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-
- Laurent here,
-
- I need to know something :
-
- I've tested the options of the c version, I've only seen the bugs with
- wallopt, I mean when I press <SHIFT>+w . I haven't found any bug with
- <SHIFT>+f . Did you ?
-
- In the case that only wallopt bugs, we can use flooropt directly for the
- floors, and the normal function written in drawseg for the walls.
-
- Do you agree with me ?
-
- Or do you think there'a a possibility to correct the bug of Wallopt ?
-
- I'd like to optimise the code to its maximum speed. For that, I musn't
- take in considerations different calculs options, but only one. So, if
- Wallopt doesn't work, do you think we should forget it and keep flooropt ?
-
- Another question : did you make the drawmap function ? (I mean a function
- that draws the level map with different colors for the walls, stairs, ...) ?
-
- If yes, could you send it to me ? I'd like to convert it, and then, to
- make some tests with it ...
-
- The last point I'd like to talk about is the textures. I haven't optimised at
- all the drawseg, coldraw and floordraw functions, as they'll change for the
- mapping. Do you thing a version of the mapping will run soon ?
- Do you know how to load the textures in a wad, convert the pictures in a
- chunky mode ( to access them in an easy way ), and map them on the walls ?
- Or do you need some help ?
-
- I think in the first time, we should try to map the walls only, and the
- floor after. (For 2 reasons : it's easier to map walls than floors, and it
- takes less machine time).
-
- I'm studying how to implement the bsp tree in the DSP, I'm trying to see
- which structures must go into the DSP, and which ones needn't. I want
- the lowest number of transferts between the DSP and the 68030 during the
- game.
-
- Have a nice day, take care,
-
- Laurent
-
-