That's just a generic flamewar starter... what I REALLY want to know is...
What's Quake? :) And don't just say 'Cooler than DOOM'.
OK, I'll byte ;) , what's "QUAKE"? And when will it be released?
-Jeff
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|__/~~~\____/~~~~\__/~\_____/~\____|/ GIL...@BINAH.CC.BRANDEIS.EDU \
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> Enforcing is not the point. The point is, if everyone is
>"honest" and complies with id's "request," I'm sure they will be as
>cooperative in the future as they are being with DOOM.
For the record, would you (or ID, whoever reads this first) care to post
an "approved" method which will distinguish the shareware WAD file from
the registered WAD file? I'd like to comply with ID's request in as
foolproof a manner as possible.
Much obliged.
--
Scott Coleman tm...@uiuc.edu
President ASRE (American Society of Reverse Engineers)
Ed Green Fan Club #005
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Someone also brought up a question on how to distribute altered and
new maps to Doom. The best method I have come up with is to distribute
(either seperately or with a map editor) a small program that just simply
inserts a new map into .WAD file. This can simply be done by placing the
new map into its spot in the .WAD file and then by changing all of the pointer
references at the end of the .WAD file that reference the map and probably all
of the pointers after them (it is highly unlikely that new maps will be
exactly the same size as the one it will replace). This small program
should also give the ability to replace the distributed livel with any of
the levels in Doom. It may be also possible to not have to overwrite the
old level being replaced. Since the pointers just point to a place in the
file, just place the new level after the exiting level and change the pointers.
To go back to the old level, just change the pointers back and voila! it's
back.
Now, if anybody knows exactly how the NODES section of the map is
set up and what each integer does, please send me mail. The only thing
I know so far about it is that integers 0, 6, 7, 10, and 11 are X coordinates,
integers 1, 4, 5, 8, and 9 and Y coordiantes, integers 12 and 13 are some
sort of index number and that each entry is 28 bytes long.
David Simpson
All views expressed by here are EXACTLY those held by the administration of
the California Institute of Technology.
> I have already talked to <Empty> Productions. JUMBLE v3.0,
>JADE (the map editor), and the rest of their utilities will ONLY work on
^^^^ ^^^^^^^^^^
when? where? how? why? who? :)
seriously. it's way to early for any form of map editor to be out yet,
isnt it? or is it just an opbjects-position-on-the-map editor? where is
everybody getting all the details on the .wad file anyway? just by debugging
the program? god, there must be some people out there that are less lazy
than i am :)
j
>the registered version.
> Please, listen to id's wishes. Believe me. None of you want id to
>dump the idea of marketing "QUAKE" as shareware. :)
>--
> Soon to be released software: | Hank Leukart
>Apogee: R A P T O R : Call of the Shadows | (ap...@cleveland.freenet.edu)
>Epic: E P I C B A S E B A L L | "Official" DOOM FAQ Writer
>id: D O O M : Hell on Earth | Available by E-mail or FTP.UWP.EDU
--
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|joost schuur, carl alexander- | "anger is a gift" | nobody gets out |
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\==========================================================================/
Could anyone out there _please_ post (for all to benefit by) or email me
the .wad file specs. Reading about all these editors coming out, I have
to think that the specs were released _somewhere_. Are they in the FAQ?
Did someone go in with a hex-editor and map the file out (hard to
imagine, but my hat's off to anyone who did)?
Thanx in advance for any info.
R.Y. Greene
BTW, Hank, what's "Quake"? Is it gonna be the commercial version of Doom?
------------------------------------------------------------------------------
R.Y. Greene - ez04...@othello.ucdavis.edu
"Remember, where-ever you go, there you are." - Buckaroo Bonzai
------------------------------------------------------------------------------
What is QUAKE?
quake (kwayk) v. <quaked, quak-ing> n.
v.i.
1. to shudder or quiver, as from cold or fear.
2. to shake or tremble, as from shock or
instability: The earth quaked.
n.
