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Revision as of 17:07, 27 July 2012 by Jartapran (talk | contribs) (Another Q-case: New topic)

Thank you for moving those walkthrough articles — non-glamorous contributions are always welcome.  :>    I would suggest that, with the possible exception of navboxes, it is unnecessary to change links which already contain the map name; that's what the redirects are for (and it's way too much work anyway; take my word for it).    Ryan W 13:04, 10 March 2007 (UTC)

No problem! I was wondering why nobody bothered to move all of the Alien Vendetta level articles. It had already been done for MAP01-11 and MAP24-25, and it made no sense leave the other ones unchanged. As for the link-fixing? I'm willing to do a lot of work just to keep things looking more tidy, but I suppose I should restrain myself in this regard... ;) TheGreenHerring 23:51, 10 March 2007 (UTC)

Death slide

Wow... I didn't know that thing even had a name.  Excellent job!    Ryan W 04:13, 15 March 2007 (UTC)

Thanks! I've seen people refer to it as a "death slide" quite often, so I felt that would be the best name. A technique like that really needed an article, anyway. :D TheGreenHerring 05:01, 15 March 2007 (UTC)

"E1M7: Central Processing"

(how was this missed?)   I think the OEM map articles have been a low-traffic area for a while now, so there isn't a lot of double-checking, and certain people probably had a bit of a glassy stare after recording eight long walkthrough demos one after another.  :>   Hey, at least the compass directions were right this time!    Ryan W 23:36, 24 April 2007 (UTC)

Sorry if I sounded like an asshole there; I simply looked at it, and thought, "WTF? How did that map name get switched with another?" That's all. :) TheGreenHerring 03:31, 25 April 2007 (UTC)
I figured.  :>    Ryan W 04:41, 25 April 2007 (UTC)

Memento Mori 01

removed weapons from Things chart that are inaccessible in single-player (although not marked multiplayer-only)   Oo um errrr ... I completely understand the logic behind this, but it may become a can of worms when we start accumulating walkthrough articles for crappy levels (where it is not obvious which items are inaccessible, and nobody can really get excited enough to do the calculation).  If you must put something in the data tables which differs from the standard readout of DMPSMU or whatever, may I gently suggest at least adding a footnote, or listing the Thing numbers on the talk page, before the passage of time buries your edit summary?    Ryan W 15:42, 4 September 2007 (UTC)

Ah... I'll add the weapons back with a footnote, I suppose. My mistake! TheGreenHerring 17:25, 4 September 2007 (UTC)
[edit conflict]   No worries — actually, either way seems OK as long as any deviation from an "automated" counting procedure is easily found by new editor.  (Hmm, is the same thing true of the BFG in Doom II MAP07?  I can't remember.)  By the way, your structural and bibliographic revisions to all these walkthrough articles are amazing!  I hope I live as long as Rich Sham, so I can eventually add walkthrough demos to match.  :D     Ryan W 13:56, 5 September 2007 (UTC)
Some of the Memento Mori articles were among my first articles here, so I didn't know about Template:Map skel at the time. That, and walkthrough descriptions are way overdue for that map set. I hope to give this treatment to all of the walkthrough articles I've created soon!
By the way, did you know that the Things list in the MM MAP01 article was created by hand? I wasn't sure what program you had to use to generate that stuff. ;) TheGreenHerring 16:08, 5 September 2007 (UTC)
so I didn't know about Template:Map skel at the time   Perhaps a good thing, because in the interim, that template has been improved using hard-won experience from some of the walkthroughs about stock levels.  ;>
I wasn't sure what program you had to use to generate that stuff.   Not sure I knew of one either, until Fredrik released his scripts.  I've used an ancient version of DMPSMU that only singles out UV for a detailed thing-by-thing breakdown; DeePsea separates all classes but mixes in the multiplayer objects as well.  :Z    Ryan W 20:13, 5 September 2007 (UTC)

JuJube

Incorrect. Wikia and Wikipedia user accounts are completely separate. His wikipedia user page says that he uses "Danny Lilithborne" as his username on wikia. Given the content of the defacement to his user page, I see it as far more likely that someone has created a fake account with the name "JuJube" on wikia in order to vandalise his page.

If it really is him doing the edit, he should do it under the username he has here in order to make it unambiguous. Fraggle 16:41, 10 November 2007 (UTC)

I see. Well, it looks like I'll need to be read things more carefully... TheGreenHerring 20:48, 10 November 2007 (UTC)

Sysop

Hi. Per Janizdreg's request, I've made you a sysop. Enjoy! (and don't wreak too much havoc :-) Fredrik 16:15, 3 December 2007 (UTC)

Congratulations, TheGreenHerring!  See what trouble you can cause yourself by demonstrating knowledge of the structure of the wiki?   :D     This is supposed to be obvious (since I too am a sysop), but if you need help with anything at first, don't hesitate to ask.    Ryan W 23:13, 3 December 2007 (UTC)

User:24.47.246.244

rm misinformation (there is no exit switch in the entire map, and you destroy all of the Icons at once)

