsw.nnrp.telstra.net!news.syd.connect.com.au!news.mel.connect.com.au!news.per.connect.com.au!news.waia.asn.au!quokka.wn.com.au!not-for-mail From: "Jason SIMPSON" Newsgroups: rec.games.computer.doom.editing Subject: how can i make my pistol more powerful Date: Mon, 4 Oct 1999 14:01:18 +0800 Organization: WestNet Pty Ltd Lines: 7 Message-ID: <7t9fhf$hfs$1@quokka.wn.com.au> NNTP-Posting-Host: mdm22.wongan.wn.com.au X-Trace: quokka.wn.com.au 939016559 17916 203.26.78.91 (4 Oct 1999 05:55:59 GMT) X-Complaints-To: admin@wn.com.au NNTP-Posting-Date: 4 Oct 1999 05:55:59 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:14030 im using wintex4.2 to make a sniper rifle patch for the pistol its got bolt action and echo sounds and a scope and muzzle flash but the bullets are too weak how can i kill with one shot From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!news-feed.riddles.org.uk!logbridge.uoregon.edu!newsfeed.berkeley.edu!intgwpad.nntp.telstra.net!nsw.nnrp.telstra.net!news.syd.connect.com.au!news.mel.connect.com.au!news.per.connect.com.au!news.waia.asn.au!quokka.wn.com.au!not-for-mail From: "Jason SIMPSON" Newsgroups: rec.games.computer.doom.editing Subject: sniper rifle for doom Date: Mon, 4 Oct 1999 14:03:16 +0800 Organization: WestNet Pty Ltd Lines: 9 Message-ID: <7t9fjv$hg0$1@quokka.wn.com.au> NNTP-Posting-Host: mdm22.wongan.wn.com.au X-Trace: quokka.wn.com.au 939016639 17920 203.26.78.91 (4 Oct 1999 05:57:19 GMT) X-Complaints-To: admin@wn.com.au NNTP-Posting-Date: 4 Oct 1999 05:57:19 GMT X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: teaser.fr rec.games.computer.doom.editing:14031 im using wintex4.2 to make a sniper rifle patch for the pistol its got bolt action and echo sounds and a scope and muzzle flash but the bullets are too weak how can i kill with one shot im running doom 95 and it has to be the pistol From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!newsfeed.cwix.com!torn!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail Message-ID: <37F883CE.56F9@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Warhammer DooM References: <37F7A7EF.DAE@pei.sympatico.ca> <7t8jj8$q4q$1@nthfen.demon.co.uk> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 21 Date: Mon, 04 Oct 1999 10:39:27 GMT NNTP-Posting-Host: 207.34.31.13 X-Trace: news20.bellglobal.com 939033567 207.34.31.13 (Mon, 04 Oct 1999 06:39:27 EDT) NNTP-Posting-Date: Mon, 04 Oct 1999 06:39:27 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:14034 Peter Cowderoy/PSYCHO wrote: > > Jack and Co. wrote in message <37F7A7EF.DAE@pei.sympatico.ca>... > >Has anyone made a Warhammer TC for DooM. it's a great idea, in my > >opinion. Especially considering the fact that they've got some really > >cool guns and bad guys. > > Haven't seen one - I assume you mean 40K, BTW. And don't repost so soon, you > should leave at least a couple of days - if not much longer. I didn't get a single reply. And my server didn't see it. Maybe I should try to make it Octavulg > > -------------------------------------------------- > psycho@nthfen.demon.co.uk > > 'In Ankh-Morpork even the shit have a street to itself... > Truly, this is a land of opportunity' - Detritus, Men at Arms From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!cpk-news-hub1.bbnplanet.com!news.gtei.net!news1.bellglobal.com!news20.bellglobal.com.POSTED!not-for-mail Message-ID: <37F884DE.D7C@pei.sympatico.ca> From: "Jack and Co." Reply-To: c.c.s.jack@pei.sympatico.ca X-Mailer: Mozilla 3.01C-SYMPA (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.help Subject: Warhammer Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 15 Date: Mon, 04 Oct 1999 10:43:59 GMT NNTP-Posting-Host: 207.34.31.13 X-Trace: