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- > Hi, all there.
-
- Hi Fabrice,
-
- > I wrote this week-end the first try for the anti-ghost rout.
- > About 95% of the work is done.
-
- Great! :-))
-
- > It still needs debuging, and I hope it will be ready for
- > the NAS'96 (14th, arrrg).
-
- :-))
- I think NAS came as a good thing for us Bad Mood users (I guess it's a
- pain in the ass for some others. ;-)). It acts a little as a 'deadline'
- and there seems to be some intensive coding going around out there
- (Anthony and Fabrice atleast). :-) Don't get me wrong, I'm only glad that there
- is some movment, not that you feel the pressure. If you can't get it ready in
- time it's okey, but we would be _very_ happy if you made it until NAS.
-
- BTW. How is the 'NAS' level going Anthony?
-
- > How can I do to send the latest version to someone that will
- > go to the NAS'96? I can send/upload anything anywhere! :-)
-
- You could send it to me or Anders, or upload it to one of the ftp sites and
- we could download it directly from NAS (I think they will have internet
- access there to show what you can do with an Atari and internet). I will
- be here until friday afternoon and Anders will probably be going to Gothenburg
- on friday. :-)
-
- > A technical question:
- > What are the ranges of doom's coords system?
- > The blockmap struct divides the map into squares of 128x128,
- > and I'd like to know how many sqares there can be on x & y at max.
- > At this time, I supposed there are 32x32 squares max (true with
- > DOOM1.WAD E1M1 & E1M2).
-
- Hmm... I think I asked Doug this, but I can't remember what he said. I think he
- said that there isn't realy a limit (ofcourse there is a limit, but it's
- quite big) and they could be pretty big. I guess Doom 2 have bigger
- levels than Doom 1.
-
- //Magnus Kollberg
-
-