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=============================================================================
DOOM Front End v3.10
=============================================================================
------
NOTICE
------
To those of you with a previous version of this program, or any other programs
that I have released, you will find that my EMAIL address has changed.
My previous address was: joshjackson@delphi.com
My new address is: jsoftware@delphi.com
----------------
ACKNOWLEDGEMENTS
----------------
Thanks Id for such a KICK ASS game!! DOOM is a registered trademark of Id
Software.
Hank Leukart for the "OFFICIAL" DOOM FAQ.
Matt Fell for the Unofficial DOOM Specs v1.3
Greg Lewis for his DeHacked source
--------
CONTENTS
--------
=SECTION ONE= Introduction
[1-1] What is DFE?
[1-2] Distribution of DFE
[1-3] Obtaining the Source
[1-4] Disclaimer
*[1-5]*Installing DFE (New to DFE v3.00)
=SECTION TWO= Using DFE
[2-1] Single Player Games (Updated for v3.00)
[2-2] Serial Link Games
[2-3] IPX Network Games
[2-4] Modem Link Games
[2-5] Sprite Viewer
[2-6] Map Viewer
[2-7] Configuring DFE
[2-8] Using IPXFER
[2-9] WAD Sound Player
[2-10] Item Locator
[2-11] LineDef Tag Associator
[2-12] Map Statistics Collector
*[2-13]*Exe Hacker (New to 3.10)
=SECTION THREE= Misc Info
[3-1] Known Bugs
[3-2] Trouble Shooting
[3-3] Version History
[3-4] Setting up an IPX Network for DOOM
------------------------------------------------------------------------------
SECTION *1*: Introduction
------------------------------------------------------------------------------
[1-1]: What is DFE?
DFE is a Front End for that wondrous program DOOM! For those of you that
are not familiar with the term "front end", well, it is simply a way of
configuring DOOM without all of the hassles of trying to remember the which
of the bazillion command line parameters you can pass to DOOM and the
SERSETUP/IPXSETUP programs you need to use. DFE gives you an easy to use,
text based user interface for selecting things like: Starting Episode,
Starting Map, Skill Level, Number of players, etc.
[1-2]: Distribution of DFE
PLEASE distribute this utility to anyone and everyone that can make use of
it. There is no registration fee or any other such BS. The only thing
that I do request is that you include this document, in its entirety along
with the program. The following files are needed for DFE:
DFE.TXT (This document)
TECHNOTE.TXT (Technical Information on DFE)
DFEINST.ZIP (Install ZIP)
DFE.EXE (The Front End Loader/Intercommunication program)
DFESYS\DFESYS.EXE (The Real Mode system program)
DFESYS\MAPVIEW.EXE (DOS Protected Mode map viewing program)
DFESYS\EXEHACK.EXE (DOOM.EXE hacking/patching program)
DFESYS\RTM.EXE (DOS Protected Mode Interface Manager)
DFESYS\DPMI16BI.OVL (DPMI Manager Overlay)
DFESYS\DFEVIDEO.DRV (The 256 color Video Driver for DFE)
DFESYS\THING.DEF (Things Definition file for the Map Viewer)
DFESYS\SOUND.DEF (Sounds Definition file)
DFESYS\THNGLIST.FIL (Thing List for the Exe Hacker)
DFESYS\UNIVBE.EXE (Universal VESA driver in case your card isn't
VESA compatible)
[1-3]: Obtaining the source for DFE
If you would like a copy of the source to this program, I will gladly mail
you a copy. It was written in Turbo Vision for Borland Pascal v7.
Mail your request to the following:
Jackson Software
10506 Bayard Rd.
Minerva, OH 44657
Please include $9.95 for a 1.44 floppy containing the source, or if
you make any donations of $5.00 or more, I will send you the latest
copy of both the compiled version and the source code over the internet.
[1-4]: Disclaimer
This program come with with no warranty, expressed or implied. Anyone
who uses this program, uses it at their own risk (what risks these are,
one can only guess).
The Author excepts NO responsibility for anyone who should become
clinically insane, or otherwise incapacitatied for any reason during
the use of this program. Nor shall the Author be held responsible for
anyone out there that obtains the source, and thinking they are a brain,
should modify it and cause damage to themself or their computer.
