T.R | Title | User | Personal Name | Date | Lines |
---|
130.1 | -So-So | EVOAI2::SECU_LDV | Mr Strato | Tue Oct 04 1994 02:26 | 7 |
| Hi,
I think it can help: Try to set the linedef flags to "block sound..."
I don't see others way...
-Fred-
|
130.2 | | PURPL1::SWANSON | Ride The Lightning | Tue Oct 04 1994 10:55 | 2 |
| Hmmm, I'll try it, but I thought "blocks sound" meant blocks sound
from crossing the line so monsters on the other side won't hear you.
|
130.3 | | FORTY2::HOWELL | Just get to the point... | Tue Oct 04 1994 11:09 | 12 |
| This may be nothing to do with the linedef, and more to do with the
sector it refers to (though I can't say as to ever having this
problem).
I suggest you just look at an example from the original Doom wad, such
as E1M3 in the dark room where you go to pick up the (blue??) key and
it immediately switches off the lights and opens a door behind you
where loads of imps walk out....
I can't think of an exact, identical situation in Doom.wad such as you
describe, but one must exist somewhere.... have a browse!
|
130.4 | | FORTY2::HOWELL | Just get to the point... | Tue Oct 04 1994 11:10 | 5 |
| Aaah! Just thought! Do you have FORTRESS.WAD ???
There is an example in this where you walk over a linedef and it closes
a door behind you to stop you getting out (you have to flick a switch
to open it....). Would this help?
|
130.5 | | PURPL1::SWANSON | Ride The Lightning | Tue Oct 04 1994 12:36 | 10 |
| Thanks for the last two suggestions. I'll have a look at fortress.wad
and the original doom level where the lights go out. I didn't even
think of that!
Although I have the feeling the original doom level where the door
opens, is an "open once and don't close" type of door so that may be
why there's no sound after the initial opening.
Ken
|
130.6 | | FORTY2::HOWELL | Just get to the point... | Tue Oct 04 1994 12:42 | 2 |
| Yeah, you're right actually, the E1M3 example probably won't be of much
use. Sorry!
|
130.7 | E3M2 I think! | MOEUR2::SMITH | Fast as a Mamba, Brave as a Lion! | Tue Oct 04 1994 12:48 | 5 |
|
There is an E3 level which closes a door behind you! Don't know which,
I think its number 2.
Ian
|
130.8 | | FORTY2::HOWELL | Just get to the point... | Tue Oct 04 1994 12:53 | 2 |
| One thing's for sure, it's a darn nasty and evil and downright dirty
thing for a WAD builder to do.
|
130.9 | | PURPL1::SWANSON | Ride The Lightning | Tue Oct 04 1994 13:05 | 18 |
| Muaahahahahaha! :')
Actually, it's not evil at all in my .WAD I have a switch which opens
a door, and it stays open.... no particular reason, just a slightly
different effect than the usual wait 6 seconds and close. But I want
it to automatically close after leaving the room, and this is what the
line is for. Cross it, and the door closes. The only problem is that
when you approach the closed door (before you see the switch), you
cross the line and hear a door sound but nothing happens since it's
already closed.
BTW, this is a WAD of a small portion of the Mill. Anybody else work
at the Mill that would be interested in creating a level of their
workplace? If we got enough people, we could make an entire episode of
it!
Ken
|
130.10 | Walls textures | EVOAI2::SECU_LDV | Mr Strato | Wed Oct 05 1994 06:42 | 12 |
| Hi,
I'm working to my 1st .WAD and I have many problems:
Is there a way (or a tool)to make good textures alignments for regular and
non-regular walls?
What does (how it works?)the fonctions about "X-alignment Y-alignment"
in DEU?
I would like to create my own walls textures, is it possible with
paintbrush? and how to do that? I'm not a good PC user but I want to learn..
Thanks for any help.
-Fred-
|
130.11 | | FORTY2::HOWELL | Just get to the point... | Wed Oct 05 1994 06:57 | 11 |
| a) ??
b) ??
c) You can create your own wall textures, yes (or any other graphics
from Doom). You will need a graphics editor that can edit the
appropriate graphics format (GIF or PPM) and you will need a copy of
the DMGRAPH utility.
DMGRAPH allows you to patch your new graphics into a .WAD file. It can
be obtained from FLYTE::USER1:[ARCHIVE.DOOM.EDITORS]DMGRAP11.*
Can't help you with the other questions, I'm afraid!
|
130.12 | | PURPL1::SWANSON | Ride The Lightning | Wed Oct 05 1994 11:32 | 35 |
| I haven't figured out how to use the automatic texture aligning in DEU
either.
A simple method of aligning in the X direction is to start your first
wall at offset 0. Going clockwise, set the x offset of the next wall
to be the length of the first wall. Set the offset of the third wall
to be the length of the 2nd wall + the offset of the 2nd wall. You
must wrap around when you reach the maximum width of your texture.
