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- Hi,
-
- >(I needed a break from work...)
- Hehe! Me too!
-
- >Well, they don't seem quite that stupid to me. They don't act smart in any
- >way, but their motion patterns, especially when they're far away or when
- >there are many of them, often seem to be non-random, but also non-obvious.
- I think you must have ftp, so here is a very very interesting document (it's
- this we work with, btw) that will give you some clues about how monsters
- react. I really think they're not as smart as you think.
- ftp://ftp.cdrom.com/pub/doom/wed_edit/text/dmspec16.txt
- or
- ftp://wuarchive.wustl.edu/pub/MSDOS_UPLOADS/games/doomstuff/dmspec16.txt
-
- >Naturally. Have you given any thought to what should be put on the DSP?
- >Both sound and drawing code would likely benefit tremendously, but it might
- >not be very easy to handle both.
- We plan to do the rendering. We have to determine if a level, stripped of
- all its graphic data, can fit in the DSP's memory. But then again, the 68030
- will have to modify this data all the time. So if we have to transmit the
- map of the level all the time... As you can see, all problems are not
- solved, far from this. IMO, the DSP should manage the rendering of the
- "set", so that the data it needs need only be changed when a mechanism has
- been launched that changes a part of the set. That reduces the traffic of
- information. The 68030 should perhaps do the sprites just because they move
- all the time. But this has to be tested anyway. It needs some thinking.
- As for the sound, I have no idea how to do it, not being a DSP specialist.
-
- BTW, wouldn't it be the right time to decide what you want to do?
- There are many tasks in the world updating. There is also the map drawing.
- And the AI...
-
- >Perhaps AI and sound?
- IMHO, the 68030 should do the AI.
-
- >Is the BSP tree too large to keep in the DSP RAM?
- dunno. Has to be tested.
- For the moment, we are still at a documentary phase. I read a lot of stuff
- and try to collect sources.
-
- >Have you found any other sources, by the way?
- Yes. I have sources from a wolf3Dengine. Not very interesting. I'll get the
- sources of WebView, and perhaps.......(suspense, drums, all that).......the
- sources of Doom itself!
-
- >With VM I have about 400kbyte left of 1Mbyte normal RAM and just about all
- >the alternate RAM I could ever want. I've not found any use for over 16M so
- >far, though.
- About VM, I avoid multitos, which must save me a lot of memory, too.
-
- >Have you read about the Jaguar game 'Battle Sphere' on rec.games.video.atari?
- >One of the programmers of that recently mentioned how he had to _lower_ the
- >amount of defense smartness for the opposing ships.
- >They were too good to be killed by a mere human!
- :)
-
- >On the level I'm on now (22 I think) for example, there are a whole bunch of
- >caco-demons in a star-shaped chamber. In the middle is a rocket launcher
- >IIRC. Anyway, if those things had followed me only half intelligently I
- >don't think I'd have had a chance (I'm still getting killed, though :-( )
- So you need only to have monsters who have a predictable behaviour? Just so
- that you can avoid them?
-
- >I remember being able to do some of the other levels earlier by knowing what
- >way the monsters take out of a room for example.
- Mmmh. have you noticed if some monsters are able to go away from you so that
- they can avoid an obstacle?
- Did you know that some monsters activated when they heard you shooting? Some
- are deaf and need to see you. Some walls stop sounds, some don't. Read the
- file I gave you the address of. It's really interesting.
-
- >I've only played it [dungeon master] for an hour or so. I've never been
- fond of >RPGs.
- This was no ordinary RPG. It was the furst fully interactive virtual world
- (the rendering was primitive when compared to today's standards, but when it
- appeared, it was a revolution, and it was on the ST). You had a lot of
- traps, mechanisms, and so on. And the world managing was incredible. You
- could shoot a fireball that would bounce on some special spots and finally
- press an unreachable button. You had to draw monsters on switches... Really
- the most interactive world I've ever seen. Even since then.
-
- >Yes, you're right, it shouldn't. But since I've never seen (heard) a game,
- >and perhaps not even a record, do that, I'm not so sure.
- I've got one or two records that use this technique. The difference is not
- great. Even on a very good stereo. We should test it for sound effects. With
- phase and without, with or without volume damping.
-
- >I missed it actually. That's the first time for _very_ long I've done that.
- >Fortunately there was another one about 70 minutes later.
- Sorry about that.
-
- Bye.
- Bertrand
- +-----------------------------------------------------------+
- |Bertrand Le Roy |A Darwinian theory of Gravitation: |
- |bleroy@ccr.jussieu.fr|In the beginning, mature apples fell|
- |tel. 44.27.72.95 |in all directions. But only the trees|
- |fax. 44.27.72.87 |whose apples fell down have survived.|
- +-----------------------------------------------------------+
- |Laboratoire de Gravitation et Cosmologie Relativistes |
- |Universite Pierre et Marie Curie, tour 22-12, 4e etage |
- |4, place Jussieu, 75252 Paris Cedex 05 |
- +-----------------------------------------------------------+
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