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- > > IIRC the changes to the structures are only minor, and so its probably just
- > > a case of modifying the offsets. (the changes are detailed in the 'hexen spec'
- > > which I believe Bertrand uploaded to the FTP site...)
- > I'll need to get a hold of that then.
-
- The key changes are given below, but for the Hexen specific stuff, yes you will
- need it...
-
- > Has Hexen actually been released? All
- > I've seen so far is a rather unreliable beta demo. It keeps crashing out
- > with missing texture errors.
-
- Well, I think that the version I have is not a beta... I haven't had any
- problems with it, but I haven't played it _that_ much. (My parents PC doesn't
- have enough RAM...) Deathmatch mode is nice on a P100 with 16mb RAM...
-
- > > I dont know why there are a couple of missing chunks (cannot remember what
- > > they are...)
- > > as I dont remember it being mentioned in the spec that they were not
- > > included.
- >
- > Missing chunks are not a problem - it's 'altered' ones that involve the work. :/
-
- Shouldn't be much work.... This is what the hexen spec says... (taken from the
- WADsters Guide WWW pages http://cres1.lancs.ac.uk/~esabs1/doom/uds/xdatastr.html)
-
- THING structure:
-
- DOOM Offset(Hexen) Size Purpose
-
- - 0 short THING ID: used in scripts and Special
- Actions to identify a THING or set of
- THINGs
- 0 2 short X-position on the map at inception of
- level.
- 2 4 short Y-position on the map at inception of
- level.
- - 6 short Starting height: the THING is created at
- this height above the floor of the it's in at
- inception of the level, and immediately
- subjected to gravity.
- 4 8 short Facing angle at inception of level.
- 6 10 short THING type.
- 8 12 short THING attribute flags.
- - 14 byte Special type: activated when the thing is
- killed, destroyed or picked up
- (depending upon type). Some THINGS
- cannot use a Special.
- - 15 5 bytes Special's arguments; or THING
- operational parameters.
-
-
- LINEDEF Structure:
-
- DOOM Offset(Hexen) Size Purpose
- 0 0 short Start VERTEX: the LINEDEF runs from
- this point...
- 2 2 short End VERTEX: ...to this one.
- 4 4 short Line attribute flags
- 6 - short Line Special Effect type
- 8 - short "tag" or "trigger" number which ties
- this line's effect type to all SECTORS that
- have the same tag number
- - 6 byte Line Special Action type
- - 7 5 bytes The Special Action's arguments
- 10 12 short number of the "right" SIDEDEF for this
- LINEDEF
- 12 14 short number of the "left" SIDEDEF if this
- LINEDEF adjoins 2 SECTORS. Otherwise,
- it is equal to -1 (FFFF hex).
-
-
-
- There are also some new types - PolyObj, MAPINFO and BEHAVIOR. The last is
- the compiled code from the scripting language. PolyObj sounds a bit wierd
- - you can have moving lines!
-
- Anthony
-
-