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- > > > Yes, but for the bad mood WAD, which must have no bit in common with iD's
- > > > one, we need to redraw everything.
- > > > Go ahead, Magnus, make some fonts and graphs.
- > >
- > > Fonts.... ;-|
- > >
- > > How is the menus build BTW? Is it one big background picture with buttons/sliders
- > > or is it tiled with smaller pictures?
- >
- > Each menu item (ie "New Game", "Options" etc.) is stored as a separate picture.
- > There is a little font for the messages (eg 'picked up the shotgun'), and also a
- > set of numbers for the ammo etc.
-
- I don't want to do any fonts but maybe soe other screens, the only problem
- is that I have no idea how it should look like.
-
- > The sliders are done as four sprites - 1 for each end, 1 repeated middle section,
- > and the sliding bit. (IIRC)
-
- Hmm.. Maybe I (I don't say that I will do any menus, but I might do it) can
- do the scrren like it should look and when you can cut out the necessary
- sprites from the picture.
-
- > > You havn't seen Dougs texturemapped version yet.... ;-) Do we realy need
- >
- > No, but I certainly want to! :-)
-
- Me too! :-))))))))
-
- > > virtual memory? DEE doesn't use any and it worked okey. BTW. the french
- > > doom didn't work with 14MB of memory, maybe 14MB is too much for it? ;-)
- >
- > Um, I'm not sure, but I would guess that we do - Doom2 (registered) is 14mb.
- > Obviously we dont need it ALL in memory at once, but at the moment the WAD loader
- > loads everything that we intend to use at the beginning... (see my post on
- > 'Thoughts about structure')
-
- Do we realy need to load all the data at once? Can't we just load the data requierd
- for the current level? Or does all levels use all textures? I have also forwarded
- your post to Doug, as no one seems to know anything in here how the game works.
- We have to see if he knows. ;-)
-
- //Magnus Kollberg
-
-