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Andre Majorel

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Since: Aug 30, 2005
Posts: 12



(Msg. 1) Posted: Thu Aug 25, 2005 10:33 am
Post subject: Doing the sonar...
Archived from groups: rec>games>computer>doom>editing (more info?)

....and plumbing the depths of rgcde. Smile

For once, I'm working on something Doom-related. Jon Dowland
contacted me about making a Debian package of DeuTex. Problem
is, the last release (4.4.0) does not compile/work on all the
architectures that Debian supports so I'm finishing 4.5.0 so
that he has something better to work with.

Aside from portability fixes, DeuTex 4.5.0 will be able to
decode Strife scripts. When you extract the Strife iwad, you get
human-readable text files for each of the SCRIPT## lumps. The
reverse operation is not yet supported.

I've also added some code to extract ROTT (Rise of the Triad)
walls, but you'll have to flip a variable in the source to
activate it.

A few annoying limitations have been lifted. It's now possible
to include sounds with sample rates other than 11025 Hz. Also,
you can now create textures with up to 32,767 32,767-pixel-wide
patches, in case someone's been dying to do this.

Perhaps more importantly, DeuTex finally supports custom PLAYPAL
lumps. How come no one has noticed this since 1996 ? Don't any
of the total conversions use a custom PLAYPAL ?

I'll make an alpha or beta release of some sort. If you're a DOS
user, I'm particularly interested in your feedback.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: ataf.TakeThisOut@ahead.com asulyluc.TakeThisOut@sewerage.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.

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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 2) Posted: Thu Aug 25, 2005 3:53 pm
Post subject: Re: Doing the sonar... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andre Majorel wrote:
>....and plumbing the depths of rgcde. Smile

Quick! Someone do a Jacques Cousteau impersonation!Smile

>Aside from portability fixes, DeuTex 4.5.0 will be able to
>decode Strife scripts. When you extract the Strife iwad, you get
>human-readable text files for each of the SCRIPT## lumps. The
>reverse operation is not yet supported.

Neat!

>Perhaps more importantly, DeuTex finally supports custom PLAYPAL
>lumps. How come no one has noticed this since 1996 ? Don't any
>of the total conversions use a custom PLAYPAL ?

Not that I know of. Since it requires everything - weapons, status bar,
monsters, textures, etc. to be revamped, it's perhaps seen as too much work.

>I'll make an alpha or beta release of some sort. If you're a DOS
>user, I'm particularly interested in your feedback.

Anything you specifically want done with the DOS version?

Len

--
Pointless sig file.
http://www.archonrealm.com | http://archonrealm.tripod.com
Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.

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Andre Majorel

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Since: Aug 30, 2005
Posts: 12



(Msg. 3) Posted: Thu Aug 25, 2005 5:25 pm
Post subject: Re: Doing the sonar... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-25, Len Pitre <I_am_the_archon@Doom!.com> wrote:
> Andre Majorel wrote:
>>....and plumbing the depths of rgcde. Smile
>
> Quick! Someone do a Jacques Cousteau impersonation!Smile

Wait, we have an echo... It looks like a tall, thin fish... and
it wears un bonnet rouge !

>>Aside from portability fixes, DeuTex 4.5.0 will be able to
>>decode Strife scripts. When you extract the Strife iwad, you get
>>human-readable text files for each of the SCRIPT## lumps. The
>>reverse operation is not yet supported.
>
> Neat!

Send the check to Matt Miller. He did a big part of the reverse
engineering (perhaps all of it, I don't recall, that was back in
2000).

>>Perhaps more importantly, DeuTex finally supports custom PLAYPAL
>>lumps. How come no one has noticed this since 1996 ? Don't any
>>of the total conversions use a custom PLAYPAL ?
>
> Not that I know of. Since it requires everything - weapons, status
> bar, monsters, textures, etc. to be revamped, it's perhaps seen as too
> much work.

Yes, replacing all the sprites would be something... Chex TC did
replace nearly everything except the palette. Bug then again, it
was done with DeuTex, so...

>>I'll make an alpha or beta release of some sort. If you're a DOS
>>user, I'm particularly interested in your feedback.
>
> Anything you specifically want done with the DOS version?

Nothing in particular, just whatever end users are likely to
try. I'd like to be sure that I didn't inadvertently break it.
One easy test would be making sure that the executable can
decompose and recompose a "representative sample" of iwads and
pwads. With a good batch file, I suppose it could be done with
minimal human intervention.

Also, if someone has a working DJGPP installation, I'd like to
know how easy/hard it is to compile it on DOS. It's not vital,
though ; so far, two people beside myself have been witnessed to
hack DeuTex, and they're both Unix-based.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: wuxoh.TakeThisOut@dateline.com udedidep.TakeThisOut@verlag.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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RjY

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Since: Dec 14, 2004
Posts: 8



(Msg. 4) Posted: Mon Aug 29, 2005 1:48 pm
Post subject: Re: Doing the sonar... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Len Pitre typed...
>Andre Majorel wrote:
>>Perhaps more importantly, DeuTex finally supports custom PLAYPAL
>>lumps. How come no one has noticed this since 1996 ? Don't any
>>of the total conversions use a custom PLAYPAL ?
>Not that I know of. Since it requires everything - weapons, status bar,
>monsters, textures, etc. to be revamped, it's perhaps seen as too much work.

Here are a few wads which have custom palettes

UDM3 - http://unidoom.org/?p=udm3
RTC-3057 - http://nautrup.com/3057/
Simplicity - http://doomrealm.mancubus.net/simplicity/
Freedoom - http://freedoom.sf.net/

The last one is intriguing in light of this thread because it uses
Deutex as part of its build process.

--
RjY >o o< http://rjy.ath.cx/ >o o< http://www.troa.ath.cx/
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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 5) Posted: Tue Aug 30, 2005 11:30 pm
Post subject: Re: Doing the sonar... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-29, RjY <RjY.TakeThisOut@sp.am> wrote:
> Len Pitre typed...
>>Andre Majorel wrote:
>>>Perhaps more importantly, DeuTex finally supports custom PLAYPAL
>>>lumps. How come no one has noticed this since 1996 ? Don't any
>>>of the total conversions use a custom PLAYPAL ?
>>Not that I know of. Since it requires everything - weapons, status
>>bar, monsters, textures, etc. to be revamped, it's perhaps seen as too
>>much work.
>
> Here are a few wads which have custom palettes
>
> UDM3 - http://unidoom.org/?p=udm3
> RTC-3057 - http://nautrup.com/3057/
> Simplicity - http://doomrealm.mancubus.net/simplicity/
> Freedoom - http://freedoom.sf.net/

Got to check these, thanks.

> The last one is intriguing in light of this thread because it uses
> Deutex as part of its build process.

In a way, DeuTex has always supported custom palettes ; if you
modify the PLAYPAL lump in the iwad, it will use that.

What wasn't possible was composing a resources wad using a
custom PLAYPAL (i.e. read from lumps/playpal.lmp). Because when
converting the graphics in flats/, patches/, etc. to Doom
format, DeuTex used the PLAYPAL from the iwad. DeuTex was aware
enough of lumps/playpal.lmp to include it in the pwad but not to
use it while importing the other (graphical) lumps.

Presumably TC authors just worked around that by first composing
an iwad with the desired PLAYPAL.

I probably don't make sense, but it's late so I wouldn't know
either way. Smile

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: ezed.TakeThisOut@covalent.com avyjebud.TakeThisOut@aqueous.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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