I wondered if I was the only one checking any of these.   * sigh *    As you may know, this is not a new issue, so I would like to ask you (if it's not too much work to answer!) whether you saw similar things being done to other PWAD maps that you've researched and I haven't, like Alien Vendetta and Memento Mori II.    Ryan W 01:17, 3 August 2008 (UTC)

Somebody is bullying me it is bloodhound

he is bullying my user page so if you can ban him from doom wiki

Category names for "levels sorted by author"

Would you mind talking to this guy, since you are the one who does 99.8 percent of the research on that stuff?  The project has proven itself incapable of writing a general policy about it at this stage, so a response from me would just be my abstract opinion.    Ryan W 21:42, 1 April 2009 (UTC)

I've given him a response. I'm sorry that he doesn't want his real name here, but it's difficult for it to not be here when you can look up his handle on idgames and find it. The Green Herring 22:49, 1 April 2009 (UTC)
Many thanks.    Ryan W 20:59, 2 April 2009 (UTC)

Neodoom under "MegaWads"

Hi

Not been here for a while. Why is "NeoDoom" an external link under "Megawads"? It looks odd.

IDLover

Whoever added it was seemingly unfamiliar with the workings of a wiki. I replaced it with a wikilink, and marked the NeoDoom article itself for cleanup. --The Green Herring 23:12, January 23, 2010 (UTC)

FAQ item on self-editing

(It does make me feel bad for creating my own article, though. ;) )

Listing the ground rules of any collaboration is always to the detriment of people like you, who actually think about what they're doing — but who couldn't accomplish anything if the surrounding crowd had no rules either.  In that sense, I too have mixed feelings about making such revisions.

IMO the real problem with "notability of people as it pertains to this wiki" is that it is an inherently fuzzy concept, and one which has not received a thorough on-wiki debate among persons of long experience in the Doom community (I certainly wouldn't participate!).  Without a comprehensible notability guideline, someone totally anonymous is bound to try adding themselves.  We can't actually discourage such edits in the policy, because then we would lose irreplaceable information like this, so we need a FAQ item to explain the possible consequences.  My hope is that a FAQ item will be less offputting than a talk page message personally delivered by a more experienced user, after the new user has already "seen their name in lights".

Last but not least, it is also important to get the FAQ items off the policy page so that something I scribbled down one day doesn't appear to have sitewide consensus.    Ryan W 06:05, May 9, 2010 (UTC)

Future map articles

FYI: [1] [2]    Ryan W 23:38, 29 September 2011 (UTC)

Unnecessary textures

Hello.  As you probably know, I compulsively hoard source material about map bugs, and I find myself thinking about this again.  Do you think it's possible to modify Omgifol, or at least copypaste the data reading parts, to implement such a routine (without spending months writing it from scratch, I mean)?    Ryan W 01:46, 8 October 2011 (UTC)

I have no experience with Omgifol beyond "using the map-drawing script to generate maps for this Wiki," so I'm not sure.   TheGreenHerring 01:54, 8 October 2011 (UTC)

E1M1 secret exit

I think you were the last to move this out of the lead subsection [3].  At the time, I agreed, having discerned a rule of thumb that "non-vanilla → farther down the page".  On reflection, however, it might look better if it matched other secret exit formatting, and realistically, a newbie playing E1M1 is more likely using an Xbox than anything else.  I'm still making up my mind.  Do you have a strong opinion?    Ryan W 18:43, 1 February 2012 (UTC)

These days, a console-based "newbie" is more likely to be playing the Xbox 360 version, where this secret exit does not appear. I would be fine with it being moved to the Essentials section, but it should be made clear that the info. applies only to the Xbox version, and not the original PC version or the 360 one. The Green Herring(talk) 16:02, 3 February 2012 (UTC)

Crap work question

While I'm doing all this uploading of images and adding to DSDA tables, is there any particular standard you want to enforce as far as upload comments? I looked at one of your ancient contributions for an example (The Unholy Trinity) and noticed that you linked the map, mapset article, and the specific script used to generate it (Omgifol). I've done neither of the first two and just mentioned SLADE3 (which I assume uses Omgifol to generate the images). Is that good enough or would you prefer a bit more blue to go with the image article? --KMX E XII 15:30, 10 July 2012 (UTC)

I care not what the image description says on its page. What you're seeing is just the standard I use. ;) Carry on. The Green Herring(talk) 17:07, 10 July 2012 (UTC)
Just interjecting that SLADE 3 does not use Omgifol since the latter is written in Python and I don't suppose it supports UDMF. It uses an OpenGL framebuffer instead. But I've set the default color values to be close to what was used here. Note that you can change these settings in the "Advanced" page of the "Preferences" menu, by changing the map_image_ values. --Gez 19:28, 10 July 2012 (UTC)
Thanks for the clarification! --KMX E XII 23:40, 10 July 2012 (UTC)

Another Q-case

Hey. Seeing that you're active, I wondered if you had the time to review this. I'm sorry, I'd do it myself but I lack the rights to publish edits on quality pages. --Jartapran 22:07, 27 July 2012 (UTC)