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| Newsgroups | comp.sys.acorn.games |
|---|---|
| Date | 2014-04-01 16:34 -0700 |
| References | <cb2789a5-2c95-49cf-83f5-cf8d4573027e@googlegroups.com> <bacf057a-1264-40e0-8b1b-c5885c74fb57@googlegroups.com> |
| Message-ID | <623c8d43-e56f-42bd-9136-2e2f14682fcc@googlegroups.com> (permalink) |
| Subject | Re: Extensively revamped Doom WAD (mostly) authored on RISC OS |
| From | cs99cjb@gmail.com |
On Monday, 24 March 2014 19:05:59 UTC, jeffrey....@gmail.com wrote: > On Sunday, 23 March 2014 14:32:21 UTC, cs9...@gmail.com wrote: > > > > > This PWAD has been tested with Chocolate Doom (using the -merge option on the command line) and therefore should not exceed any of the static limitations of the vanilla Doom engine. However, I recommend instead using ZDoom or any other source port that fixes the bug where monsters get stuck in doorways. > > > > OK, I took the hint and fixed my Doom so that the monsters can navigate through doors! Thanks, I tested it and the improvement is noticeable. Did you play my map? I see that you used Lee Killough's algorithm, which is more sensible than reinventing the wheel. However, this area of code is labelled as a "compatibility minefield" in the source code of PRBoom (also used as the basis of the iOS port). Did you consider the implications for demo playback? Apart from that this change should be an unmitigated improvement. I don't see any compatibility options. Did the demos ever work properly with your Doom? They never worked with the Eddie Edwards port of Doom as far as I know. Cheers, Christopher
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Extensively revamped Doom WAD (mostly) authored on RISC OS cs99cjb@gmail.com - 2014-03-23 07:32 -0700
Re: Extensively revamped Doom WAD (mostly) authored on RISC OS jeffrey.a.doggett@gmail.com - 2014-03-24 12:05 -0700
Re: Extensively revamped Doom WAD (mostly) authored on RISC OS cs99cjb@gmail.com - 2014-04-01 16:34 -0700
Re: Extensively revamped Doom WAD (mostly) authored on RISC OS jeffrey.a.doggett@gmail.com - 2014-04-01 23:54 -0700
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