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Doom editing w/DEU5

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Christian A Carollo

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Mar 30, 1994, 8:28:16 PM3/30/94
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I've been making a few levels with my own editor (Dedlev, should be out in a
few days) from scratch, and I decided to check to Deu5, just to see what I'm up
against. :) Anyway, in one of my maps, I checked out Deu5's NODE generation
routine (as compared to mine), and on his, I get Warnings and some walls aren't
clipped properly. Anyone know what could be causing this?

-Chris

Eric Grover

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Mar 30, 1994, 10:13:27 PM3/30/94
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In article <2nd8vg$b...@charm.magnus.acs.ohio-state.edu> ccar...@magnus.acs.ohio-state.edu (Christian A Carollo) writes:
>From: ccar...@magnus.acs.ohio-state.edu (Christian A Carollo)
>Subject: Doom editing w/DEU5
>Date: 31 Mar 1994 01:28:16 GMT

>-Chris

Hey, aren't you Hodgeman's friend? I noticed the same thing you did. I got
warnings when I created an "island" in the middle of an open floor. The
program gave me about 9 errors, but the "island" I created looked perfect
when I ran Doom. I have no idea why this occurs. I also noticed that an
intersection was not clipped properly. When you upload your editor, I'll
give it a try.

Raja Shekar

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Mar 30, 1994, 10:57:39 PM3/30/94
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Well, I was creating a few levels, and noticed that there
were some serious clipping problems when one got to the outside
boundries of the map. For example, on one of my levels, the
rightmost wall, which had no sector on the other side, was
completely passable, ie no clipping like in spispod. My other
level, therightmost and topmost walls were no clipping. I
had no idea why this was happening, so I tried using newdeu
4.31 to see if I could find something. I noticed that these
walls had outrageous flag numbers. The numbers should have
been 1, but were like 341 and 278. I don't know exactly
why that is.

Sandeep Shekar
rx...@po.cwru.edu

Larry Hiller

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Mar 31, 1994, 12:59:11 AM3/31/94
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I also have problems with the node generation in DEU5.0. I have an area
with hills, pits, and pools. The angles are sharp, but the vertices are
snapped to the 16x16 grid. With DEU5BET4, I could stand in the far, far
corner, and at a certain angle a small section of the wall would oscillate.
Move to the side or move closer and the problem disappears (oh, this is
the wall enclosing the area, like an arena or courtyard). With DEU5.0
that particular problem is gone but now a full quarter of the area is
invisible from a wide range of positions! If somebody is equipped to
debug node assignment I could send the 5.0 and the beta version to them.
They are still small, only 13k.

For now, I'll be sticking to the beta version.

Larry Hiller
hil...@imager.llnl.gov

Chilly

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Mar 31, 1994, 1:55:55 AM3/31/94
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In article <2nd8vg$b...@charm.magnus.acs.ohio-state.edu> ccar...@magnus.acs.ohio-state.edu (Christian A Carollo) writes:

Well, Chris, I've been trying to learn how to use Deu5bet4. I have noticed
an effect like the one you are talking about. Usually I find that
some of flags are set incorrectly, or I am using the wrong texture setting.
Lower, upper, Normal ..... Not sure that that'll solve any problems, but I hope it helps!

The SaNdMaN

Garry Adkins

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Mar 31, 1994, 2:15:10 AM3/31/94
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Sorry I'm a lamer, but I grabbed doom 1.2 and started messing with
it. Loads of fun over the modem. After playing some, I decided to
try to set up dmsilly on it.

On ftp.uwp.edu, dmaud tells me it isn't a 1.1 wad file. (I knew that. :))
Is there a version of dmaud that works on 1.2 shareware wad files?

Thanks!

Garry
--
------------------------------------------------------------------------
Garry Adkins adk...@symphony.cc.purdue.edu
------------------------------------------------------------------------
USnail: 425-7 South River Rd. GTENet: +1-317-743-8188

Dylan Cuthbert

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Mar 31, 1994, 3:41:10 AM3/31/94
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> 4.31 to see if I could find something. I noticed that these
> walls had outrageous flag numbers. The numbers should have
> been 1, but were like 341 and 278. I don't know exactly
> why that is.
>
> Sandeep Shekar
> rx...@po.cwru.edu

Did you use the 'check cross references function'? That corrupts almost
everything, texture map names, flags, tags, everything.

