Julian

Posts: 2658
Registered: 04-75 |
Mordeth said:
[Edit] There are soooo many instances I've been thinking up some really cool architecture, only to realise a few seconds later that, despite all the tricks in my book, it still isn't possible. But this new RoR effect seems to be HOM-free, right? As in, no problems with suspended floor/ceiling even during transition?
It's the good old rorDoom system, meaning no more than 1 floor & 1 ceiling per screen column.
Mordeth said:
[Edit 2] Of course, one thing to test is monster behaviour inside a RoR sector. It's one thing to make the floor/ceiling blocking shots, quite another to prevent a monster from (futile) attacking a player above/below him.
Well, aiming and shooting algos are pretty similar, so as in rorDoom, it's already in there. But, given Doom's AI and the fact it supposed 2D architecture you may end up with funny behaviors.
Sprite clipping is also handled tho some bugs remain of course.
Mordeth said:
[Edit 3] Give me one finger and I'll.... How about deep-water in combination with RoR?
It should work, but I have a level someone sent me ages ago that presents a nasty bug. But this is the kinda bug that can get fixed with some instinct, I sense it.
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