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Doom Editing Digest Vol. 01 Nr. 576
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #576
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 14 February 1996 Volume 01 : Number 576
Re: Creating new monsters
Re: DISproof of gettable projectile
Re: DISproof of gettable projectile
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From: JeffPatch@gnn.com (Jeff Patch)
Date: Mon, 12 Feb 1996 21:10:08
Subject: Re: Creating new monsters
Well...
I was reading the October '95 issue of PC Gamer and in the article
about Quake there was a picture of Adrian Carmack sitting by a
computer. In the background there was a glass case, inside it
there was a clay model of a Baron Of Hell and another monster that
was to hard to see.
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From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Tue, 13 Feb 1996 12:18:44 -0500 (EST)
Subject: Re: DISproof of gettable projectile
Lee,
> No kidding. I've messed around with infinite recursion patches that haven't
> locked up- they've only caused things to slow down. The fact that it IS
That had been my previous experience as well. But it seems that Doom
does INDEED have a limit to the number of things it can support (this only
makes since from a programming point of view). The limit seems to be
around 200. I had made a flamethrower in Aliens Doom 3 that left real
burning fires so there would be a LOT of things around after a heavy fight.
The only side effects I had gotten were that the brighter and closer objects
would be visible, but the further and darker things would not be rendered.
I had never actually tried to generate 200+ things, though, especially
all in the same exact position! In short, I don't think the crash is due
to an instability in the ammo depot patch, but due to the limitations of the
Doom engine itself.
Mike Gummelt
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From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Tue, 13 Feb 1996 16:26:54 -0500 (EST)
Subject: Re: DISproof of gettable projectile
>
> all in the same exact position! In short, I don't think the crash is due
> to an instability in the ammo depot patch, but due to the limitations of the
> Doom engine itself.
>
> Mike Gummelt
>
I've followed this thread since the beginning. I have to say that
Mike, you sure won't admit that that patch is unstable will you?
Any patch that is unstable is due to the limitations of the doom
engine, No?
I'm not flaming here, I just think it's funny that doom crashes with
the patch (sometimes) and doesn't with out it. But still the patch
is fine, now it's the doom engine which is buggy. :)
zombywoof
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End of doom-editing-digest V1 #576
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