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Doom Editing Digest Vol. 01 Nr. 464

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #464
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Wednesday, 1 November 1995 Volume 01 : Number 464

Re: unscribe
Re: TNT:Evilution Information now available
Re: ghost sector
Re: ghost sector
DEU 5.3?
RE: Evilution Information now available
Hexen Codes
[none]
Final Enemy
Re: DEU 5.3?
Re: TNT:Evilution Information now available
Re: ghost sector
Re: DEU 5.3?
Re: TNT:Evilution Information now available
Re: DEU 5.3?
Re: DEU 5.3?
Re: ghost sector
Re: Final Enemy
Re: your mail
Ghost Sectors
Re: your mail
Re: Final Enemy

----------------------------------------------------------------------

From: bastian@netspace.net.au (Bastian Gasser)
Date: Tue, 31 Oct 1995 12:52:08 +1100 (EST)
Subject: Re: unscribe

>
>DO>Original Sender: "Fred M. Sullivan" <sullivan@onramp.net>
>
>DO> unscribe
>
>
>ohhh, this is a interesting message...hehe hummm, sad actually.
>
>/-/-Delekhan-\-\
>
>oi! how do i unsubscribe! fiend using my account subscribed and every since
i have to wait 200 doom messages before i get the real mail! sad it may be
.... :)

Bastian
>


------------------------------

From: "Lachlan O'Dea" <drizzt@yoyo.cc.monash.edu.au>
Date: Tue, 31 Oct 1995 12:47:33 +1100 (EST)
Subject: Re: TNT:Evilution Information now available

> After discussions this morning with the company releasing TNT:Evilution, I
> have been given permission to release their name. I'll also give a bit of
> other information that should make some of my previous statements clearer.
>
> TNT:Evilution has been purchased by id Software.

Ha ha, this is great news. That'll teach people to open their mouths
before all the facts are in. Congratulations to everyone who worked on
TNT!

- ---------------------------------------------------------------------
Lachlan O'Dea OS/2 Warp. Make it so.
drizzt@yoyo.cc.monash.edu.au Member of Team OS/2.
Finger for public PGP key
http://yoyo.cc.monash.edu.au/~drizzt/index.html

------------------------------

From: etang@pen.k12.va.us
Date: Mon, 30 Oct 1995 10:29:38 +0000
Subject: Re: ghost sector

> > 2) Walls that eat up rockets. The rockets do not explode, they are just
> >consumed. It is occurring on platform lower textures. They are set to
> >impassible, but, the top, or rather the middle texture is a see through grate
> >texture. ??
>
> Flip the lines over.

I've had problems with this before and I found out that the reason
for the disappearing projectiles is that there is a significant
height difference between the two sectors (one using the F_SKY)
ceiling therefore the projectile might disappear when 'hitting' the
linedef between those two sectors. I solved the problem by adding
a buffer sector that is a little bit lower than the sector with the
sky ceiling. Check out my wad ASYLUM.ZIP from ftp.cdrom.com and
you'll see a "buffer" ring around the main arena.

------------------------------

From: arnottsd@latcs1.lat.oz.au
Date: Tue, 31 Oct 1995 14:53:01 +1100 (EST)
Subject: Re: ghost sector

>
> In your message dated Monday 30, October 1995 you wrote :
> > I keep having a problem with two ghost items in my level creations.
> >
> > 1) An invisible ghost sector, that has sector ceiling and floor attributes of
> >the host sector, but invisible, unpassible linedefs. Bullets, etc pass
> >through, cell gun, bfg, rockets do not (player cannon pass as well--redundant).
> >Anyway, I used DCK to create the level from the start and it does not show this
> >invisible sector. It is only there when playing the wad. ??

