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- Path: nntp.earthlink.net!usenet
- From: psheffield@earthlink.net (Patrick Sheffield)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Date: 29 Mar 1996 23:04:31 GMT
- Organization: Earthlink Network, Inc.
- Message-ID: <952.6662T783T1478@earthlink.net>
- References: <kae68bq94vf.fsf@lk-hp-9.hut.fi>
- NNTP-Posting-Host: psheffield.earthlink.net
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP) *UNREGISTERED*
-
-
- >>Why don't any of the Amiga DOOM clones use DOOM wads? There are *Thousands*
- >>of PD DOOM levels out there, not to mention the commercial ones. Instead we
- >>get Gloom etc... with out the ability to extend game play, awful graphics,
- >>sound and game play (my opinion, don't start flaming).
-
- >Because there aren't really any Amiga-engines that are quite up
- >to the job of running Doom-wads. Most of them have limitations that
- >restrict the geometry (IE only orthogonal walls etc.), viewing
- >distance or something else. Many, like Gloom, don't support different
- >height floors at all. Except for textdemo I can only remember one
- >engine that seemed to have non-orthogonal walls and floorheights but
- >I can't remember it's name. It was a commercial project.
-
- Do you suppose this is a limitation of the Amiga or the implementations?
- I did download a display engine that claimed to work with DOOM wads, but
- all I got it to do was crash.
-
- Patrick Sheffield
-
-