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Doom Editing Digest Vol. 01 Nr. 020
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #20
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 25 October 1994 Volume 01 : Number 020
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Re: What sector is thing #NN in?
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From: "Central Postmaster" <SSW.POSTMSTR@A50VM1.TRG.NYNEX.COM>
Date: 24 Oct 1994 19:30:19 GMT
Subject: Mail Delivery Status
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From: Salporin@aol.com
Date: Mon, 24 Oct 1994 19:32:43 -0400
Subject: Re: What sector is thing #NN in?
>> Of course this requires checks to see if the pillar isn't 'chained' to
a switch that will lower it for example.... or maybe operate a
lift (those floors that go up & down ) to raise up to it
or maybe there is a nearby 'chasm' to enable a player to jump onto the
pillar (take e1m9 the room with all those goodies as example)
or maybe the whole floor around the pillar can be raised.
Or maybe the author was a bastard and hid a teleport somewhere that
gets you to the pillar ;) <<
I don't think that'd be necessary. The engine would handle that already.
Here's an example: If there's, say, some armor on top of a pillar, then
fine, if you try and get it, the engine already won't let you go on top of
the pillar. So say that a switch will lower the pillar... well, then fine:
you find the switch, flick it, and the pillar lowers. Now if you try and get
the armor, you'll be able to have the same coordinates of it, and thus can
pick it up. I don't think that a check as to whether or not the thing is
"gettable" would be necessary at all, then. I hope I've made what I'm trying
to say pretty clear; it's kind of hard to explain...
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End of doom-editing-digest V1 #20
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