DCK does this all the time...its a pity, its by far the most
user friendly editor, only if it built the wads with WARM or
something !
- -------------------------------** WIN95 **----------------------------------
Shane Arnott /
Bachelor of Computer Systems Engineering / ...Excuse me while I
Honours ("Optimization Techniques in VR Engines") / kiss the sky...
LaTrobe University, Bundoora, Victoria, Oztralia / - J.H.
- ------- DX4-100 -- 16MB -- 2xCDROM -- 1.5 GIG HDD -- Wingman Extreme -------

------------------------------

From: Adam Lewandowski <alewando@uceng.uc.edu>
Date: Mon, 30 Oct 1995 23:39:04 -0500
Subject: DEU 5.3?

Sorry to break up the TNT debate, but when, if ever, is DEU 5.3 being released?

***********************************************************************
* Adam Lewandowski Futterman's Rule : *
* Univeristy Of Cincinnati, Computer Science "When two are served, *
* E-Mail : alewando@uceng.uc.edu you may begin to *
* WWW : http://ucunix.san.uc.edu/~lewandja/ eat." *
* IRC : MontyP *
***********************************************************************


------------------------------

From: Alex Janini <fjanini@awinc.com>
Date: Mon, 30 Oct 1995 20:51:26 -0800
Subject: RE: Evilution Information now available

> TNT:Evilution has been purchased by id Software.

This is not too good is it?
I mean, how much is _id_ going to charge for this? It is kind of an
easy way to get a "DOOM 3" out... (IMHO)

> They intend to release Evilution as a separate product, not as
> an addon PWAD or set of levels. There will be a customized
> EXE based on the DOOM2 engine. A likely name for the product
> is DOOM2:Evilution (insert II or ][ if you prefer).

Again, _id_ is gonna get a "tiny, little bit" richer (not that I am against
that or anything...), and one thing is for sure: I AM GETTING THIS
WAD!!!

VENOM

begin 600 WINMAIL.DAT
M>)\^(B@$`0:0" `$```````!``$``0>0!@`(````Y 0```````#H``$-@ 0`
M`@````(``@`!!) &`#0!```!````# ````,``# #````"P`/#@`````"`?\/
M`0```$\`````````@2L?I+ZC$!F=;@#=`0]4`@````!D;V]M+65D:71I;F=
M;G9G+G5N:70N;F\`4TU44 !D;V]M+65D:71I;F= ;G9G+G5N:70N;F\``!X`
M`C !````!0```%--5% `````'@`#, $````9````9&]O;2UE9&ET:6YG0&YV
M9RYU;FET+FYO``````,`%0P!`````P#^#P8````>``$P`0```!L````G9&]O
M;2UE9&ET:6YG0&YV9RYU;FET+FYO)P```@$+, $````>````4TU44#I$3T]-
M+45$251)3D= 3E9'+E5.250N3D\````#```Y``````L`0#H!`````@'V#P$`
M```$`````````]$[`0B !P`8````25!-+DUI8W)O<V]F="!-86EL+DYO=&4`
M,0@!!( !`"@```!213H@179I;'5T:6]N($EN9F]R;6%T:6]N(&YO=R!A=F%I
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M-34S-30P,# P`/P&`0.0!@!0! ``$@````L`(P```````P`F```````+`"D`
M``````,`-@``````0 `Y`"!9.8E,I[H!'@!P``$````H````4D4Z($5V:6QU
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MITR(@&8D.,T2[A'/J-M$15-4`````!X`'@P!````!0```%--5% `````'@`?
M# $````2````9FIA;FEN:4!A=VEN8RYC;VT````#``80*>E[(P,`!Q"]`0``
M'@`($ $```!E````5$Y4.D5624Q55$E/3DA!4T)%14Y055)#2$%3141"64E$
M4T]&5%=!4D542$E325-.3U143T]'3T]$25-)5#])345!3BQ(3U=-54-(25-)
M1$=/24Y'5$]#2$%21T5&3U)42$E3/P`````"`0D0`0```,@"``#$`@``(04`
M`$Q:1G5,_U>?_P`*`0\"%0*H!>L"@P!0`O()`@!C: K <V5T,C<&``;#`H,R
M`\4"`'!R0G$1XG-T96T"@S-W`N0'$P* ?0J ",\)V3OQ%@\R-34"@ J!#;$+
M8.!N9S$P,Q10"PH44;4+\F,`0" *CQH</@KA*QO;$U!O$]!C!4!43A!4.D5V
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M]QO:&N@;WU1H! `@H 4$(&X>$"!T;V\@3F<E0"!@)))T/QKU258@!X `<"P?
M0&\'X&W6=1%P)+)?(+!?)6$+@(IG)2$@$7)G92 "$'4%P'0D@3\F@ 5 ))%K
M=PN (& @\" `<!KU)L!S/R"0(2 @D"B!*/ %0&$@`")$3T]-(#,B"RI@'O N
M+1 @*$E->$A/*1KU&O4<[QWW:'YE()$", GP(& H@180;'\K,2D`'K@?82PP
M$; ;(6'7$] ?T -@9"=@=";P)/(?'V BWQQ?+Q\#D6%D9.$?(5!7040T?QK0
M-;]?'@4%L1&Q*F(Q,'8Q('/_+3 P$A80*W #$ ,@'Y L(<QC=1/ `W!I>@F
M- _C-1\YKT5811^ (#,?(=\I8"D`+&(1X GP9PN (5"7/?\Y'QWG03M :6LQ
M(/D@D&YA!X I%3+W/8\^G^]$/R210<,>J2@+@!&P`"!G)H FD 6Q75L@H"J
M>7\(8$>/0Z\=YQ-0#< $D"GG(6\B?QH-06<+<2;P)],[))$E<&Y%T"OF'P!N
M>?\F\$5@`D Q,!^ )? LP 40?Q%P!) M0"3S$8!+T2J0;7\JD%,B$\ :]5:S
M!;$`<'GW*6$9$"T1*2;P`'!!,BD`EUCC)+(I(G,(<&4Z)H$"02R01T545$E.
M8D<>8$A)4QKU-]$AXUSP+;Q614XL@!KU%3$"`%\``P`0$ $````#`!$0````
M`$ `!S `8=K32Z>Z`4 `"# `8=K32Z>Z`1X`/0`!````!0```%)%.B `````
"AC4`
`
end