*[1-5]* Installing DFE (New to v3.00)
If you are running an older copy of DFE, I would recommend that you
delete the DFE program and any of its associated files. This version
of DFE is COMPLETELY different.
To begin, unzip the DFE310.ZIP file into your DOOM directory. Next you
will have to unzip the embedded ZIP file. Do this with the -d parameter!
eg: pkunzip DFEINST -d
The -d parameter will ensure that the DFESYS directory is created. It is
necessary for the DFE system files to be in this directory.
NOTE: DFE <MUST> be installed in your DOOM directory to function properly!
------------------------------------------------------------------------------
SECTION *2*: Using DFE
------------------------------------------------------------------------------
[2-1] Single Player Games
After Loading DFE (this should not be too difficult!) you will receive a
menu giving you selections for Single Player, Serial Link, IPX Network, and
Modem Link. To play a single player game, select modem link (just kidding)
After selecting your game type, you will be prompted for the episode name
or an External Wad file. If you choose a predefined Episode (1-3), you
will then be given a list of your game options. This area will differ
depending on the game type and episode selected. For a single player game,
you will be given the option to select your level, skill, no monsters, and
respawn.
The option of No Monsters is exactly what it sounds like, NO MONSTERS. In
a single player game, the only use I can think of for this is when you
just feel like poking around, trying to find secrets and the like.
Respawn is a rather nasty option. If selected, anything you kill will
return to life 8 seconds later.
After you have made your selection, press the OK button or Enter if you
haven't already selected the cancel button.
The option of loading and External WAD file is not a whole lot more
difficult than the above. From you Episode selection box, simply select
External WAD File. You will then be given a file list dialog box. Select
the appropriate WAD file. DFE will then open the selected WAD file to
ensure that is both valid and contains a level to play. If both of
these criteria are met, it will then load the level names out of the WAD
file. At this point in time, you can only have up to 9 levels in a patch
wad file and access it from DFE.
[2-2] Serial Link Games
If you have not read 2-1 yet, please do so, as I only explain the
difference between a the two here.
In a Serial Link game the only real differences from a single player
game is the selection of your COM port and whether or not you want to play
a DEATHMATCH or DEATHMATCH 2.0 (DOOM 1.4 only)
Before DFE will spawn DOOM, it will attempt to locate the DOS external
command MODE.COM. It uses this utility to set the Baud rate and parity
of your selected COM port. If it can not locate MODE, it will simply
display a message box, pause briefly, and then continue with execution
of SERSETUP.EXE.
[2-3] IPX Network Games
If you have not read 2-1 yet, please do so, as I only explain the
difference between a the two here.
In an IPX Network game the only real differences from a single player
game is the selection of the number of players and whether or not you
want to play a DEATHMATCH or DEATHMATCH 2.0 (DOOM 1.4 only)
Please do note that an IPX driver must be loaded before DFE will even
enable the IPX Network menu selection. It is NOT necessary to be connected
to a Local Area Network (LAN), nor does there need to be any form of
server present for IPX Network DOOM to work. Simply installing LAN cards
in more than one machine, linking them with cable and loading the IPXODI
packet drivers is all that is necessary. (See section 3-4 for information
on setting up your own DOOM network!)
[2-4] Modem Link Games
If you have not read 2-1 yet, please do so, as I only explain the
difference between a the two here.
In a Modem Link game the only real differences from a single player
game is the selection of your COM port, whether or not you want to play a
DEATHMATCH or DEATHMATCH 2.0 (DOOM 1.4 only), and the type of modem
connection you will be making.
The possible modem connections are: Dial and connect, Wait for call, and
Already connected. If you specify Dial and connect, you must fill in the
Number to Dial field.
[2-5] Sprite Viewer
This function has been dropped from the main menu and has been incorporated
into the Map Viewer.
[2-6] Map Viewer
This Function allows you to view the DOOM maps before you play the game.
It will display monsters, weapons, and "goodies". The goodies include
keys, ammo, health kits/bonuses, armor, soul spheres (supercharge),
invisibility sphere, light goggles, radiations suits, berserk, and computer
area maps.
