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Doom Editing Digest Vol. 01 Nr. 592

eZine's profile picture
Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #592
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 27 February 1996 Volume 01 : Number 592

Re: 3000 spider demonlord wad
[none]

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

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Mon, 26 Feb 1996 17:27:41 -0500 (EST)
Subject: Re: 3000 spider demonlord wad

On Mon, 26 Feb 1996, Robert Fenske Jr wrote:

> On Sun, 25 Feb 1996, Drake O'Brien wrote:
>
> > So I found it doesn't matter if it's 3000 spider demonlords or 160
> > bloodsplots, if the player shoots at the clump from within a range of
> > approx. 1000/1500 units there'll be the crash, but shooting from outside
> > that approx. range the game'll play normally.
>
> Are you sure your shot(s) crossed the clump when you were at the
> 1500 unit range? Given the distance and the fact the game played
> normally could mean the shot path didn't cross the clump. I've always
> found it difficult to shoot anything with consistency from far away.
It depend on whether he shot bullets or a projectile weapon. Bullets
don't HAVE a path, the engine decides what to hit with each bullet
and makes it hit (and spawns a bullet puff or blood splat) instantaneously.
The bullet doesn't travel like a projectile.

Mike

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

From: BonesBro@aol.com
Date: Mon, 26 Feb 1996 17:32:42 -0500
Subject: [none]

a look at ID1.PAK to see if they can figure out anything
about the new format? The only format-related thing I've been able to deduce
is that the screenshots are PCX...:)

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

End of doom-editing-digest V1 #592
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