home *** CD-ROM | disk | FTP | other *** search
- >Well I tested the shareware version yesterday and I don┤t know if I
- >must have missconfigured it or something, because the graphics where
- >not looking good compared to todays standard, and I do have a very
- >good machine (eventhough its an Pc:-) to test it on...
- >The most "flashy" and impressive effect I saw was the water effect ,
- >when you where walking beneath it...
-
- I think it's a question of getting the balance right between flashy
- effects and making the game run at a reasonable speed and of course being
- playable is most important too. Quake might not have the flashiest graphics
- (although apparently you can use the console to set higher resolutions if
- you've got a well 'ard PC), but they're still very effective and create a
- very believable world in which to play. I'm just happy it runs OK on the
- 486 they've got here at college. (less than 10 frames a second but still
- fast enough).
-
- ><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???
-
- I thought the sky in Doom 1 was always the same (at least in the shareware
- version), but the Heretic one doesn't look right (it's a much taller
- image).
-
- >Well it┤s very good for a start.... and it will be even nicer in our
- >new made bm levels... unfortunality I've just tested your new version
- >with doom 1 shareware and doom 2 has nicer sky textures...
-
- I've just made a nice scan of mountains and converted it to the
- doom palette- that should be good. At the moment it's 512 pixels wide, but
- I might do a 256 pixel one to save memory. Does the sky routine handle
- images wider than 256 pixels Doug?
-
- ><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...
-
- Do you mean when you're too close to the wall? (closer than you
- should be able to go with the collision detection on).
-
- The biggest jumpy texture occasion at the moment is when there are
- supposed to be textures that aren't there in the shareware version (in
- PWADs), they leave nasty holes in this version.
-
- Have another day.
-
- Robin Ball
-
-
-