------------------------------

From: Peter Webb <pwebb@audio.apana.org.au>
Date: Tue, 31 Oct 1995 17:07:43 +1100 (EST)
Subject: Hexen Codes

HI all,

Im sorry to ask this but i lost my cheat codes for Hexen. Would someone
be able to put up the list again.

Thanks,

Peter Webb


------------------------------

From: Jumpstile Turner <fortunat@interpath.com>
Date: Tue, 31 Oct 1995 02:20:56 -0500
Subject: [none]

>TNT:Evilution has been purchased by id Software.
>
>They intend to release Evilution as a separate product, not as an addon PWAD
>or set of levels. There will be a customized EXE based on the DOOM2 engine.
>A likely name for the product is DOOM2:Evilution (insert II or ][ if you
>prefer).

Insert foot in mouth. Another example of people voicing opinions
without all the facts. Makes you sound stupid doesn't it?


- ----------------------------------------------------------------------------
Jumpstile@fortunat.pdial.interpath.net / This space available
"Sing the Hare Hare, Dance the Hoochie Koo!" / for advertising. ;)
- ----------------------------------------------------------------------------


------------------------------

From: Gareth Evans-McClave <gareth@ndl.co.uk>
Date: Tue, 31 Oct 1995 08:13:23 -0000
Subject: Final Enemy

Hi!
I have two questions.
1) I am using (among others) a hacked version of DEU
called deu2c because I was told that the real DEU does
not work for DOOM2. Is this still the case?
2) This is the main question. How does one go about
inserting a final enemy character into a level. I have only
seen this done in one PWAD before now, and all the
editors I have got, do not seem to have the capability.
I may be missing something obvious!