If you select this option from the main menu, you will then be prompted
for the desired episode. You can also specify an external WAD file, this
is real handy when downloading DEATHMATCH WAD files from various BBSs, etc.
After selecting the episode or WAD file of your choice, you will be
given a list of viewer options. First of these options is the level that
you wish to view. Next, whether or not you want it to display the
monsters, weapons, or goodies, the skill level you want to view (Viewing a
skill level will show you just what you are going up against.), and finally
whether or not you want to view it as a MultiPlayer game (some items will
only appear in a multiplayer game).
Once you are viewing the map, the following keys will have effect on the
map:
M (Toggle monsters on/off)
G (Toggle goodies on/off)
W (Toggle weapons on/off)
P (Toggle Multiplayer on/off)
1-5 (Select skill level 1-5)
S (Toggle secrets on/off)
+ (Zoom in on map)
- (Zoom out)
Home (Return view to original)
Arrows (Move map around on the screen, handy for zooming)
You will also notice the status display in the upper left hand corner.
This display shows the current status of the display toggles. Using the
mouse to select any one of these options is allowed and works the same
as pressing the keys to do so.
Note: if you have an FAST computer (486/33 or better with VLB), you may
experience a double click effect on the buttons. This is cause by the
map viewer redrawing the map fast enough that it doesn't give you time
to get your finger off the mouse button. If this happens, simple press
the letter on the keyboard rather than clicking on the Toggle buttons.
(This will be fixed in future verisons)
The color scheme used by ViewMap is as follows:
Blue Walls (Lines)
Lt. Blue Doors (Lines)
White Secrets (Lines)
Green End Level triggers (Lines)
Red Monsters (circles)
Yellow Weapons (circles)
Green Goodies (circles)
Note for DOOM TechHeads: New to v2.10 of DFE is the ability to view not
only secret LineDefs, but also Secret Sectors. This will allow you to
see ALL area of the map that the Game will consider a secret. Any
sectors that Are marked as secret will add to your percentage of secrets
found at the end of each level.
New to v2.50 is the displaying of end of level triggers. These items
will be displayed as green linedefs.
To view a sprite from the map viewer, simply click on the dot on the map.
This will give you a picture and description of the selected sprite. Do
note that the map viewer does not display obstacles (such as barrels,
candles, etc.)
[2-7] Configuring DFE (New to DFE 2.00)
If version 2.00 I have included the ability to save a default configuration
for each of the game types. To setup your game configurations, select
"Configurations" from the games menu.
The first configuration option you will want to setup is your PWADS list.
This list contains upto 5 PWADs that can be automatically loaded with
your game. This will allow you to specify PWADs that contain sounds/
graphics replacement and do not include any playable levels. (Previous
versions of DFE only allowed for the loading of one PWAD and only if
it contained a playable level.) Do note that the PWADS list must contain
names of PWADS that are in your DOOM directory (No path names can be
specified).
Once you have selected your favorite PWADS, you are ready to setup the
rest of DFE. To begin with, I will explain setting up a one player game
and then explain the differences between a one player and the other
multi-player options.
First select One Player from the configurations sub menu. You will be
given a list of the 5 PWADs, your default skill level, and whether or not
you wish to have NOMONSTERS or RESPAWN active by default. By selecting
any of the PWADs, they will automaticall be loaded when you start your
game. Do note that the PWADs that your have selected from the list will
one be active in the game type specified. To specify any of these PWADs
for other game type, you must configure them individually. Once you
have selected your desired game options, click the OK button. Your default
game options have now been saved.
For serial link games, the additional options in your configurations will
be the selection of your default COM port and whether or not you wish
to play in DEATHMATCH mode.
For IPX network, additional options are the number of player, DEATHMATCH,
and the default IPX socket to use. NOTE- the IPX socket number is in
DECIMAL format. You should be careful when specifying a socket when
you are attached to a Novell Network or other server based LAN.
For modem games, you will be given the option of selecting your default
COM port, DEATHMATCH, and the default phone number to dial.
[2-8] Using IPXFER (New to v2.00)
In v2.00 I have also built in my IPXFER utilities. This is a powerful
set of IPX file transfer programs that allow you to send and receive
files over an IPX network VERY rapidly.