3. an earthquake.
4. an act or instance of quaking.
[bef. 900; ME; OE cwacian to shake, tremble]
Derived words
--quak'ing-ly, adv.
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| Dan Hotopp | Ask not what your country can do for you, |
|dho...@nyx.cs.du.edu | Ask what you can do for yourself! |
+-----------------------+-------------------------------------------+
Not to be a jerk or anything, but could someone please explain to me
the basis for Id's request? I am having a hard time reconciling all the work
they did on DOOM that took a long time to create, then in 1-2 months time,
recreational hackers have created so *many* editors or cheats or whatever you
want to call them. Seems to me that the code couldn't be that complex if
these utilites come out that fast. (or am I missing something?)
I think you might me missing the point of what the editors and cheats do.
Basically, people are modifying the level/ sound description files that the
doom program reads. They are not modifying the doom program itself. Think
of any word processor / desktop publishing package you might use. Suppose all
the text of the menus and buttons you click on was stored in a file and you
found this file. You could then edit the file, changing the look of your
word processor. This doesn't mean the program must have been easy to write.
It's a somewhat simplistic analogy, but it fits.
The most amazing work ID has done is with the 3d graphics engine they designed.
They came up with a clever way of presenting what is basically a 2-d map so
that it has a very nice looking 3d presentation that is fast even on a 386.
Just because people are beginning to discover the format ID chose to represent
sounds, images, and levels does not mean the part of the program that presents
this information must be simplistic.
Also, even the layout of the maps I imagine must have taken an enormous amount
of time. I think when people know how to modify the layouts of the maps
they will be hard pressed to come up with maps that are arranged as nicely.
It's going to takes lots of planning.
-brian
--
dot signature
Don't get me wrong...DOOM is great, and I want to commend Id for the
efforts, but I am starting to get the impression that they are trying to
get the maximum amout out of us by this request. I propose that if Id feels
their games are so good (which I have to say they ARE THAT GOOD!) then why
release a shareware version? Do you need that free advertising that a
shareweare version gives? I don't want anyone flaming me for disrespect.
Many people have created utilites for Falcon 3.0 and Spectrum Holobyte has
ENCOURAGED it! (However, this may be exactly what Id is doing. Falcon 3.0
is not available in any shareware form, so owners have basically purchased
a 'registered' version already) (So I guess you can scratch that comment!) :)
I missed a lot of this conversation anyway. So flame me for having
an X-mas vacation! Just get me back up to speed....
Also...WHAT IS Q U A K E ????????? :)
I was hovering over my terminal reading this base and reading all these
psychopathic-chainsaw-weilding (yes, I'm a psychopath too! :) people post about
the game when I wandered accross your post.
Yes, your missing something. :) It takes a long time to create a quality
game such as DOOM due to the programming, debuging, blah blah. However, it is
relatively simple to make a save game editor or some other form of cheat...takes
only a few hours. Editing the maps/graphics is probably a LOT harder since you
have to find out how the maps are stored and the graphics format, but still it's
not even comparable to the work required to make the game. The game is really
neat and so "recreational hackers" are more likely to target it as something to
spend some time making editors/cheats. DOOM is a really great game and like all
great games people WILL make add-on programs for it. It's innevitable.
JB
> Yes, your missing something. :) It takes a long time to create a quality
>game such as DOOM due to the programming, debuging, blah blah. However, it is
>relatively simple to make a save game editor or some other form of cheat...takes
>only a few hours. Editing the maps/graphics is probably a LOT harder since you
>have to find out how the maps are stored and the graphics format.....
*munch*
How are people able to analyze the WAD files to determine their
structure and the info contained in them? I took a look at it with
a hex editor but got mostly garbage....I've heard that you have to
disassemble the file with, of all things, a dissassembler! ;) Is this
true? Is it something like a decompiler? Do they have a shareware
version I can download? How does it work?
Just curious,
Marc F.
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.sig not present......use your imagination....