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-
-
- > Yes sadly, but remember that only the commercial Doom is supposed
- > to be able to load PWADs anyway ;-) Is there anyway you could remap those
- > missing textures to a default one when loading Doug? It'd be better than
- > nothing.
-
- I could, but then it would probably not so easy to spot bad textures. A mess
- is the easiest thing to spot amongst those nice gfx. :)
-
- > I think I've found a bug in 2.10a. When using a patch wad, I
- > couldn't get it to warp to the required level. It just warped to the
- > standard Doom level from the IWAD. I was typing- "-i doom1.wad -p fava.wad
- > -w e1m2". It worked fine for the first level though. Neat. 8-)
-
- SH*T!
-
- Yes - you are right. Didn't even think of that one. :I
-
- I'm using a hashtable to integrate unique names from the PWAD into the IWAD
- directory in RAM. Unfortunately, ID in their wisdom decided not to use a
- heirarchy for their level data, so lots of pieces can be found with the same
- name. :(
-
- Any PWAD with levels after e1m1 will be patched over e1m1 whether you like it
- or not. I'll have to figure a way round this using special cases for the level
- data...
-
- A level looks like this in the WAD directory (just an approximation):
-
- e1m1 < level marker
- things
- sectors
- ssectors
- vertices
- linedefs
- sidedefs
- blockmap
-
- And immediately follows level #2...
-
- e1m2
- things
- sectors
- ssectors
- vertices
- linedefs
- sidedefs
- blockmap
-
- But all the names are the same, so the hashtable can't tell them apart. They
- should have stuck the names in a 'folder' so no groupung would be necessary.
-
- :(
-
- I'll fix this one later.
-
- > How're you going to impliment those alpha walls though Doug? Are
- > you going to have to get Anthony to put an additional entry in the list of
- > linedef options in GEMDEU?
-
- No - easy peasy.
-
- Just add a dummy texture definition to the PWAD with the name QALPHA (quick-alpha)
- and any walls using this will be 'tagged' for quick-alpha lookup rendering.
-
- Bye!
-
- Doug.
-
-