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Doom Editing Digest Vol. 01 Nr. 287
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #287
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Sunday, 21 May 1995 Volume 01 : Number 287
Re: Floor drawing issues (off topic?)
Re: Floor drawing issues (off topic?)
Re: Floor drawing issues (off topic?)
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From: ah289@freenet.carleton.ca (Jonathan Mavor)
Date: Sat, 20 May 1995 05:30:56 -0400
Subject: Re: Floor drawing issues (off topic?)
>
>
>> Doom does NOT redraw anything. You don't really need to
>>when you implement the floor drawing properly. It's basically
>>just a consequence of drawing the wall.
> That's basically what I said in my last message. I was starting to doubt,
> but now there are two of use that agree :-)
>
>> You draw the walls in a front to back order (using the bsp) and as you
>> draw the walls/segs or whatever you want to call them you draw the floor
>> attached to that wall piece
> I'd bet so, but where did you get the info? ID?
Actually I don't know how DOOM does it I only know how we did
it on our engine.
> and you must draw by taking distance into account, so as to skip some pixels
> when going through the flats. whose size is 64x64 so that you can line
> through them indefinitely by applying a 0x3F mask.
>
Actually you can interleave the floor texture so that each row
starts on a 256 byte boundary and use hardware wrapping for the flats.
IMHO, this is why Carmack doesn't allow you to mess to much with these,
because they have to be interleaved properly.
> Now, anyone to rewrite the DOOM engine?
We (Neural Storm) have written a very similar engine except
for (see below).
> hey, all this process doesn't *require* vertical walls on screen. you could
> have the playing flying in 3D like in Descent, but the map would still look
> kind of flat.
>
Okay here we go. <propoganda mode on> We wrote a game here
that does the same sort of thing. It's called Radix: Into the Void and
it's coming out next month. It uses a doom engine EXCEPT any sector
can be sloped/tilted at ANY ANGLE. This mean you can have ramps etc
anywhere you want any way you want. They can be sloped almost straight
up or almost flat. It's a flying game where you fly through the corridors
and dogfight etc. 4 player net + modem and null modem support. It's
kick ass with the mouse (IMHO). To get back to editing, I wrote the map
editor for Radix (didn't think I'd be on this list for nothing.), as well
as plenty of the game, including the node builder. And YES we will
be releasing an editor for it, free of charge, but don't expect support
(and bug killing wasn't the hugest priority). <propoganda mode off>
Anyway as someone else pointed out this thread is
getting dangerously off topic so if anyway wants to email me go ahead.
L8r,
Jon
NeuralStorm
- --
Gleb McFlabberWHO? oki-doki whatever you say buddy.
\ /----\ / < [X] /-------------\
\______/ <--- What the hell is that? [X] | N E U R A L \---|
/ \----/ \ < [X] | S T O R M KFA |
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From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Sat, 20 May 95 14:59 GMT
Subject: Re: Floor drawing issues (off topic?)
>> Now, anyone to rewrite the DOOM engine?
> Okay here we go. <propoganda mode on> We wrote a game here
>that does the same sort of thing. It's called Radix: Into the Void and
>it's coming out next month. It uses a doom engine EXCEPT any sector
>can be sloped/tilted at ANY ANGLE.
Sure, but it's not as detailed as Doom, a few hallways with a kinda
choppy movement (at least the x-degree). I didn't notice any spectaculary
light effects. Pardon me, but I think the Doom engine is faster too.
But don't count too much on this, I played the alpha (?) version just
a bit (I hope you added the cockpit-view) and found it not very smooth.
[Don't panic, I don't have the game, I just played it a few days ago]
>This mean you can have ramps etc anywhere you want any way you want.
Sure, but it has a kinda 'angular' look, e.g. Descent is much 'softer'.
Some slanty ramps doesn't make it so much better than Doom too.
But this is going too far, I will stop posting with this thread herewith.
cya
Denis
------------------------------
From: tedv@geom.umn.edu
Date: Sat, 20 May 95 12:19:21 CDT
Subject: Re: Floor drawing issues (off topic?)
> >> Doom does NOT redraw anything. You don't really need to
> >>when you implement the floor drawing properly. It's basically
> >>just a consequence of drawing the wall.
> >> You draw the walls in a front to back order (using the bsp) and as you
> >> draw the walls/segs or whatever you want to call them you draw the floor
> >> attached to that wall piece
> > I'd bet so, but where did you get the info? ID?
Hmmm... Once I loaded up level 27 in DOOM ][ and hit the pause button for
some reason, but I hit pause while it was in the middle of redrawing. You
know that slime lake in the middle of the first room that you can't see? Well,
at the moment I paused the entire floor from the back of the slime lake up to
my feet was filled with it, sort of like there was some really funky HoM effect
somehow. But it drew the floor that was farther away and lower first. Perhaps
it chooses to draw lower floors first if the floor is below eye level and
higher ceilings first if the ceiling is above eye level.
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)
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End of doom-editing-digest V1 #287
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