news20.bellglobal.com 939033839 207.34.31.13 (Mon, 04 Oct 1999 06:43:59 EDT) NNTP-Posting-Date: Mon, 04 Oct 1999 06:43:59 EDT Organization: Sympatico Xref: teaser.fr rec.games.computer.doom.editing:14035 rec.games.computer.doom.help:11010 I'm now thinking of making a Warhammer 40K WAD. I think it'd be pretty cool. I'm looking for enemy suggestions and weapon replacement suggestions. So far I've got what they will be once I know how to do it. Fist-Power sword/Chain sword Pistol-It's some sorta gun, basically the same as the pistol Shotgun-Bolter Super Shotgun-Storm/Heavy Bolter Chaingun-There's a chaingun like weapon. Plasma Cannon-Dunno Rocket Launcher. Gonna take up more of the screen, but still similar BFG-9000-Toughy, but dunno yet. Octavulg, needs help with this project. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!newsfeed.tli.de!newsfeed1.swip.net!swipnet!juliett.dax.net!not-for-mail Message-ID: <37F8F7C1.2931862F@robin.no> From: Kim Roar =?iso-8859-1?Q?Fold=F8y?= Hauge Reply-To: hauge@robin.no X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: no,en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing Subject: Re: Today must not be my day. (A 2nd reply) References: <01bf0c38$a7ca0600$5fab4dcf@default> <37f54f28.5331809@news.ncf.carleton.ca> <01bf0cbc$a38ee860$1cae4dcf@default> <37F68E3C.83D53273@planetfortress.com> <01bf0d26$66eba1e0$36ab4dcf@default> <37F78757.EECDD462@robin.no> <01bf0dbf$0966a620$0fac4dcf@default> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 3 Date: Mon, 04 Oct 1999 17:44:52 GMT NNTP-Posting-Host: 193.217.241.210 X-Complaints-To: abuse@tele2.no X-Trace: juliett.dax.net 939059092 193.217.241.210 (Mon, 04 Oct 1999 19:44:52 MET DST) NNTP-Posting-Date: Mon, 04 Oct 1999 19:44:52 MET DST Organization: Tele2 Norway AS Public Access Xref: teaser.fr rec.games.computer.doom.editing:14036 Download shareware doom 1.9 and rename its exe to doom2.exe They are identical. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!news.idt.net!nyd.news.ans.net!news.chips.ibm.com!newsfeed.btv.ibm.com!news.btv.ibm.com!not-for-mail From: chess@us.ibm.com (David M. Chess) Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) Date: 4 Oct 1999 18:32:56 GMT Organization: IBM Global Services North -- Burlington, Vermont, USA Lines: 55 Message-ID: <7tas2p$8mi$1@news.btv.ibm.com> References: <37F29F2D.A585F86F@NO.SPAM.home.com> NNTP-Posting-Host: catnose.watson.ibm.com X-Trace: news.btv.ibm.com 939062169 8914 9.2.17.34 (4 Oct 1999 18:36:09 GMT) X-Complaints-To: news@btv.ibm.com NNTP-Posting-Date: 4 Oct 1999 18:36:09 GMT X-Client: Newz/Ponga (alpha) Xref: teaser.fr rec.games.computer.doom.editing:14037 rec.games.computer.doom.playing:17790 >From: Nate Dogg >Wow. that is all i can say now. i never even knew what Slige was, so i >tried it and it blew me away. i thought it would make a few lame rooms >with maybe a barrel and an imp in each one, but this thing actually made >nice looking little levels! Despite the bugs, this is one hell of a >program! Thanks! We aim to please. You think it's got bugs now, you should'a seen it a few hundred builds ago! It's pretty reliable now, especially by the current standards of the industry... *8) >1. how do i make doom2 levels with it? i read the readme and it says to >go slige -doom2. i tried this from dos but it said it cannot be run >from dos, so how do i do it? Learn to love the shell prompt / command line, or the "MS-DOS Prompt" as Windows confusingly calls it. Open an "MS-DOS Prompt", and type the various "slige -whatever" commands from there (that is, don't exit Windows entirely, just get a command prompt within Windows). The GUI (them things with the pinko buttons sitting on the "desktop") is