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Conference 501clb::pcdoom

Title:Doom - The Game
Notice:Doom stuff - see 183 Out of HOURS Access
Moderator:BAHTAT::HILTON
Created:Wed Jun 15 1994
Last Modified:Thu Jun 05 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:212
Total number of notes:3287

5.0. "Doom Editors" by BAHTAT::HILTON (Beer...now there's a temporary solution) Thu Jun 16 1994 08:08

    Use this topic to discuss Doom editors, with pointers to kits etc.
    
    An Internet location
    
    infant2.sphs.indiana.edu:/pub/doom/wad_edit and /pub/doom/deu
    
    has many Doom editors.
    
    Cheers,
    
    Greg
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5.1KERNEL::BOWEOTelepathy means never having to say...Thu Jun 16 1994 08:246
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
5.2CRIME::BIJAOUITomorrow Never KnowsThu Jun 16 1994 12:466
    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.
5.3My $.02KAOA09::KAOP97::SOWREYSon of WorfThu Jun 16 1994 12:5811
>    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
5.4KAOOA::SOWREYSon Of WorfThu Jun 16 1994 13:509
    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
5.5New DMAUD ???IOSG::CHEWTERThu Jun 16 1994 23:579
    
    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.
5.6KERNEL::BOWEOTelepathy means never having to say...Fri Jun 17 1994 08:155
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
5.7Newest version works with everythingKAOA09::KAOP97::SOWREYSon of WorfFri Jun 17 1994 11:2910
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
5.8KAOA09::KAOP97::SOWREYSon of WorfFri Jul 15 1994 16:526
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
5.9Help for create wadsEVOAI2::SECU_LDVSECULDV @EVOTue Jul 19 1994 13:042
    Is there any "Help" or "Doc" for a doom editor? (Like WADED or DOOMED)
     Thanks for help..
5.10Try these...IOSG::CHEWTERTue Jul 19 1994 15:287
    
    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.
5.11Yet? ThanksEVOAI2::SECU_LDVSECULDV @EVOTue Jul 19 1994 16:411
    Thanks for this "rapide reponse"!
5.12And which editor should a beginner use?MOEUR2::SMITHFast as a Mamba, Brave as a Lion!Tue Sep 20 1994 07:3314
    
    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
5.13SXYEXE::OTTENDavid Otten @SBP - 782-2675 ASG SolentTue Sep 20 1994 08:218
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
5.14DEU, DoomEd, Doom Cad, to name a few....FORTY2::HOWELLJust get to the point...Tue Sep 20 1994 08:3115
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!

5.15I'll model my wife!MOEUR2::SMITHFast as a Mamba, Brave as a Lion!Mon Sep 26 1994 13:1115
> 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
    
5.16FORTY2::HOWELLJust get to the point...Mon Sep 26 1994 13:4010
    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.
5.17FORTY2::HOWELLJust get to the point...Mon Sep 26 1994 14:5820
    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.
5.18Try DHACK...STRATA::MMURRAYHey Frank, let me borrow your keys.Mon Sep 26 1994 17:4224
    
         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.
5.19More info...IOSG::CHEWTERWed Sep 28 1994 15:299
    
    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.
5.20FORTY2::HOWELLJust get to the point...Thu Sep 29 1994 07:372
    Cheers John.
    
5.21Request for name of devt FAQMOEUR2::SMITHFast as a Mamba, Brave as a Lion!Thu Sep 29 1994 09:044
    
    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?
5.22FORTY2::HOWELLJust get to the point...Thu Sep 29 1994 09:473
    FLYTE::USER1:[ARCHIVE.DOOM.TEXT]DMSPEC13.TXT
    
    ....these are the official Doom specs. I find these useful.
5.23FORTY2::HOWELLJust get to the point...Thu Sep 29 1994 09:482
    ..oh, forgot, there's also TUTORIAL.TXT if you're starting off
    afresh...
5.24New User Needs HelpVAXUUM::EROSSSat Nov 12 1994 22:536
     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
5.25FORTY2::HOWELLJust get to the point...Mon Nov 14 1994 07:4715
5.26VAXUUM::EROSSMon Nov 14 1994 22:351
    Thanks, I just tried it and it works great.
5.27Trouble againVAXUUM::EROSSFri Nov 25 1994 12:376
    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
5.28FORTY2::HOWELLJust get to the point...Fri Nov 25 1994 12:442
    I updated this directory yesterday. You might care to try grabbing the
    file again.
5.29ThanksAPACHE::EROSSFri Nov 25 1994 20:391
    Thank you! I just grabbed it a few minutes ago and it works fine.
5.30APACHE::EROSSSun Nov 27 1994 11:136
    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
            
5.31Diddle iddle iddle um?SHIPS::HEWETT_NSelf Appointed DOOM Champion!Tue Jan 03 1995 14:0910
    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
5.32space wastin'SHIPS::HEWETT_NSelf Appointed DOOM Champion!Wed Jan 04 1995 07:097
    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
5.33For those who are interestedVESSA::MICHAELSONJOut of the blue...Mon Feb 13 1995 13:3912
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
    
5.34FORTY2::HOWELLJust get to the point...Mon Feb 13 1995 13:477
    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
5.35oops !VESSA::MICHAELSONJOut of the blue...Mon Feb 13 1995 13:5715
    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
5.36FORTY2::HOWELLJust get to the point...Mon Feb 13 1995 14:104
    Mental torture, that, I should have you charged! ;-)
    
    Cheers,
    Dan
5.37sipping teaVESSA::MICHAELSONJOut of the blue...Mon Feb 13 1995 14:1211
    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
5.38FORTY2::HOWELLJust get to the point...Mon Feb 13 1995 14:173
    Right-o. Working on it :-)
    
    Dan$busy
5.39FORTY2::HOWELLJust get to the point...Mon Feb 13 1995 14:587
    Okay. Currently copying to USER1:[ARCHIVE.DOOM.EDITORS] is
    
    DOOMED42.*
    
    -Enjoy!
    
    Dan
5.40DCKKERNEL::BROWNMDRACTue Apr 18 1995 16:2419
    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
5.41SUBPAC::MAGGARDMail Order WivesTue Apr 18 1995 21:485
> Has anyone seen DCK yet?  

got a pointer?


5.42SUBPAC::MAGGARDMail Order WivesTue Apr 18 1995 21:507
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

5.43DCK...MOEUR2::SMITHFast as a Mamba, Brave as a Lion!Wed Apr 19 1995 06:104
    
    Please, is it freely available?
    
    Ian
5.44KERNEL::BROWNMDRACWed Apr 19 1995 08:184
    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
5.45FORTY2::HOWELLJust get to the point...Wed Apr 19 1995 08:226
    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
5.46KERNEL::BROWNMDRACWed Apr 19 1995 11:354
    Not sure, I didn't get it from flyte, so it could be the same, I will
    check tonight.
    
    Mark
5.47PCBUOA::TASSINARIBobFri Apr 28 1995 16:214

  DCK22.ZIP is out and is dated 3/16/95........Haven't used it yet but look 
 forward to it.
5.48MOEUR2::SMITHFast as a Mamba, Brave as a Lion!Mon Dec 04 1995 13:198
    
    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