Dyl

-----------------------
d...@cix.compulink.co.uk
-----------------------

Dylan Cuthbert

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Mar 31, 1994, 3:41:12 AM3/31/94
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> I love DEU5 but I am convinced that its Nodes algorithm has errors.
> I
> just can't get rid of some clipping problems, no matter how
> carefully I
> construct my level. Sector-within-sector may be the culprit. Try
> building a ten-foot platform in the middle of a doored room...
> --
> Tom Neff tn...@panix.com
> ...!panix!tneff


Wait for BSP v1.0 and all your problems will be solved.


-------------------------------------------------------
d...@cix.compulink.co.uk (in Kyoto, Japan)
-------------------------------------------------------

Peter C. Sigler

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Mar 31, 1994, 9:22:31 AM3/31/94
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Raja Shekar (rx...@po.CWRU.Edu) wrote:

: Well, I was creating a few levels, and noticed that there

: Sandeep Shekar
: rx...@po.cwru.edu

It's done this to me too. The way I fixed it was to go to the offending
wall(s) and move them in or out a little. Just move them around till it
works. :)

Kevin Haley

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Mar 31, 1994, 11:12:01 AM3/31/94
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tn...@panix.com (Tom Neff) writes:

>I love DEU5 but I am convinced that its Nodes algorithm has errors. I
>just can't get rid of some clipping problems, no matter how carefully I
>construct my level. Sector-within-sector may be the culprit. Try
>building a ten-foot platform in the middle of a doored room...
>--

I know what you mean. I created a large middle room, and wanted to put a
switch platform in the middle of the room (to raise a wall on the side that
had 2 cyberdemons behind it, hehe!) but DEU spitted about 7 errors when it
saved the level. I went to run the game, and sure enough, I get the
"mirror" effect in where my platform would be.

Whenever I try to define a sector within a sector, it always happens.

/Kevin

>Tom Neff tn...@panix.com ...!panix!tneff

Kris Nosack

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Mar 31, 1994, 3:15:10 PM3/31/94
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Just to provide another tidbit to this discusion, I took a stock DOOM
level (E2M2 - Containment. The level with all the crates at the begining)
and deleted about 2/3's of it in DEU 5.0 and then wrote it out as a PWAD.
I got vertical "see through" bands on at least 5 "stacks of crates" when I
ran it in DOOM.

Since this is a stock level that I know works with DOOM (hey, it came with
DOOM), then this leads me to believe that the node building algorithm in
DEU 5.0 still needs some work. If any of the DEU guys would like to look
at what I'm talking about for debugging purposes, I'd be more than happy
to make a copy of this PWAD available (ftp, uuencoded e-mail, etc.).

DEU 5.0 is STILL a great editor! I imagine it will just take some time to
tweak the node builder algorithm.

Kris Nosack
Brigham Young University, Provo, Utah, U.S.A.
kris_...@byu.edu

>>>---> Be strange, but not a stranger! <---<<<

Tom Neff

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Mar 31, 1994, 4:51:42 PM3/31/94
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Dylan Cuthbert (d...@cix.compulink.co.uk) wrote:
: Tom Neff wrote:
: > I love DEU5 but I am convinced that its Nodes algorithm has errors.
: > I just can't get rid of some clipping problems, no matter how
: > carefully I construct my level. Sector-within-sector may be the
: > culprit. Try building a ten-foot platform in the middle of a
: > doored room...

: Wait for BSP v1.0 and all your problems will be solved.

Actually, I don't have to wait -- I am having very good luck just
running the completed map back through DEU5 Beta 4 for a quick rebuild
before playing. (I keep a dummy triangle sector in a void corner, so I
can quickly drag a vertex in Beta 4 and force the rebuild.)

I am a careful builder, and whoever recently posted that if you're just
careful you won't have problems in 5.0 is wrong. Their new algorithm
definitely fails for certain topologies. Their old one works great on
the same map.

If BSP is a standalone node rebuilder that I can use after DEU5, fine.
But *all* my problems will be solved only when whatever brilliant logic
BSP embodies is transferred to DEU where it belongs. :-)

Bill Neisius

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Mar 31, 1994, 6:52:50 PM3/31/94
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Garry Adkins (adk...@sonata.cc.purdue.edu) wrote:
: Sorry I'm a lamer, but I grabbed doom 1.2 and started messing with

: it. Loads of fun over the modem. After playing some, I decided to
: try to set up dmsilly on it.