to the command line like a butterknife is to an industrial-grade wood-chipper. >2. in one level i made, it used the grey door texture (the one you see >behind you in e1m1 of regular doom) to cover a space too large for it Yeah, currently SLIGE is willing to use all door textures on doors that are wider than the texture. This works fine with some doors (the wooden ones, mostly), but looks bad with some others, DOOR3 especially. Someday I need to add a texture-attribute that tells it not to do that. It's a just a cosmetic thing, and I admit I haven't given it a high priority! >3. a good suggestion would be to create a launcher program (like doom95) >for slige so us windows people won't have to worry about dos gibberish I like command lines, myself. GUI-addiction is bad for you; learn to love the command line! I've had various people whip up SLIGE frontends in like Visual Basic and stuff and send them to me, but I don't want to be the distributor of someone else's code, especially code I wouldn't be using myself. If someone does do a SLIGE GUI front end and sends me the URL that it's available at, I'd be glad to put links on the SLIGE pages and in the docs. See ftp://ftp.cdrom.com/pub/idgames/utils/randomizers/sliged.zip for a batch-file-based frontend for SLIGE that's supposed to make SLIGE easier for the point-and-click set. I haven't tried it myself, but it's worth a look... DC http://www.doomworld.com/slige/ http://www.davidchess.com/ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!dispose.news.demon.net!demon!colt.net!diablo.theplanet.net!news.theplanet.net!newspost.theplanet.net!not-for-mail From: "Zas4" Newsgroups: rec.games.computer.doom.editing Subject: Textures Date: Mon, 4 Oct 1999 21:16:21 +0100 Organization: Customer of Planet Online Message-ID: <7tb1s6$qug$1@news7.svr.pol.co.uk> NNTP-Posting-Host: modem-110.strontium.dialup.pol.co.uk X-Trace: news7.svr.pol.co.uk 939068102 27600 62.136.18.238 (4 Oct 1999 20:15:02 GMT) NNTP-Posting-Date: 4 Oct 1999 20:15:02 GMT X-Complaints-To: abuse@theplanet.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Lines: 7 Xref: teaser.fr rec.games.computer.doom.editing:14038 Is there a dedicated program for adding my own textures into my WAD file from JPEG,BMP and PCX format? I have several map editors that recon they can do it but they don`t seem to do it very sucsessfuly. I need a program that allows me to do this with ease and without giving out errors left right and center. From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!nntp.abs.net!netnews.com!feeder.via.net!newshub1.home.com!news.home.com!news1.sshe1.sk.home.com.POSTED!not-for-mail Message-ID: <37F92954.9E718495@NO.SPAM.home.com> From: Nate Dogg Reply-To: nljones@home.com Organization: @Home Network Member X-Mailer: Mozilla 4.61 [en]C-AtHome0404 (Win98; I) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: rec.games.computer.doom.editing,rec.games.computer.doom.playing Subject: Re: SLIGE 474 is out (more infinite levels!) References: <37F29F2D.A585F86F@NO.SPAM.home.com> <7tas2p$8mi$1@news.btv.ibm.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 65 Date: Mon, 04 Oct 1999 22:17:47 GMT NNTP-Posting-Host: 24.64.98.101 X-Complaints-To: abuse@home.net X-Trace: news1.sshe1.sk.home.com 939075467 24.64.98.101 (Mon, 04 Oct 1999 15:17:47 PDT) NNTP-Posting-Date: Mon, 04 Oct 1999 15:17:47 PDT Xref: teaser.fr rec.games.computer.doom.editing:14039 rec.games.computer.doom.playing:17791 Thanks David, and I am actually getting used to command line stuff now (I use the RUN thing from the Start Menu so I don't have to quit windows). "David M. Chess" wrote: > > >From: Nate Dogg > > >Wow. that is all i can say now. i never even knew what Slige