TIA

Gareth



------------------------------

From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Tue, 31 Oct 1995 09:47:29 +0100 (MET)
Subject: Re: DEU 5.3?

Adam Lewandowski writes:

>Sorry to break up the TNT debate, but when, if ever, is DEU 5.3 being released?

That's easy:
DEU 5.3 will (according to Raphael)
be released soon after the 10th of october
(The DOOM ][ release date)

Since Oct 10th is 20 days ago now, and we don't have
a more precise release date, he must have meant
October 10th, 1996.
So I'm afraid you're in for a long wait.

(Sorry to answer this question in such a stupid way
but it's true isn't it?)

/Jens

- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last."
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html

------------------------------

From: mblabg@maja.mas.malmo.se (Zoltan Sandor)
Date: Tue, 31 Oct 1995 09:29:21 --100
Subject: Re: TNT:Evilution Information now available

>TNT:Evilution has been purchased by id Software.

That's a completely different situation. Go ahead boys, but quickly! :)

Zozo

id Software rules!



------------------------------

From: spockto@netdepot.com (Spock To)
Date: Tue, 31 Oct 1995 04:25:19 -0500
Subject: Re: ghost sector

This never fails to confuse me, why is there all this talk about how to get
rid of these "problems" and no talk about how to intigrate them. I can
understand that the original poster would want to be able to remove them
from his/her wad but I would expect a matching number of posts about how
these problems could be made into features of other wads.

I am definately not the individual to do it, but how does this sound:
Build a wad based soley around incorporating the many "bugs" that have been
found in the doom engine or in the various editors. I am building a level
based around the various tricks possible with the "voodoo" dollsand would
gladly help with the former idea if there is any way I can. Just a though,
and it would definately make the most killer wad of all. Later

Geek Code 2.0: GO dgq H+(---) s+. !g !p au- a21 w+ v>++ c+1/2 Udon't ask N++
W+>++ M--
po---@ Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ u++(*) h+ f?
n-@ y+
===================p-90---8Mb.---2x-CD-ROM---850Mb.HDD===================


------------------------------

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Tue, 31 Oct 95 10:06:39 GMT
Subject: Re: DEU 5.3?

At 9:47 am 31/10/95, Jens Hedegaard Hykkelbjerg wrote:

>DEU 5.3 will (according to Raphael)
>be released soon after the 10th of october
>(The DOOM ][ release date)
>
>Since Oct 10th is 20 days ago now, and we don't have
>a more precise release date, he must have meant
>October 10th, 1996.
>So I'm afraid you're in for a long wait.
>
>(Sorry to answer this question in such a stupid way
> but it's true isn't it?)
>

Not entirely. The October 10th referred to by Raphael is now 386 days ago...


- -Steve



------------------------------

From: d.moeller@rendsburg.netsurf.de (Denis)
Date: Tue, 31 Oct 1995 11:26:41 +0100
Subject: Re: TNT:Evilution Information now available

Hi!

>TNT:Evilution has been purchased by id Software.
>They intend to release Evilution as a separate product, not as an addon PWAD
>or set of levels. There will be a customized EXE based on the DOOM2 engine.
>A likely name for the product is DOOM2:Evilution (insert II or ][ if you
>prefer).
Hehe... why did nobody thought of this?

But this doesn't make it easier for further projects.
a) Can WADs be sold?
b) For a distribution fee or even for real money?
c) Do the authors of the editors and id itself are entitled to
get % of the money?

Nevertheless, I would be pleased if id could say something about the
whole matter.

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []
[]------------ E-Mail: d.moeller@rendsburg.netsurf.de ------------[]
[] check this out: http://www.geopages.com/Hollywood/2299/mm.html []


------------------------------

From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 31 Oct 95 12:13:25+0100
Subject: Re: DEU 5.3?

