T.R | Title | User | Personal Name | Date | Lines |
---|
5.1 | | KERNEL::BOWEO | Telepathy means never having to say... | Thu Jun 16 1994 05:24 | 6 |
| I have a Windows DOOM editor called DOOMed unfortunately whenever I run it
I get an error message along the lines of not a valid WAD file.
Can anybody shed any light on it
Oliver
|
5.2 | | CRIME::BIJAOUI | Tomorrow Never Knows | Thu Jun 16 1994 09:46 | 6 |
| I had a look in there, but there are too many things to look at. Can
anybody recommend an easy-to-use WAD maker ?
Tnx,
Pierre.
|
5.3 | My $.02 | KAOA09::KAOP97::SOWREY | Son of Worf | Thu Jun 16 1994 09:58 | 11 |
| > I had a look in there, but there are too many things to look at.
> Can anybody recommend an easy-to-use WAD maker ?
Hi Pierre!
"Easy-to-use" and "WAD maker" shouldn't be used in the same sentence,
or at least that's what I know. I'm told DoomCAD isn't too bad, but
you need to register it before you can build your own levels. Aside
from that, Deu 5.21 seems to be the best editor out there...
Geoff
|
5.4 | | KAOOA::SOWREY | Son Of Worf | Thu Jun 16 1994 10:50 | 9 |
| One other thing for you budding (or proficient) developers:
Large WAD files or ones with a lot of monsters tend to run slowly.
You'll probably want to get your hands on a program called REJECT that
will recalculate the WAD so that the Doom engine doesn't try to
recalculate the whole WAD at once. According to what I've read on the
Internet, it's quite useful...
Geoff
|
5.5 | New DMAUD ??? | IOSG::CHEWTER | | Thu Jun 16 1994 20:57 | 9 |
|
Does anyone know whether DMAUD has been updated to support v1.2 of
the game ?
Either that or is there another audio editor to patch in alternative
sound files.
Cheers,
-John.
|
5.6 | | KERNEL::BOWEO | Telepathy means never having to say... | Fri Jun 17 1994 05:15 | 5 |
| I have a version of DMAUD which works with the registered V1.2
but I haven't played with it much (I got with WOLFDOOM )
Oliver
|
5.7 | Newest version works with everything | KAOA09::KAOP97::SOWREY | Son of Worf | Fri Jun 17 1994 08:29 | 10 |
| RE: DMAUD
DMAUD should work with *ANY* version of Doom. As far as I know, the
newest version of DMAUD (1.2?) will allow you to extract and write
over the sounds in the DOOM.WAD file.
Adding a -X at the end of the command line will also let you put in
sounds that are different lengths than the one currently there.
Geoff
|
5.8 | | KAOA09::KAOP97::SOWREY | Son of Worf | Fri Jul 15 1994 13:52 | 6 |
| To correct a previous post of my own -- the newest version of
DoomCad (which I believe is available on SHUVVA) does NOT require
you register to build your own levels, but is still requested
by the designer...
Geoff
|
5.9 | Help for create wads | EVOAI2::SECU_LDV | SECULDV @EVO | Tue Jul 19 1994 10:04 | 2 |
| Is there any "Help" or "Doc" for a doom editor? (Like WADED or DOOMED)
Thanks for help..
|
5.10 | Try these... | IOSG::CHEWTER | | Tue Jul 19 1994 12:28 | 7 |
|
There are some additional documents for DEU available, they are
available at shuvva::dkb0:[doom.editors]deu51doc.zip along with
the editor itself. There is a newer version of the editor but I
suspect that the docs will still be suitable.
John.
|
5.11 | Yet? Thanks | EVOAI2::SECU_LDV | SECULDV @EVO | Tue Jul 19 1994 13:41 | 1 |
| Thanks for this "rapide reponse"!
|
5.12 | And which editor should a beginner use? | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Tue Sep 20 1994 04:33 | 14 |
|
I like the idea of modelling my working location (don't *YOU* fancy the
idea of blowing away that B*****D down the corridor who annoyed you
yesterday?), but would like an idea of the amount of time and effort I
would have to invest to do it, before embarking on the project.
I would most likely attempt to do it in stages, like use one type of
wall, door etc to block out the maze, then think about placement of
objects, monsters etc. [How about an oilcan of nasty in place of a
coffee machine?]. Then to embellish it, do stairs, different levels
etc. Should I draw a plan on paper etc first?
