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1994-08-02
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52 lines
Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!agate!darkstar.UCSC.EDU!news.hal.COM!decwrl!netcomsv!netcom.com!rrward
From: rrward@netcom.com (Richard Ward)
Subject: Re: LMP Structure
Message-ID: <rrwardCtvxM3.Cs8@netcom.com>
Organization: Yoyodyne Propulsion Systems
References: <Cto40s.8Bn@osuunx.ucc.okstate.edu>
Date: Tue, 2 Aug 1994 02:01:14 GMT
Lines: 41
In article <Cto40s.8Bn@osuunx.ucc.okstate.edu> trm2000@osuunx.ucc.okstate.edu (Troy Mann) writes:
> 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.
True enough.
> 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.
I din't think it would be possible to rewind an LMP. How would DOOM know to
move the monsters backwards? Doom does not record monster movement in the
LMPs (take an LMP for E1M1 and change the level designator to startt it in
E1M6, it will run just fine, you will run into walls and shoot at nothing and
get killed in nasty ways, but the monsters will move just fine, even though
there are _more_ monsters than the level in which the LMP was recorded.)
> BTW, how does the lmp file know which deathmatch start to
>go to when it replays?
Probably because nothing is random in DOOM. THere is a data structure in the
DOOM.EXE that seems to be nothing but a long list of pregenerated random
numbers. Maybe one of the byte codes stored in the LMP (and transmitted at
the biggining of the game) is the seed value for any "random" numbers DOOM
might need. DOOOM probably just reads through the list one by one as it needs
a new random nuber (it would have to do it sequentially in order to maintain
(sp?) continuity between connected machines in a multiplayer game).
>
> Still wonderin'
>
>Troy Mann: Chemist, Chemical Engineer, and DOOM Maniac!!
>
Richard Ward : Just another keyboard jockey.