Message-ID: <34C15002.AC825327@usa.net> From: "Howard Jay Johnson, Jr." Organization: North Carolina State Univercity MIME-Version: 1.0 Newsgroups: comp.os.msdos.djgpp Subject: Re: quake sky References: <69pj0h$91l$1 AT newsd-154 DOT iap DOT bryant DOT webtv DOT net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 14 Date: Sun, 18 Jan 1998 00:42:20 GMT NNTP-Posting-Host: usr8-dialup49.mix2.atlanta.mci.net NNTP-Posting-Date: Sat, 17 Jan 1998 19:42:20 EST To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk You can use a system call and time(). Something like at the beginning of the game or at breaks in the action. readup on "system" and "time" in time.h That should get you going. jayjohnson AT rocketmail DOT com Jimi Hendrix wrote: > How do I make quake's moving skies? How would I make them sequenced > that the sky runs off your computer clock; so when its 10:00 P.M. the > sky is dark and when its 3:00 P.M. the sky is light? Id that hard to > do? > > P.S. I have Allegro...would that help? > > Thanks > > Jim