>>WARNING<< These utilities are VERY sensitive!! If you are having
trouble getting your IPX network to function properly in the first place,
IPXFER more than likely will not work. Unlike the stand alone versions,
the send and receive functions in DFE can not be terminated by a CTRL-BREAK.
During most of the IPXFER processing, you can press ESC to abort the file
transfer, but during some, the processor time is devoted almost completely
to your IPX driver. If you experience a "LOCKUP" while attempting to
establish a connection between the two computer, it may be necessary to
reboot. If this happens, you can switch over to my stand alone versions.
(IPXFER11.ZIP contains sendnet.exe, recnet.exe, and closes.exe)
If you are still having difficulties getting your IPX network to run, get
yourself a copy of my IPXNET12.FAQ or contact me.
IPXFER is designed to send files to one computer at a time. When using
this function, DO NOT begin multiple receives. This will cause a packet
sequence crash.
Sending files: Select Send Files from the IPXFER menu. You will then
be given a change directory dialog box. Change to the directory that
contains the files that you wish to transfer. After clicking the OK
button, you will be prompted for the file specification. The default
file spec is *.WAD. (Even though this program gives you a VERY high
CPS, it is a good idea to avoid sending the 10Mb DOOM.WAD file.)
Once you have entered the file specifications to send, your computer
will begin an attempt to establish a connection with the receiver.
Receiving files: Select Receive Files from the IPXFER menu. You will
then be given a change directory dialog box. Change to the directory that
you wish for IPXFER to place the received files into. After changing
directories, your computer will begin an attempt to establish a connection
with the sender.
[2-9] The sound player (New to v2.10)
This option has been added so that you can preview the sounds contained in
either the DOOM.WAD file or a PWAD file. Before using this option, you
must set up your sound blaster settings in the Configurations menu. If
you do not have a sound blaster, you want to disable the sound blaster
option in the same area as the Sound Blaster setup.
Once you have set your Sound Blaster options, DFE will prompt you if you
wish to restart. This is similar to the way Windoze works. If you do
not restart DFE, your Sound Blaster options will not take effect. Once
you restart, DFE will attempt to inialize your Sound Blaster. If it is
successful, the Sounds option will be enabled. If it is not, it will
inform you and the option will remain disabled. NOTE: you MUST have a
sound blaster compatible card! The options for setup are the following:
IO Ports: 220h, 240h
IRQs: 2,5,7 (I didn't include 10 because DOOM won't support it)
DMA: 0,1,3
These are the valid options for a standard Sound Blaster, it you are using
a clone, make sure to set your emulation for any of the above options.
Once you're set up, select Sounds from the Resources menu. You will be
given a Dialog box that will allow you to select and WAD file you wish
(Including but not limited to the DOOM.WAD). Once you have made your
selection, DFE will attempt to locate any valid sound enties. If none
are found, you will be told so. If DFE does find sound entries, it will
only present you with a list of sounds that are contained in the specified
WAD file. This eliminates the headache of trying to figure out which of
the sounds come from the DOOM.WAD and which ones come from the PWAD.
Simply select a sound and press enter or double click on it.
Oh, by the way, make sure your speakers are turned on! :)
***New to version 2.20***
You will notice that the Sound Player now has a button labled "Export".
This button will allow you to save any WAD file sound into Wave file
format.
[2-10] The Item Locator
This feature is handy when downloading PWADs. It will allow you to locate
any item on any level. It will also inform you of which skill levels the
item appears on, as well as whether or not is only appears in multiplayer
games.
To use this option, select Item Locator from the Resources menu. Your
will then be given a file dialog box to choose the desired WAD file from.
Note that is you wish to use a DOOM internal map, simply select the main
WAD file. After selecting the desired WAD file, you will be given a list
of all of the available WAD file objects. Select the item you wish to
locate. After doing so, you will be given a list of the levels that are
contained the the WAD file (support all 27). Next, the Item locator will
begin initialization and search the map for the specified object. If it
can not locate any on this level, it will inform you so. If it DOES find
matching items, you will be given a graphical map with all of the selected
items apearing in yellow. This current item will have a small red box
around it. If you look up in the upper left hand corner of the screen,
you will see a "Next" button and a message the reads something like:
"Levels 1 2 3 4 5 Multiplayer" This would indicate that the item appears
on skill levels 1-5 and only in multiplayer games.
