-Chris
>-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.
Sandeep Shekar
rx...@po.cwru.edu
For now, I'll be sticking to the beta version.
Larry Hiller
hil...@imager.llnl.gov
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
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
--
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Garry Adkins adk...@symphony.cc.purdue.edu
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USnail: 425-7 South River Rd. GTENet: +1-317-743-8188
Did you use the 'check cross references function'? That corrupts almost
everything, texture map names, flags, tags, everything.
Dyl
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d...@cix.compulink.co.uk
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Wait for BSP v1.0 and all your problems will be solved.
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d...@cix.compulink.co.uk (in Kyoto, Japan)
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: 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. :)
>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
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! <---<<<
: 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. :-)
: 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
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.
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
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.
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... :)