: On ftp.uwp.edu, dmaud tells me it isn't a 1.1 wad file. (I knew that. :))
: Is there a version of dmaud that works on 1.2 shareware wad files?

Unfortunately, the copy of DMAUD on uwp is old... and as far as I
know they still aren't accepting new uploads. Try:

wuarchive.wustl.edu:/pub/MSDOS_UPLOADS/games/doomstuff
or ocf.unt.edu:/pub/doom/sounds

file name is DMAUD11.ZIP


Dylan Cuthbert

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Apr 1, 1994, 5:27:01 AM4/1/94
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>
> : Wait for BSP v1.0 and all your problems will be solved.
>
> If BSP is a standalone node rebuilder that I can use after DEU5,
> fine.
> But *all* my problems will be solved only when whatever brilliant
> logic
> BSP embodies is transferred to DEU where it belongs. :-)


Yes, it is a stand-alone builder which means you can use it with any of
the doom editors that let you change vertices and lines etc.

Oh, and it is released as from now, I am uploading it to ocf.unt.edu
tonight. Look for BSP10.ZIP in the editors or equivalent directory.

Saqib A Qureshi

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Apr 1, 1994, 9:54:03 PM4/1/94
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In article <2nd8vg$b...@charm.magnus.acs.ohio-state.edu> ccar...@magnus.acs.ohio-state.edu (Christian A Carollo) writes:

While we are talking about editors...which one out there is the best rated? =)
been doing assignments lately haven't had a chance to fool around with Doom a
lot ..thanks in advance for la info.
-Saqib

Brett Nyborg

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Apr 2, 1994, 2:19:25 AM4/2/94
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In article <nosackk.22...@bones.et.byu.edu> nos...@bones.et.byu.edu (Kris Nosack) writes:
>
>I got vertical "see through" bands on at least 5 "stacks of crates" when I
>ran it in DOOM.
>
>Since this is a stock level that I know works with DOOM (hey, it came with
>DOOM), then this leads me to believe that the node building algorithm in
>DEU 5.0 still needs some work. If any of the DEU guys would like to look
>at what I'm talking about for debugging purposes, I'd be more than happy
>to make a copy of this PWAD available (ftp, uuencoded e-mail, etc.).
>
>DEU 5.0 is STILL a great editor! I imagine it will just take some time to
>tweak the node builder algorithm.

DEU is nice, and it's tough to say whether there's anything better.. but
the author REALLY needs to revamp the interface and streamline the
environment. Maybe get a decent graphic toolkit for starters. Scrolling
the map around (on my 486DX-33 w/Diamond Speedstar) is jerky enough to be
annoying. The pulldown menus are completely useless with the mouse (try
dragging the cursor across the menu bar -- the main menu doesn't switch
submenus on a drag..) Another annoyance is that once you do something like
toggle a single bit (say a flag on a LineDef) the menu disappears and
you've gotta make your way back to the menu if you want to toggle another
bit. Either hotkey EVERYTHING (impractical) or make a decent menu system
for the next version of DEU.

It's cool that the technical stuff works fine for the most part and all,
that's the primary concern.. but really, a product shouldn't be
distributed (in non-beta form) if it's so inconvenient to use.


Badger

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Apr 2, 1994, 4:57:48 AM4/2/94
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I have one little question...I've thought up a rather interesting pillar,
one that the sides are textures of a pinky, and thr front is a
face-forward view of a pinky. Problem is, I don't think DEU will let me
select a pinky-pic for a texture.

Am I just missing something? Or is there a way to do this?

Just imagine, seeing a pinky at the other end of a darkly illuminated
hallway, with those annoying strobe lights/flashers. It hasn't seen you
yet, so you lay into it with your precious ammo (say you only have a
little)...and it doesn't seem to notice. You get closer to chainsaw it
to death, and realize the damn thing's just decorative! :) Not nice,
but it would be kinda neat! Same goes for several of the other monster
types...and in Deathmatch, you could get your opponents to waste a lot of
ammo if you had a couple of these lying around the level... :)

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