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-
- > I=B4ve heard that the enemies in Quake are realtime vektorised, and
- > look stunning...
-
- I had the test version of Quake for a while, and got some patches to
- enable the monsters. Very very scary stuff. I'm getting the full
- version soon and have been reliably informed it's not something
- you want to play with an audio amp and the lights turned off. :)
-
- > To Doug..
-
- > Anyway, your latest version of Bm is GreaT Doug. The sky textures
-
- Thanks. :)
-
- > look very nice, but do they have the same pixelsize as the original??
-
- I have no idea. I can't find any specs on how to map the sky correctly.
-
- I just made a guess, but I can see places that it doesn't look right.
-
- I am beginning to think some Doom levels can select the starting position
- for the sky???
-
- > No big question anyway, because the look really great on tv... I also
- > feel that the engine is running a little bit faste than before... is
- > it true???
-
- I'm not sure. I changed quite a few things so it is possible... I had to
- fix some of the texturemapping because it screwed up badly in some places.
-
- Just find a really long wall (the wolfenstein levels in Doom2 are a good
- place to start) and move to the rightmost end of the wall, sidestepping
- as you walk. When you reach the end of the wall, the textures jump about
- like mad. I had to rewrite some of the maths to improve accuracy here...
-
- > and where has the framerate counter gone??
-
- I forgot. I guessed nobody would bother about that from now on anyway...
-
- > Another question... will you use the 68030 in parallel with the dsp
- > for the 3d calculation or are you already doing that??
-
- Already heavily implemented as of version 2.00-ish. :)
-
- Doug.
-
-