was, so i > >tried it and it blew me away. i thought it would make a few lame rooms > >with maybe a barrel and an imp in each one, but this thing actually made > >nice looking little levels! Despite the bugs, this is one hell of a > >program! > > Thanks! We aim to please. You think it's got bugs now, you > should'a seen it a few hundred builds ago! It's pretty reliable > now, especially by the current standards of the industry... *8) > > >1. how do i make doom2 levels with it? i read the readme and it says to > >go slige -doom2. i tried this from dos but it said it cannot be run > >from dos, so how do i do it? > > Learn to love the shell prompt / command line, or the "MS-DOS Prompt" > as Windows confusingly calls it. Open an "MS-DOS Prompt", and type > the various "slige -whatever" commands from there (that is, don't > exit Windows entirely, just get a command prompt within Windows). > The GUI (them things with the pinko buttons sitting on the "desktop") > is to the command line like a butterknife is to an industrial-grade > wood-chipper. > > >2. in one level i made, it used the grey door texture (the one you see > >behind you in e1m1 of regular doom) to cover a space too large for it > > Yeah, currently SLIGE is willing to use all door textures on doors > that are wider than the texture. This works fine with some doors > (the wooden ones, mostly), but looks bad with some others, DOOR3 > especially. Someday I need to add a texture-attribute that tells > it not to do that. It's a just a cosmetic thing, and I admit I > haven't given it a high priority! > > >3. a good suggestion would be to create a launcher program (like doom95) > >for slige so us windows people won't have to worry about dos gibberish > > I like command lines, myself. GUI-addiction is bad for you; learn > to love the command line! I've had various people whip up SLIGE > frontends in like Visual Basic and stuff and send them to me, but > I don't want to be the distributor of someone else's code, especially > code I wouldn't be using myself. If someone does do a SLIGE GUI > front end and sends me the URL that it's available at, I'd be > glad to put links on the SLIGE pages and in the docs. See > > ftp://ftp.cdrom.com/pub/idgames/utils/randomizers/sliged.zip > > for a batch-file-based frontend for SLIGE that's supposed to > make SLIGE easier for the point-and-click set. I haven't tried > it myself, but it's worth a look... > > DC > http://www.doomworld.com/slige/ > http://www.davidchess.com/ -- * Soup that eats like a meal * From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!rQdQ!supernews.com!remarQ.com!corp.supernews.com!not-for-mail From: "Xaq" Newsgroups: rec.games.computer.doom.editing Subject: A slight problem downloading doom 1.9.... Date: Tue, 05 Oct 1999 00:00:50 GMT Organization: The Fireblade Clan Lines: 8 Message-ID: <01bf0e9a$a503b7e0$bfa84dcf@default> X-Complaints-To: newsabuse@supernews.com X-Newsreader: Microsoft Internet News 4.70.1162 Xref: teaser.fr rec.games.computer.doom.editing:14040 For some reason, whenever I try to download the shareware version of Doom (so that I can get the .exe file I need), it says "server returned extended information", then stops. It even does that when I try to just save the file! Can anyone help? (Y'know, maybe attach the doom2.exe file to a post or something?) From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!sunqbc.risq.qc.ca!newspeer.monmouth.com!