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-
- > Yes, I noticed. I thought that it had flashing lights as Bertrand said yes on my question.
- > It didn't have different lightlevels for sectors either (making the shadows).
-
- Actually, that was my mistake - it does seem to have flashing lights, but they are
- so hard to see in most places that I missed them. I'm just used to my own version. :)
-
- > Also, the transparent textures are not actually transparent - they are solid with
- > the holes filled black. The special 'sky' areas is not detected and treated
-
- > I don't understand what Bertrand got that from... :-)
-
- I'm not sure - maybe he has a different version?
-
- > separately from normal ceilings. Most seriously, the texture mapping itself suffers
- > from severe inaccuracies which causes it to 'scroll' about you get too close to things.
- > There are also small gaps between textures, and frequent BSP problems in some places.
-
- > Yep, I noticed. You got "flashing" pixels at the bottom of the wall in several places.
-
- Yes - weird. Did you notice the 'gaps' in the floor near the edges (steps especially). This
- can be seen easily in the zigzag room e1m1. Very strange...
-
- > After seeing the french doom I can say that Bad Mood has now passed it by a yard. :-)
- > Bad Mood have got _much_ more implemented. The only thing it have got that BM havn't
- > is the animated walls, but then BM have got much more than the french have.
-
- The French one is quite advanced - not far behind BM, but there seems to have been a
- quality trade-off for speed.
-
- > Generally it looks very similar to BM at first glance aside from these gripes. Until
- > you walk around looking for problems (like I did!) it's hard to tell them apart.
-
- > Yes, but you notice straight away that it's something missing (the lightning effects).
-
- I did find these effects, but they are just so hard to see!!!
-
- > I'm sorry. I said that before I had seen it, thinking that it had all lightning effects
- > (which it doesn't have, it only have depth cueing) because Bertrand did say yes...
-
- Well, it turns out it does, but flickering lights take almost no time to implement. The
- fact that they have depth-cueing means 95% of the lighting stuff is already there.
- Flashing lights is just a case of fiddling with values each frame.
-
- It's the speed & accuracy that need sorted out more than anything else.
-
- > It's still one of the best Doom engines for the falcon. Maybe the seconde best? :-)
-
- I'm still very impressed it's come on so quickly...
-
- > But you have forgot the most important part. SPEED! Bad Mood is still _much_ faster
- > and it does look _much_ better. :-) Great! >:-]
-
- I hope to keep BM very very accurate - this will improve when the player position &
- height values are converted into fractional numbers. They are integers just now and
- it makes movement a bit jerky.
-
- > BTW. I think I have seen some monsters in Bad Mood.... ;-)
-
- I programmed them to hide just around the next corner.
-
- :)
-
- > Atleast, you get the feeling that you can see them in the distance sometime, havn't you
- > seen them? The engine is so good that it's scary to walk around even if you know that
- > there are no monsters... or are there..... aarrrrgghhh!!! :-|
-
- There are! And they can see you!
-
- :)
-
- > Atleast we got you back on the list after this mail. :-)))
-
- Yep, it worked a treat. :)
-
- Doug.
-
-
-