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1994-07-29
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2KB
Message-ID: <021328Z30071994@anon.penet.fi>
Path: cdrom.com!barrnet.net!agate!howland.reston.ans.net!EU.net!news.eunet.fi!anon.penet.fi
Newsgroups: alt.games.doom
From: an117669@anon.penet.fi (Tom Holmes)
X-Anonymously-To: alt.games.doom
Organization: Anonymous contact service
Reply-To: an117669@anon.penet.fi
Date: Sat, 30 Jul 1994 02:09:34 UTC
Subject: REJECT.EXE Whats the point?
Lines: 27
* Reply to msg originally in ALT.GAMES.DOOM
SY> My experience with REJECT v1.0 is that is totally screws up the
SY> monsters.. makes half of them deaf, so that you almost have to
SY> shoot them to get their attention -- I've also seen several PWADS
SY> out there that used REJECT that exhibit this strange behavior.
REJECT v1.0's very premise is a compromise to avoid having to find an
algorithm that can actually determine line-of-site considerations.
SY> I would reccommend against using it until such issues are resolved.
I believe that IDBSP v1.0 (the DOS port of id's original nodes builder)
is supposed to build the reject table correctly. It's a bit more
complex than BSP, but it's worth it.
SY> Sunny D. Yum (n5298@marvin.cray.com) -- My Opinions Are MINE!
tom.holmes%8n1@hyit.oau.org
8N1 - the most COMPLETE DOOM BBS - 150 megs of DOOM (407)438-1568
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