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1994-07-28
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Path: cdrom.com!barrnet.net!parc!biosci!agate!howland.reston.ans.net!gatech!news-feed-1.peachnet.edu!umn.edu!lynx.unm.edu!mack.einet.com!mack.einet.com!not-for-mail
From: sda@mack.einet.com (Scott Amspoker)
Newsgroups: alt.games.doom
Subject: Re: REJECT.EXE Whats the point?
Date: 27 Jul 1994 18:19:09 -0600
Organization: Engineering International Inc.
Lines: 15
Message-ID: <316tht$o5e@mack.einet.com>
References: <CtJA46.9nG@cunews.carleton.ca> <CtKE24.9BL@cray.com>
NNTP-Posting-Host: mack.rt66.com
In article <CtKE24.9BL@cray.com> n5298@cray.com (Sunny Yum) writes:
>My experience with REJECT v1.0 is that is totally screws up the
>monsters.. makes half of them deaf, so that you almost have to
>shoot them to get their attention -- I've also seen several PWADS
>out there that used REJECT that exhibit this strange behavior.
Hmm. That clears up a few things for me. I've played some PWADs
lately where monsters just stand there (a few feet away) and stare at me
until I attack them. It's almost as if the REJECT map is nothing but 1's.
--
Scott Amspoker |
Basis International | [X] None of the above
sda@rt66.com *or* |
scott@basis.com |