So, if your texture is 128 pixels wide, and your first wall starts at
offset 0, and is of length 40, then your second wall will start at
offset 40. If your 2nd wall is of length 35, then the 3rd wall will
start at 40+35= 75. If the 3rd wall is 100 pixels wide, then the 4th
wall would start at 47. (75 + 100 = 175, 175 - 128 = 47) Get it?
wall 1 2 3 4
|----------|--------|--------------------^-------|------------|
0 40 75 ^ 47
^
^
^
texture would reach it's end
somewhere around here and would
have to wrap around.
For the Y direction, it's a lot trickier and I haven't come up with an
easy method. It involves the height of the texture, the height of the
floor and height of the ceiling. Also, it depends on whether it's
normal/upper/lower texture. I use trial and error! Once you figure
out the offset for the upper texture above a doorway, you can set all
the rest the same providing the ceiling and floor heights are the same,
and the height of the doorways are the same as well.
Ken
|
130.13 | Simple... | EVOAI2::SECU_LDV | Mr Strato | Sat Oct 08 1994 12:45 | 10 |
|
I've tried Dmgraph but seems more complex than I think.
Thanks Ken...
Is this way works for walls with same textures(ex:gray4 with gray4)
or it works for differents textures too?
(ex:GSTONE,GSTONE,SW1TONE,GSTONE,gstvine2)
Anyway, I'll try it tonight (If I can).
-Fred-
|
130.14 | | PURPL1::SWANSON | Ride The Lightning | Wed Oct 19 1994 15:05 | 4 |
| It definately works with walls of the same texture. It works with
walls of similar texture too, like stargr2 and starbr2 etc. If the
textures are completely different, you're on your own!
|
130.15 | Doom2 editor? | HOTLNE::DOYLE | | Mon Nov 07 1994 10:07 | 5 |
| What about Doom2? I d/led doomcad, but it won't recognize my doom2.wad
file....
Thanks
Ed
|
130.16 | | FORTY2::HOWELL | Just get to the point... | Mon Nov 07 1994 10:21 | 2 |
| As far as I know, no existing editors work with Doom 2... but I could
be wrong!
|
130.17 | | SUBPAC::MAGGARD | Integrate! | Mon Nov 07 1994 17:35 | 14 |
| DEU 5.3 is currently getting the finishing touches for Doom 2 support and a
new UI. It will be out ...
1. ...real soon now.
2. ...in two weeks.
3. ...when it's done.
4. ...some of the above.
- jeff
PS -- they're even resorting to putting screenshots of DEU 5.3 up on ftp
sites! Sheesh! Screen shots used to be only for vapor-$-ware, now they're
for vapor-free-ware too! :-)
|
130.18 | | FORTY2::HOWELL | Just get to the point... | Tue Nov 08 1994 04:18 | 10 |
| This is a shame because I just can't get to grips with DEU, it is
desparately in need of a new UI. What's the new one like? One thing
that increasingly annoyed me was the way the pull-down menus disappear
after one click.... like when you want to toggle attributes of a thing,
you had to keep bringing down the menu for every choice! Very tiring. I
hope the new UI is a hell of a load better, or else is there any plan
to convert DooMEd to DOOM2 support?
Cheers,
Dan
|
130.19 | | KDX200::ROBR | Drinks for all my friends... | Thu Dec 15 1994 11:19 | 3 |
|
anything out yet?
|
130.20 | do you mean...? | VESSA::MICHAELSONJ | Utopia - a place without humans | Thu Dec 15 1994 11:58 | 5 |
| I have heard on c-serve that DoomEd The Real Thing v4 will be out in
January '95 supporting doom and doom ][...more than that (if that's
what you meant) I don't have.
Jonathan
|
130.21 | | TPLAB::WINPENNY | | Wed Oct 25 1995 09:05 | 28 |
|
+--------------+---------------------------
| |
|
+-- A
|
| | a� | |
+----+----+----+----+----+----+
| | |
+-- B --+ +--
| | |
+----+----+----+----+----+----+
| | a� | |
|
+-- A
|
I've just tried my hand at creating a doom level using DOOMCAD 6.1 and
everything is simple enough to get to grips with. However given the
above layout when I kill a sargent in position a� if he his close to
the line then his rifle protrudes through sector B to a�.
Sector B has a floor level of 32 and a ceiling of 64 thereby creating a
window through the boundaries of sector A.
If it helps I can make the WAD available.
Chris
|
130.22 | | EDSCLU::MENDEL | Welcome to the next baselevel | Wed Oct 25 1995 13:27 | 5 |
| Isn't this a "fact of life"? I've never built a level, but when I play
I often see the amazing floating rifle because one end of it is on a
ledge or a stair.
Kevin
|
130.23 | | TPLAB::WINPENNY | | Wed Oct 25 1995 13:45 | 7 |
|
This is actually sticking through the wall. It doesn't make any
difference how wide the wall is the bit that goes into point a� is
appears sticking out at a�. Floating in the wall I could handle but why
it should appear on the other side puzzles me.
Chris
|