If you click in the Next box, the next item will be selected and its
properties displayed. To view any of the items, simply click on them with
the mouse pointer, this will give you a sprite viewer window similiar to
the one seen in the map viewer. Note: Clicking on an object that is not
selected with the red box will cause it to become the current item.
If a object is inside an area of the map that is outlined in white, this
is a secret area.
*[2-11]* LineDef Tag Associator
This option was VERY highly requested, so I figured it was time to add it
to DFE. The associator is accessed through the resources menu and then
the Maps sub menu. It will allow you to locate those tough to find trigger
locations for lifts, doors, and other such moving areas.
Once you have selected your desired map and level (either a PWAD or the
DOOM.WAD), you will be given a graphics display of the selected map. By
default, the search method is sector based, but can be canged to linedef
by clicking the Mode button in the upper left hand corner. When viewing
a map with the Tag Associator, any linedefs or sectors that have a tag
association will be displayed in purple. With the exception of the
secret areas (which are white) and the end of level trigger (green), all
other areas of the map will be displayed in gray. NOTE: the white areas
(secrets) may have associtation, but will still be displayed in white.
To select an area of the map, simply move the mouse cursor to it. The
selected area will appear in red and any areas with the same tag number
will aprear in yellow.
The associator does not yet inform you of the action required to activate
a specified linedef. This will be implemented in future releases.
Many thanks to the authors of DEU for the formulas for selection of
sectors and linedefs! (and the goofy little sound when selecting either)
*[2-12]* Map Statistics Collector
This feature was another highly suggested feature. It is located in the
resources menu, under the Maps submenu. It will display the number of
cooperative/deathmatch player start positions, as well as the number
of each weapon and the number of each type of monster that is present
on the map. It does not yet distinguish beween items that only appear
on specified skill levels, or in multiplayer mode only. These options
will be implemented in future releases.
*[2-13]* Exe Hacker
This feature was added to enable you to create DOOM.EXE patches that will
drastically change the way the DOOM engine performs. New monters can
be created, properties changed, plus an infinite amount of other details
altered. If you are not familiar with DeHacked, I suggest that you get
yourself a copy. This section was based on the source code obtained
from Greg Lewis, author of DeHacked. I would also suggest obtaining a
copy of Matt Fell's DEHACKER.ZIP which contains vital information that
has been used to help all of us DOOM hackers develope EXE hacking code.
>>>>>>>>>>>>>>>>>>>WARNING<<<<<<<<<<<<<<<<<<<<<<<
-THIS FEATURE IS FOR REGISTERED DOOM 1.2 ONLY.
-IF YOU ARE NOT SURE WHAT YOU ARE DOING WHEN USING THE EXE HACKING
FUNCTIONS - STOP! YOU WILL UNDOUBTEDLY CRASH THE GAME!!
-SINCE THIS FUNCTION DOES MAKE MODIFICATIONS TO THE DOOM.EXE ITSELF, IT
RECOMMENDED THAT YOU EITHER BACKUP YOUR DOOM.EXE -OR- SAVE A PATCH FILE
THAT CONTAINS A PATCH FOR RETURNING YOUR DOOM.EXE TO ITS ORIGINAL STATE.
(THIS IS DONE BY LOADING UP THE EXE HACKER WITH AN UNALTERED COPY OF
DOOM.EXE AND THEN SAVING A PATCH.)
=SECTION THREE= Misc Info
[3-1] Known Bugs
At this point in time, the only bug known is with the sound player. On
some machines, it will only play the first 32k of the sound and then fill
in the rest with screach like garbage. It will also refuse to play sounds
on some Sound Blaster compatible cards.
New sound code development is underway, it should be fixed in the near
future.
[3-2] Trouble Shooting
The following is a list of problems that you may encounter while running
DFE.
Q) Why am I running out of memory when running DOOM? I used to have
plenty.
A) Beats me! DFE only uses about 1k of memory when it has swapped out!
Personally, I have a 386dx/40 with 8Mb of RAM, I have never had a
problem with memory, even when I am running a series of IPX network
drivers and a 2Mb disk cache.
Q) Why is the IPX Network selection disabled?