Thanks,
Ian
|
5.13 | | SXYEXE::OTTEN | David Otten @SBP - 782-2675 ASG Solent | Tue Sep 20 1994 05:21 | 8 |
| Hmm.. This is a co-worker sprite.. This is a Boss daemon.. This is a Visiting
VP Cacodaemon.....
Now.. If you could only change the faces....... :-)
David
|
5.14 | DEU, DoomEd, Doom Cad, to name a few.... | FORTY2::HOWELL | Just get to the point... | Tue Sep 20 1994 05:31 | 15 |
| Well my favourite editors are DEU (not windows, but quicker when you
know the keypresses), DoomEd and DoomCAD (runin windows so the toggling
of tags is a lot easier, but the whole thing is a slower process to do
simple things... IMHO!).
You have to sit down and play before you get the hang of it, and
drawing the level on paper helps. Read the doom development FAQ and as
much relavant documentation as you can. These will all be found on the
usual FTP sites.
As for editing sprites/sounds/music/etc I haven't started on this yet
but it doesn't look TOO daunting ;-) !!!
Have fun. Nuke them coffee machines!
|
5.15 | I'll model my wife! | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Mon Sep 26 1994 11:11 | 15 |
| > You have to sit down and play before you get the hang of it, and
> drawing the level on paper helps. Read the doom development FAQ and as
> much relavant documentation as you can. These will all be found on the
> usual FTP sites.
By 'sit down and play' I presume you mean play with the editor? Or do
you mean play with DOOM? If the latter, I've done it!
Is there a VMS location for the docs (esp. DOOM devt FAQ)?
And to save me a future hunt for info, can you generate new monsters?
Cheers,
Ian
|
5.16 | | FORTY2::HOWELL | Just get to the point... | Mon Sep 26 1994 11:40 | 10 |
| re. Play
I found it was useful to start with a pre-constructed level and
look at how it is built (ie. linedefs values, etc) then look at it in
Doom. Then try modifying it in an editor. Re-load it to doom and see if
the alteration you made is what you thought would happen or not! By
'play' I guess I meant both... before starting your own level, just
mess around with other ones until you know the ins and outs.
That's what I did, anyway.
|
5.17 | | FORTY2::HOWELL | Just get to the point... | Mon Sep 26 1994 12:58 | 20 |
| re. VMS location
I had a look on FLYTE but couldn't find the development FAQ, maybe
ask John (IOSG::CHEWTER) he'd know if it's in there anywhere. It's
definately on the WWW, but I can never get that damn thing to
download...
re. Make new Monsters
Not sure what you mean here. If you mean can you change the sprites
so that, say, an Imp appears as your boss, then YES you can BUT it'd
take a bit of work. Lots of sprites to be changed etc.
If you mean change their behaviour, make a completely new monster,
then NO (not that I know of). This would require some major hacking, I
imagine. The thing is certain monsters have certain attributes. ie Imps
shoot fireballs, sergeants shotguns, soldiers rifles, Barons plasma.
Cacodemons float but are slow, Lost Souls float but can be fast, etc
etc.
In short you can change the way the monsters LOOK in the game, but
making your own new monsters is nigh on impossible, I would've thought.
|
5.18 | Try DHACK... | STRATA::MMURRAY | Hey Frank, let me borrow your keys. | Mon Sep 26 1994 15:42 | 24 |
|
RE: -.1
Ahh, yes, but if you get Doom Hack you can change the
attributes of any sprite... I've fooled around with it
a little bit. There are some files out there that people
have created that change items around... Like...
Chaingun Shotgun: Infinite ammo and fires about several
burts at one time... Totally devastating.
Moving Barrels: Toxic barrels move towards you and explode
on contact...
Sergeant Chaingunners: Changes the weapon of the shotgun wielding
sergeants to chainguns...
It's a very useful editor but is difficult to use... The one
that I had that is, perhaps a later version would be
better...
Bye,
Mike.
|
5.19 | More info... | IOSG::CHEWTER | | Wed Sep 28 1994 13:29 | 9 |
|
I've added a new section on FLYTE;
FLYTE::USER1:[ARCHIVE.DOOM.TEXT]*.*
It's got a load of text files that may be of help, including the FAQs
for the game and the designing.