>>Adam Lewandowski writes:
>>Sorry to break up the TNT debate, but when, if ever, is DEU 5.3 being released?
>That's easy:
>DEU 5.3 will (according to Raphael)
>be released soon after the 10th of october
>(The DOOM ][ release date)
>Since Oct 10th is 20 days ago now, and we don't have
Nah, it's 20+365 days ago. Raphael initially meant 10th of last year ;-)

I think Raphael is currently taking some due rest, since there is no need
for DEU 5.3 anymore: there are very good editors around, though I wish
half of them didn't use Borland DPMI (over-bugged shit).

Raphael has a job, a real one, that takes time. He can't spend his life
on a tool for people who will tell him taht after all this wait DEU 5.3
is really lacking in features. I would assume he's been seriously affected
by the high level of llamaness of former DEU users, wanting more for free.
Do we imagine writing DOOM editors cost nothing?

From my own experience, the worst part of writing a DOOM editor isn't the
editor itself, it's the adaptation to the system, and the lack of reliable
development tools. that mean that a guy with plenty of time on his hands will
always beat everyone, even if the guy is the mother of all llama and just
copies what better dudes like Raphael did before him.

Also, I tired to help Rapahel on DEU, but DEU has a somewhat obsolete internal
design, and though it was completely rewritten in DEU 5.3, the original
design makes any upgrade very difficult, whatever the talent of Raphael.
You can't beat object oriented design for this, and DEU isn't object oriented.

Well, I assume by now this debate is all too pointless. Let's just hope Raphael
will find enough courage to show us the way to Quake editing, like he did
for DOOM editing.

Olivier








------------------------------

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Tue, 31 Oct 1995 08:44:13 -0500 (EST)
Subject: Re: DEU 5.3?

>
> That's easy:
> DEU 5.3 will (according to Raphael)
> be released soon after the 10th of october
> (The DOOM ][ release date)
>
> Since Oct 10th is 20 days ago now, and we don't have
> a more precise release date, he must have meant
> October 10th, 1996.

I always thought it was Oct 10, 1994...

;)


------------------------------

From: Ty Halderman <thldrmn@neosoft.com>
Date: Tue, 31 Oct 1995 08:01:23 -0600 (CST)
Subject: Re: ghost sector

At 04:25 AM 10/31/95 -0500, you wrote:
>This never fails to confuse me, why is there all this talk about how to get
>rid of these "problems" and no talk about how to intigrate them. I can
>understand that the original poster would want to be able to remove them
>from his/her wad but I would expect a matching number of posts about how
>these problems could be made into features of other wads.

I think one of the biggest issues around some of these problems is their
unpredictability. I mean, we sort of know what do do about getting rid of
them when a couple of vertices happen to be in the right spot for an anomaly
to occur, but it's easier to make a 2s transparent impassable wall across
the area if you're just blocking someone from going through than to position
everything just right to get a ghost sector, no?

I'd say that in a sense all of the "tricks" are some anomalies (problems for
someone once) that were found to be predictable.

>===================p-90---8Mb.---2x-CD-ROM---850Mb.HDD=================

What is this, a for-sale ad?


=-Ty Halderman (thldrmn@neosoft.com) -=
=- Keeper of things TNT -=


------------------------------

From: Andrew Smith <cm4bcajs@bs47c.staffs.ac.uk>
Date: Tue, 31 Oct 1995 14:53:45 +0000 (GMT)
Subject: Re: Final Enemy

On Tue, 31 Oct 1995, Gareth Evans-McClave wrote:

> 2) This is the main question. How does one go about
> inserting a final enemy character into a level. I have only
> seen this done in one PWAD before now, and all the
> editors I have got, do not seem to have the capability.
> I may be missing something obvious!

You mean like one big baddie at the end, who you kill and then the level
ends?

I tried to do this a while ago, and was told that it only works on
certain levels in Doom or Doom II, and also only works with certain
baddies (i.e. you couldn't have an Imp as your Final Enemy).

Others will be able to tell you more.

Andrew Smith -- who wonders where he'd put everything, if he had it.


