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- > >It will be based on DEU but should be a Bad Mood editor ... that can edit
- > >WAD files
- > >aswell.
- >
- > If it's part of the Doom licensing agreement that any editor should
- > only work on the registered version, then perhaps we should respect that.
- > When the letter was sent to Id it said that the Bad Mood project would
- > result in more sales of Doom rather than stealing sales from them since the
- > game would be needed to run Bad Mood effectively (although obviously the
- > demo would also work). It would probably be going against this to allow an
- > editor to use the unregistered Doom WAD files.
-
- Yes, I think this is correct... of course, 'test' versions could have the
- registered check removed. :)
-
- (especially as I only have shareware Doom 1 [but reg. Doom 2...])
-
- > But, that doesn't mean that you have to have a registered version
- > of Doom if you wish to edit Bad Mood levels. After all, the game's going to
- > be freeware and has nothing to do with Id Software.
-
- Yes, at the point when we have a BMW format, then that will not have any
- registered tests...
-
- > BTW Anthony, will GEM DEU allow the user to load in and replace
- > graphics in BMW files one at a time? I know that the Doom license prevents
- > the user from just replacing some graphics, all have to go at once don't
- > they?
-
- I think this is an engine thing - in Doom, it will ONLY read sprites/textures
- from one wad file. Thus, if you want to add a sprite, you must create all
- of the sprites (or copy them all into your new WAD, which you could not then
- distribute).
-
- If when BM supports PWADs, it can load sprites etc. from any open WAD, then
- it would be fine to add them one by one...
-
- > This is why DEU and others don't cater for editing the graphics- only
- > the level itself. There would have to be something in the editor that would
- > only allow the graphics to be changed in BMW files, not WAD ones.
-
- A PWAD with only some of the graphics wouldn't work with the Doom engine...
-
- Anthony
-
-