-John.
|
5.20 | | FORTY2::HOWELL | Just get to the point... | Thu Sep 29 1994 05:37 | 2 |
| Cheers John.
|
5.21 | Request for name of devt FAQ | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Thu Sep 29 1994 07:04 | 4 |
|
I looked at the filenames in the directory, but couldn't detect which
one was most relevant to designing WADS. Any chance of a filename
pointer please?
|
5.22 | | FORTY2::HOWELL | Just get to the point... | Thu Sep 29 1994 07:47 | 3 |
| FLYTE::USER1:[ARCHIVE.DOOM.TEXT]DMSPEC13.TXT
....these are the official Doom specs. I find these useful.
|
5.23 | | FORTY2::HOWELL | Just get to the point... | Thu Sep 29 1994 07:48 | 2 |
| ..oh, forgot, there's also TUTORIAL.TXT if you're starting off
afresh...
|
5.24 | New User Needs Help | VAXUUM::EROSS | | Sat Nov 12 1994 19:53 | 6 |
| I just got a Doom editor called Waded and I'm having a lot of trouble
with it.My main problem is that I can't figure out how to run the wad
files I create.I will gladly except any help at all.
sincerely,
Andy
|
5.25 | | FORTY2::HOWELL | Just get to the point... | Mon Nov 14 1994 04:47 | 15 |
| 1. Save the WAD file from your editor (eg. LEVEL.WAD)�
2. Start doom like this :-
c:\GAMES\DOOM > doom -file level.wad
That's it!
�NOTE: 'Ideally' you should run a decent nodes builder after doing
this. Try the BSP nodes builder on flyte :-
FLYTE::USER1:[ARCHIVE.DOOM.EDITORS]BSP11X.*
Dan
|
5.26 | | VAXUUM::EROSS | | Mon Nov 14 1994 19:35 | 1 |
| Thanks, I just tried it and it works great.
|
5.27 | Trouble again | VAXUUM::EROSS | | Fri Nov 25 1994 09:37 | 6 |
| A few days ago I copied waded142.zip from
flyte::user1:[archive.doom.editors] and when I tried to unzip it I a
error message. So far I have used every version of pkunzip I could get
my hands on and still no luck.Any suggestions?
Andy
|
5.28 | | FORTY2::HOWELL | Just get to the point... | Fri Nov 25 1994 09:44 | 2 |
| I updated this directory yesterday. You might care to try grabbing the
file again.
|
5.29 | Thanks | APACHE::EROSS | | Fri Nov 25 1994 17:39 | 1 |
| Thank you! I just grabbed it a few minutes ago and it works fine.
|
5.30 | | APACHE::EROSS | | Sun Nov 27 1994 08:13 | 6 |
| Yesterday when I tried to run a wad file I made I got a message saying
z_check heap:block size does not touch the next block. Another message
I got is flat num for name. Anyone know what they are trying to tell
me?
Andy
|
5.31 | Diddle iddle iddle um? | SHIPS::HEWETT_N | Self Appointed DOOM Champion! | Tue Jan 03 1995 11:09 | 10 |
| Does anybody know the function/meaning of `unpegged textures'. I am
currently working with DEU 5.21 which, IMHO, is a great editor compared
to WADED and WADSUP.
Thanks to the clear documentation I found it remarkably easy to learn
over the christmas break, there's just no mention of when or when not
to use unpegged upper and lower textures.
Tanx,
Nick
|
5.32 | space wastin' | SHIPS::HEWETT_N | Self Appointed DOOM Champion! | Wed Jan 04 1995 04:09 | 7 |
| re: -1
Sorry to waste notes space. I answered my own question last night by
looking in the TUTOR directory created by DEU and reading the
TUTOR.DOC, seems the documentation is even better than I thought. 8*)
Nick $feeling_as_dumb_as_a_Cacodemon_looks_under_chaingun_fire
|
5.33 | For those who are interested | VESSA::MICHAELSONJ | Out of the blue... | Mon Feb 13 1995 10:39 | 12 |
|
I downloaded version 4.2 (Blimey, that's skipped a few from 2.60b) of Renegades
DoomEd "The Real Thing". It has full support for Doom and Doom ][. I don't know
about Heretic. The user interface has been updated and expanded, but the
tutorials and help aren't included unless you register. Looks smarter than ever.
Dan, I don't know if you can get it on ftp, I suppose if it's available on CIS
it should be out there somewhere. Definitely worth a look for those of you who
want to develop your own Wads, the interface is light years ahead of DEU, IMHO.
Jonathan
|
5.34 | | FORTY2::HOWELL | Just get to the point... | Mon Feb 13 1995 10:47 | 7 |
| I'm interested :-))))) !!!
Where abouts is it, then? ftp.orst.edu seems all screwed up at the
moment (nothing on it). Can you get it up on the Easynet?
