The utility includes a graphical progress screen that shows color-coded detail of the map being processed; with the CPUs of the 1990s when building reject tables was a slow, CPU-intensive process, this provided convenient user feedback.
RMB was mentioned in Doom's source release in the context of using the REJECT map as a strategy for a GL-based renderer .
Use for special effects
In addition to reject optimization, RMB supports per-map options files that can apply special effects to a map's reject table. RMB is also distributed with a tool named
EFFECT that can apply similar effects. This feature was used for levels such as MAP02: Sacrificium (Requiem) to make monsters behave in unusual ways. Supported special effects include:
- Makes monsters in a particular sector blind, for a configurable distance.
- Blocks line-of-sight calculations through a specified pair of linedefs.
- DISTANCE and LENGTH
- Set limits on the distance that monsters can see, across the entire level.
- Identifies doors and limits the ability of monsters to see through (some number of) doors.
- Excludes particular inter-sector lines of sight - useful for creating "safe areas" within rooms.
- Makes a group of sectors be considered as a single sector.
- Forces particular sight-lines to be considered.
- LEFT and RIGHT
- Allow line-of-sight calculations only through one side of a particular linedef.
- Bernd Kreimeier (23 December 1997). "LinuxDoom 1.10 source release."
- Marc Rousseau. "ZenNode's RMB support."