User talk:Fraggle

Discussion page
If you have an idea for a funny name, go ahead and create a page with that name (just put it in the Doom_Wiki: namespace). Something similar to the Village Pump on Wikipedia?

There is the Doom Wiki:Community Portal which I suppose should be expanded with more information on how to use the wiki, communicate with others etc.

By the way, you can sign your posts with ~. Fredrik 08:37, 10 Jan 2005 (PST)

Sysop
You now have sysop rights. This means (among other things) that you can edit protected pages, delete pages, and block users. Have fun. Fredrik 09:12, 10 Jan 2005 (PST)

Style tips
You could create an official manual of style page instead of hiding such things on your user page :) - Fredrik 14:30, 16 Jan 2005 (PST)

"Make sure you read the style guide if you haven't already."  Yes, I saw that. (In fact, I have the much longer Wikipedia version open in another tab.) And maybe someday I'll be ambitious enough to make edits so large that I actually need it. :> Let's get to work. Ryan W 03:46, 11 Jun 2005 (UTC)

Nukage/Slime
In Nukage I wrote "nukage is green and slime is brown", based on the texture lump names, but now I'm not so sure. Any thoughts? radius 17:49, 11 Feb 2005 (GMT)
 * I think it's all rather arbitrary. In the end I think what you've written is fine.  Does the Doom manual say anything?
 * It says: "Slime and other radioactive waste: Many of the areas in Doom/Doom II contain pools of dangerous liquids that will damage you if you walk through them. There are several varieties of waste, each doing an increasing amount of damage. If it looks fluid, beware!" So, maybe nukage is green slime, or maybe it is "other". And then, there is lava which is liquid but maybe not radioactive. And those hot rocks that sometimes are damaging, which are not even liquid. Maybe I will rework the article into a general one about "Damaging floors", and redirect "Nukage" and "Slime" to that... radius 19:39, 12 Feb 2005 (GMT)

Making polygons
Any ideas how to construct the convex polygons that make up level geometry from the level data lumps? I guess the most important info is in SEGS and SSECTORS, but I can't figure out how it works. Fredrik 15:38, 25 Feb 2005 (GMT)
 * Yeah, this looks kind of tricky. The SSECTORS themselves are lists of SEGs, and each SEG seems to have a starting "distance" along its length but no length or ending distance.
 * You can probably infer the end point of SEGs by something like (ruby pseudocode):

seg_hash = {} foreach seg in segs seg_hash[seg.linedef] = [] if seg_hash[seg.linedef] == nil seg_hash[seg.linedef].push(seg) end seg_hash.each_key do |linedef| # sort by start point seglist = seg_hash[linedef].sort { |a,b| a.startpoint <=> b.startpoint } # assign endpoints from the start of the next segment in the list # use the full length of the linedef for the last entry for i in 0..seglist.length-1 seglist[i].endpoint = if i >= seglist-1 linedefs[linedef].length else seglist[i+1].startpoint end end end
 * 1) create a list of segs for each linedef
 * 1) go through each linedef
 * Then you'll get the complete data you need in order to highlight segments for example. You wont be able to get complete polygons unless you do something cleverer (maybe involving the dividing line data in NODES?)
 * Fraggle 16:01, 25 Feb 2005 (GMT)



All of a sudden I came to think of glBSP, which generates convex subsectors. Watch the difference :)

I wanted this for more advanced level statistics such as volume, volume per sector, monsters per volume unit etc. Fredrik 18:10, 25 Feb 2005 (GMT)

Style
Hi, I just read your message and checked out that link, I should have no trouble adapting to the style if writing you have laid out. Thanks for the link =)

impse
Why'd you rv without talking on Talk: ? The edit wars go on. I vote to drop the article altogether. 82.39.116.133 21:37, 8 May 2005 (UTC)

doom internals
My main interest on the Wiki is in writing quality technical articles about Doom's internals.. I really like your Barrel suicide and Picked up a medikit that you REALLY need! writeups along these lines, exposing the guilty code is a lovely touch. I look forward to similar edits :) Now I've got my hands a little dirty in the doom source code, I will be trying similar write-ups. -- Jdowland 09:59, 19 Jun 2005 (UTC)