Cheers,
Dan
|
5.35 | oops ! | VESSA::MICHAELSONJ | Out of the blue... | Mon Feb 13 1995 10:57 | 15 |
| Weeeeell Dan,
I suppose I should have had a look before I posted the note :-)
I downloaded it at the weekend from compuserve...it's in GO ACTION if
anyone has access. Unfortunately my PC stays at home near Brum at the
weekend, and I travel down to Newbury, so I can't get hold of it.
<bashing head on desk> Maybe I should have brought a copy with me :-)
I'll have a look on the Web and see if I can find a copy (in my own
time of course) and let you know...sorry, maybe I shouldn't have said
anything without a location.
Jonathan
|
5.36 | | FORTY2::HOWELL | Just get to the point... | Mon Feb 13 1995 11:10 | 4 |
| Mental torture, that, I should have you charged! ;-)
Cheers,
Dan
|
5.37 | sipping tea | VESSA::MICHAELSONJ | Out of the blue... | Mon Feb 13 1995 11:12 | 11 |
| Ok, I took a tea break ;-)
I've found it on the Web on the following page :
http://doomgate.cs.buffalo.edu/ftptree/pub/idgames/utils/level_edit
It's called (surpisingly enough) doomed42.zip !
Don't ever say I didn't help :-)
Jonathan
|
5.38 | | FORTY2::HOWELL | Just get to the point... | Mon Feb 13 1995 11:17 | 3 |
| Right-o. Working on it :-)
Dan$busy
|
5.39 | | FORTY2::HOWELL | Just get to the point... | Mon Feb 13 1995 11:58 | 7 |
| Okay. Currently copying to USER1:[ARCHIVE.DOOM.EDITORS] is
DOOMED42.*
-Enjoy!
Dan
|
5.40 | DCK | KERNEL::BROWNM | DRAC | Tue Apr 18 1995 13:24 | 19 |
| Has anyone seen DCK yet? IT's the sequel to DEU and is absolutely
amazing. Allows you to edit doom, doom II and heretic wads. You get a
preview of the map before you load, so if you have forgotten what you
called your wad file you can get a preview.
The best thin IMO is the ability to zoom into the map and if you
selected the option actually see the objects represented as sprites.
right clicking brings up a mini menu for changing modes, it is just an
excellent little utility, it also has an integrity checker that
highlights any problems and can fix them (whether the fix is what you
want is up to you). Not being a Doom wad editor extraordinaire (I
cannot figure it all out) I cannot say if it is functionally better,
but I was able to get to grips with it a lot quicker than DEU.
If it isn't on flyte I will copy it over tomorrow or later in the week.
Mark
|
5.41 | | SUBPAC::MAGGARD | Mail Order Wives | Tue Apr 18 1995 18:48 | 5 |
| > Has anyone seen DCK yet?
got a pointer?
|
5.42 | | SUBPAC::MAGGARD | Mail Order Wives | Tue Apr 18 1995 18:50 | 7 |
|
I wuz thinkin of making up a wad of a Vegas casino... (inspired by a recent
bizniz trip to said famous gultch of glitter :-)
- jeff
|
5.43 | DCK... | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Wed Apr 19 1995 03:10 | 4 |
|
Please, is it freely available?
Ian
|
5.44 | | KERNEL::BROWNM | DRAC | Wed Apr 19 1995 05:18 | 4 |
| I will upload it to flyte tomorrow, I didn't have time last night to
copy it to disk. It's full title is Doom COnstruction Kit (hence DCK).
Mark
|
5.45 | | FORTY2::HOWELL | Just get to the point... | Wed Apr 19 1995 05:22 | 6 |
| I take it we're talking a newer version that 1.1a (Dated: 09/05/94) ??
(This version is already available on flyte/seamus as DCK11A.ZIP)
Cheers,
Dan
|
5.46 | | KERNEL::BROWNM | DRAC | Wed Apr 19 1995 08:35 | 4 |
| Not sure, I didn't get it from flyte, so it could be the same, I will
check tonight.
Mark
|
5.47 | | PCBUOA::TASSINARI | Bob | Fri Apr 28 1995 13:21 | 4 |
|
DCK22.ZIP is out and is dated 3/16/95........Haven't used it yet but look
forward to it.
|
5.48 | | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Mon Dec 04 1995 10:19 | 8 |
|
I've now been using DCK11A as available in the DECNET shared areas...
I like it lots, however, can some make version 2.2 available for
comparison please? Assuming its shareware of course...
Thanks,
Ian
|