A) You don't have an IPX driver installed! (Same goes for the IPXFER
selections)
Q) Why won't the Serial Link work?
A) Welp, there is slew of problems that you could be having. Mainly,
you should make sure that you have the DOS command MODE.COM in either
the current directory or the Path. (DFE uses this to ensure that your
COM port is set correctly)
Secondly, I have not had much luck with Serial Link, especially when
linking two computers of different speeds together. After about 2-3
minutes of play they will begin to bog down until the game becomes
unbearably slow.
Q) Why is Modem Link DOOM so slow?
A) Make sure that you are connected at 9600 baud, N81. Also, make sure
that any error correction or data compression is turned OFF! This
makes a big difference in the way the game performs.
Q) Why won't the Map Viewer allow me to view maps or sprites?
A) DFE was unable to set 640x480x256 color mode. This can be caused by
any of the following:
1) An incompatible SVGA video card
2) Lack of an SVGA video card (DUH!)
3) Not enough video RAM (265k SVGA cards don't support this mode!)
#1 can be corrected on most machines by installing the supplied UNIVBE
driver or a vendor provided VESA driver.
[3-3] Version History
v1.0 Allowed you to only select the level you wanted to play from existing
levels.
v1.1 Added Map Viewer and .OVL file to save on memory. Map Viewer was in
a separate executable file. Allowed the selection of external WAD
files.
v1.2 Removed .OVL and added memory swapping. Saves an extra 150k of memory
Integrated the Map Viewer into DFE.
v1.21 Fixed a small bug in v1.2 that would not allow you to view a map if
the filename was 8 characters long. (Sounds weird, but thats what I
get for using so many stinking pointers and linked lists in this
program!)
v1.3 MapView has been COMPLETELY rewritten into fully object oriented
code, allowing for better control over the map (Internally).
MapView also now allows you to "Click" on any sprite on the map
and view it.
v1.31 Fixes a Memory allocation problem when disposing of a Map Viewer.
v1.32 Fixes a bug when loading an external WAD file, it would not present
you with the correct list of contained level names.
v1.33 Ok, Ok, I know, another bug. Hopefully, this will be the last
release before v2.0. The problem of loading multi-player games
when loading an external wad file (on some computers) has been fixed.
(SHEEZE, why don't you guys ever tell me these things?!?)
v2.00 Well, it's here. Its not quite what I had anticipated though. It
does not incorporate a new GUI for the map viewer (This has been
put on hold for a while), nor does it include the mentioned MAP
SEARCH. HOWEVER, I have rewritten a boatload of the DFE main code
to include a configuration option and I have built my IPXFER program
into the DFE code. The IPXFER code used is 100% compatible with
either v1.00 or v1.10 of my seperate IPXFER (sendnet and recnet)
utilities. The overlay file is back, this is due to the mass amount
of memory needed by the MAP/SPRITE viewer. DFE still swaps itself
out of memory before playing DOOM, however.
v2.10 Added Sound Blaster WAD file sound playing option. MapView now
displays secret sectors as well as secret Linedefs.
v2.20 Added the Item Locator. The main DFE code has been broken up and
MAJORLY overlaid. The size of the executable file is almost as small
than the .OVL file. Also added the capability to export the DOOM
sounds to WAV file format.
v2.50 Added the LineDef tag associator to enable you to figure out many of
those nearly impossble secrets. Also added the capability to export
sounds from a WAD file into WAV format, and a Map Statistics
collecter to gather information about the items contained in a PWAD,
as well as the number of each type of player starting position.
v3.00 Main system code has been rewritten. The Map/Sprite viewers (this
included the Item Locator and LineDef tag associator) has been
moved from the main executable to a DOS Protected Mode program. This
will ensure that you have enough memory before attempting to view
large maps and sprites. IPXFER has been very highly optimized, with
most of the code rewritten in assembly language. DFE now reqires
you have a DFESYS directory off of you DOOM directory. This will
keep things nice and tidy, considering there are now over a dozen
files to the DFE system. All that is required to be in your DOOM
directory is the file DFE.EXE, this is now a tiny little (about
20k) file that loads and executes the DOOM Front End System.
