Xref: utzoo comp.windows.x:30225 rec.games.programmer:2657 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!usc!julius.cs.uiuc.edu!psuvax1!psuvm!sml108 From: SML108@psuvm.psu.edu (Scott the Great) Newsgroups: comp.windows.x,rec.games.programmer Subject: Re: Xbzone avaliable on expo Message-ID: <90338.223954SML108@psuvm.psu.edu> Date: 5 Dec 90 03:39:54 GMT References: <7647@umd5.umd.edu> <1990Dec4.150916.26196@santra.uucp> <34057@netnews.upenn.edu> Distribution: na Organization: Penn State University Lines: 48 In article <34057@netnews.upenn.edu>, rpotter@grip.cis.upenn.edu (Robert Potter) says: > >In article <1990Dec4.150916.26196@santra.uucp>, jmunkki@hila.hut.fi >Seems like zero amplitude to me. No challenge at all. > They zig-zag somewhat, but are awfully easy to kill... >> - There are no destructible obstacles. > >Did the original BattleZone have these? I don't remember that. > I believe some could be destroyed. The source code indicates that this CAN happen, but I have yet to see it. >Also: > - No "short" obstacles that you can shoot over. > - Player shots are too slow. > - You can't hide from missiles behind obstacles. > - There are helicopters. > - Enemy tanks seem much stupider, they tend to ignore you entirely. > - You can't see as far. > - I don't think the perspective calculations are correct, distant > objects are not small enough. > >Pretty fun game anyway. I believe the US Army authorized version had helicopters... Nice addition in any event... For those of you having trouble getting it to run. I compiled the fortran code straight and combined it with gpr.c. this required me to comment out three lines referencing the variable moon in gpr.c, but otherwise it works just fine on a multiflow computer. The problem with shot accuracy is that the thing determines whether you have hit something or have been hit by using the distance between objects. In other words, consider yourself and everything else to be disks. This routine needs to be modified such that when it detects a hit it should use a more accurate routine to determine if the hit is for real. Overall, a neat game though. A multi-user version would be a lot of fun... Scott Le Grand aka sml108@psuvm.psu.edu