------------------------------

From: Andrew Morton <amorton@nsn.scs.unr.edu>
Date: Tue, 31 Oct 1995 10:02:01 -0800 (PST)
Subject: Re: your mail

On Tue, 31 Oct 1995, Jumpstile Turner wrote:

> >TNT:Evilution has been purchased by id Software.
> >
> >They intend to release Evilution as a separate product, not as an addon PWAD
> >or set of levels. There will be a customized EXE based on the DOOM2 engine.
> >A likely name for the product is DOOM2:Evilution (insert II or ][ if you
> >prefer).
>
> Insert foot in mouth. Another example of people voicing opinions
> without all the facts. Makes you sound stupid doesn't it?
>
I think it was a bad idea to not get permision from id to acknolage that
they were the ones that would relese the wad. If the tnt team had said that
they were talking with id about having the levels relesed comercialy i think
there would have been a lot less hurt feelings.


------------------------------

From: "Jason Czaplewski" <jason@epilepsy.health.ufl.edu>
Date: Tue, 31 Oct 95 16:02:08 EST
Subject: Ghost Sectors

I have tried to create a new sector directly over the ghost sector, thereby
trying to redefine what I really wanted in that area . . . no luck.

As far as designing into my level . . . um . . . no. Heh heh.

What about ghost enemies (not Hexen). Sort of invulnerable shotgun and imps that can pass through walls . . . sure as hell makes DM players move quick. Problem is, I didn't hack em to do that!?

Jason

------------------------------

From: jlowell@winternet.com (Jim Lowell)
Date: Tue, 31 Oct 1995 16:37:17 -0600
Subject: Re: your mail

>On Tue, 31 Oct 1995, Jumpstile Turner wrote:
>
>> >TNT:Evilution has been purchased by id Software.
>> >
>> >They intend to release Evilution as a separate product, not as an addon PWAD
>> >or set of levels. There will be a customized EXE based on the DOOM2 engine.
>> >A likely name for the product is DOOM2:Evilution (insert II or ][ if you
>> >prefer).
>>
>> Insert foot in mouth. Another example of people voicing opinions
>> without all the facts. Makes you sound stupid doesn't it?
>>
>I think it was a bad idea to not get permision from id to acknolage that
>they were the ones that would relese the wad. If the tnt team had said that
>they were talking with id about having the levels relesed comercialy i think
>there would have been a lot less hurt feelings.
>

Hey, it's not like we just decided to wait a week then say "Surprise! It was Id
all along!" We were contacted by Id and they didn't commit until Friday. Imagine
the hard feelings we would have generated if we had said "Id want's it, so you
all have to wait" then came back 5 days later and had to say "Er, uh, well, Id
decided they didn't want it, so here it is after all"

I think in our position, you'de have done the same thing. Bottom line is: We
did the best we could in an unexpected situation.

- -= Jim Lowell (jlowell@winternet.com) =-
- -= TeamTNT Member =-


------------------------------

From: "Erwen Tang" <etang@pen.k12.va.us>
Date: Tue, 31 Oct 1995 05:50:16 -500
Subject: Re: Final Enemy

> > 2) This is the main question. How does one go about
> > inserting a final enemy character into a level. I have only
> > seen this done in one PWAD before now, and all the
> > editors I have got, do not seem to have the capability.
> > I may be missing something obvious!

I think the only possible final enemy is John Romero's head on a
stick in DOOM 2. Although it might not be moving, I guess you can
use dehack to make the final enemy to be whatever you want it to be.
Hey hey!!! <!>

Erwen Tang - Class of 1997 TJHSST \|/ ____ \|/
Email: etang@pen.k12.va.us, @~/ ,. \~@
etang@capaccess.org /_( \__/ )_\
etang@lan.tjhsst.edu \__U_/
http://www.tjhsst.edu/~etang
- ---
Flame shield operating 24 hr. a day. Flames will be deleted so don't bother.

------------------------------

End of doom-editing-digest V1 #464
**********************************

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