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1994-07-29
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34 lines
Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!parc!biosci!agate!library.ucla.edu!csulb.edu!nic-nac.CSU.net!charnel.ecst.csuchico.edu!csusac!csus.edu!netcom.com!rrward
From: rrward@netcom.com (Richard Ward)
Subject: Re: REJECT.EXE Whats the point?
Message-ID: <rrwardCtottE.6JD@netcom.com>
Organization: Yoyodyne Propulsion Systems
References: <CtJA46.9nG@cunews.carleton.ca> <CtKE24.9BL@cray.com> <316tht$o5e@mack.einet.com>
Date: Fri, 29 Jul 1994 05:56:02 GMT
Lines: 23
In article <316tht$o5e@mack.einet.com> sda@mack.einet.com (Scott Amspoker) writes:
>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.
Thta's because REJECT V1.0 builds reject tables based on "distance of center
of sector to center of next sector). This _NOT_ compliant with the way ID's
reject builder (or IDBSP) builds reject tables. ID (and IDBSP) build REJECT
tables based on "line-of-sight_ checking. If a monster in sector x could
v_ever_ see into sector y (without moving) then tsector x is given a "might
see" value for sector y, otherwise it is given a "no way" value.
I use IDBSP because it creates ID compliant REJECT tables and it WORKS!
Richard