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1994-07-30
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31 lines
Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!parc!biosci!agate!howland.reston.ans.net!vixen.cso.uiuc.edu!newsfeed.ksu.ksu.edu!moe.ksu.ksu.edu!osuunx.ucc.okstate.edu!trm2000
From: trm2000@osuunx.ucc.okstate.edu (Troy Mann)
Subject: LMP Structure
Message-ID: <Cto40s.8Bn@osuunx.ucc.okstate.edu>
Organization: Oklahoma State University Computer Center
Date: Thu, 28 Jul 1994 20:38:50 GMT
Lines: 21
I was just thinking about my previous post where I asked if
the last bits of the movement structure of a lmp held any xtra
info about the lmp. Anyway, cheat keys and talk macros do not
get into lmps. So is it possible that only function keys are
put into those last few bits? That would certainly make it
easy to represent the stuff by only a few bits.
On a similar note, since the lmp is essentially just a file
containing movement and weapons info for the event manager to
wade thru, is making a program that can play lmps like a VCR
pretty much an impossibility? You might be able to rewind a
small segment of the lmp by inserting the reverse movements
after you have travelled but player starts are fixed so you
cannot do a level entirely backwards.
BTW, how does the lmp file know which deathmatch start to
go to when it replays?
Still wonderin'
Troy Mann: Chemist, Chemical Engineer, and DOOM Maniac!!