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: import 16 bit sounds in a wad ???? Date: Mon, 04 Oct 1999 21:44:14 -0700 Content-Transfer-Encoding: 7bit References: <+AfpN5TC7y62FG+Sq2YxOyNZ6WZK@4ax.com> <5CDxN389KDhhkZMxZ4qS=yaghWy4@4ax.com> <7t7bhl$2us1$1@feed.teaser.fr> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 5 Oct 1999 04:41:26 GMT X-ELN-Insert-Date: Mon Oct 4 21:45:19 1999 Organization: Offworld Press Lines: 12 Mime-Version: 1.0 NNTP-Posting-Host: 1cust162.tnt4.lancaster.ca.da.uu.net Message-ID: <37F9821E.57E@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:14041 Andre Majorel wrote: > >Andre, whyncha post your sound-samples WAD somewhere for others to > >test? > > I've put it at http://www.teaser.fr/~amajorel/doom/wavwad.zip > Please try it and let me know how it works for you. > Checked it out. On the P90 with a real SB16, I got approximately the same results as you did. ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!freenix!remarQ-easT!supernews.com!remarQ.com!news.maxwell.syr.edu!netnews.com!newsfeed1.earthlink.net!nntp.earthlink.net!posted-from-earthlink!not-for-mail From: Rez Newsgroups: rec.games.computer.doom.editing Subject: Re: Previously unknown Doom bug? Date: Mon, 04 Oct 1999 21:45:50 -0700 Content-Transfer-Encoding: 7bit References: <37F82F6A.EE9AF6D8@home.com> X-Posted-Path-Was: not-for-mail Content-Type: text/plain; charset=us-ascii X-ELN-Date: 5 Oct 1999 04:43:03 GMT X-ELN-Insert-Date: Mon Oct 4 21:45:22 1999 Organization: Offworld Press Lines: 15 Mime-Version: 1.0 NNTP-Posting-Host: 1cust162.tnt4.lancaster.ca.da.uu.net Message-ID: <37F9827E.5069@earthlink.net> X-Mailer: Mozilla 3.04 (Win16; I) Xref: teaser.fr rec.games.computer.doom.editing:14042 Rob Ellwood wrote: > > I've been working to add polygons to Slige. I hit > visplanes overflow in an unusual place. The view was very, > very simple, except for a 2 by 9 array of three-pointed > stars. > Before I start cranking through test cases, does this > ring any bells with anyone? Does it make any difference what engine you use to run the output? Got any test cases for interested parties to dl and try out? ~REZ~ From x@x Mon Jan 1 00:00:00 GMT 1999 Path: teaser.fr!proxad.net!grolier!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!nntp.abs.net!outfeed1.news.cais.net!news.abydos.com!not-for-mail From: vanes002@maroon.tc.umn.edu (RGCD Support Team) Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.misc,rec.games.computer.doom.playing,rec.games.computer.doom.editing Subject: () READ THIS BEFORE POSTING to Rec.Games.Computer.Doom newsgroups Supersedes: Followup-To: poster Date: 5 Oct 1999 03:45:15 -0400 Organization: RGCD Support Team Lines: 80 Sender: jve@news.gamers.org Expires: 19 Oct 1999 07:45:01 GMT Message-ID: NNTP-Posting-Host: thegate.gamers.org Xref: teaser.fr rec.games.computer.doom.help:11011 rec.games.computer.doom.misc:6696 rec.games.computer.doom.playing:17793 rec.games.computer.doom.editing:14043 | [ Mar 01 - Added rec.games.computer.quake.quake-c] | [ Mar 26 - Updated 'current versions' list at end] These newsgroups dedicated to discussing any and all versions and ports of id Software's 3D action game DOOM and its addons were created Nov 14, 1994: rec.games.computer.doom.announce Info/FAQs/reviews about DOOM (Moderated) rec.games.computer.doom.help DOOM Help Service (new players welcome) rec.games.computer.doom.misc Talking about DOOM and id Software rec.games.computer.doom.editing Editing and hacking DOOM-related files rec.games.computer.doom.playing Playing DOOM and user-created levels Before posting to these newsgroups, be sure to read the articles with "POSTING GUIDELINES" in the Subject (cross-posted to all the groups). HERETIC, HEXEN and STRIFE use DOOM-based technology licensed by id and are considered to be "versions" of DOOM - they're "on-topic" for discussion in these newsgroups. QUAKE has its own newsgroups hierarchy created in January and May 1996: rec.games.computer.quake.announce