SWAP code has been rewritten so that it will not interfere with
resident programs that reside at the top of low memory (just
beneath the 640k boundry). This was causing some systems to hang
when you exited DFE. If anyone is still experiencing this problem,
PLEASE let me know.
v3.10 Added the EXE hacking capabilities to DFE. The patches saved by
DFE are compatible with DeHacked v1.3. It can read DeHacked v1.2
and v1.3 patches. It will also allow you to compile your patches
into a COM file so that they can be executed from the command line.
HACKERS BE WARNED: The executables that are contained in the DFESYS
directory will report that they are for internal use only, THEY ARE!
The DFE Loader program (DFE.EXE) sets up an intercommunications
buffer so that the loader, main system, and any DPMI programs
can communicate with one another. Attempts to override this (so
that you could use the map viewer by itself, etc) will more than
likely result in a system crash.
Future programs:
Soon, DFE will include the following items:
- A PWAD tracking system to keep track of your PWADS and allow you
to enter decriptions of them.
- A PWAD compiler. This feature will allow to to disassemble your
favorite PWADs and regroup them into one PWAD.
[3-4] Setting up an IPX Network for DOOM
If you have never played IPX Network DOOM, you are missing out BIG TIME!
Imagine playing up to 4 player DOOM with very little or NO slowdown in
game performance. Unlike Serial Link or Modem Link DOOM which can very
seriously slow down the game if one of the two players (and ONLY two
players) is running on a 386 based or a slower 486 based machine, IPX
networks give you high speed, fluid game play. The reason is simple,
DOOM is designed to communicate with a serial device (this includes modems)
at only 9600 baud. At this rate, you are only transferring around
800-1000 bytes per second. A SLOW network transfers about 1,250,000
bytes per second!! Some of the faster networks can transfer up to
16,000,000 bytes per second! (Talk about a speed increase!)
Welp, Jackson Software can help. I am currently selling everything that
you need to setup a full blown EtherNet IPX driven network. This may
sound a bit expensive, but its not too bad. (I have one myself)
Do note that it is not necessary to set up a Novell LAN or any other such
outrageously priced network just to play Network DOOM. All that is needed
is a set of EtherNet (or similar) cards, the cables, your computers, and
DOOM!
My current setup for IPX DOOM is 1 386dx/40Mhz, 2 486sx/33Mhz, and 1
486dx/50Mhz With these machines I can not tell the difference between a
single player game and a multiplayer game as far as speed is concerned.
If this sounds appealing to you, here is how to obtain your network
hardware:
Send check or Money Order to:
Jackson Software
10506 Bayard Rd.
Minerva, OH 44657
Phone:
(216) 868-1169
EMAIL:
jsoftware@delphi.com
Network Pricing:
One EtherNet Node.........................................$75
LanPro NE2000 EtherNet Card
Software Drivers
Instructions for NetDOOM Setup
The latest copy of DFE
10ft EtherNet Coax Cable
2 50ohm EtherNet Terminators
Two EtherNet Nodes........................................$145
2 LanPro NE2000 EtherNet Cards
Software Drivers
Instructions for NetDOOM Setup
The latest copy of DFE
10ft EtherNet Coax Cable
2 50ohm EtherNet Terminators
Three EtherNet Nodes......................................$215
3 LanPro NE2000 EtherNet Cards
Software Drivers
Instructions for NetDOOM Setup
The latest copy of DFE
2 10ft EtherNet Coax Cables
2 50ohm EtherNet Terminators
Four EtherNet Nodes.......................................$285
4 LanPro NE2000 EtherNet Cards
Software Drivers
Instructions for NetDOOM Setup
The latest copy of DFE
3 10ft EtherNet Coax Cables
2 50ohm EtherNet Terminators
The following is included on disks FREE of charge for each purchase
of any of the above Network packages:
The DOOM Hacker's tool kit (Disk 1)
The Latest version of the Unofficial DOOM Specs
The Latest version of the "Official" DOOM FAQ
The Latest version of the DEU level editor
Includes a demo and all C source
The Pascal Source for DFE
Includes MANY routines for accessing a variety of info
in the WAD file.
The Jackson Software's "Outstanding DeathMatch WAD collection"
(Disk 2)
This collections includes many of my favorite WAD files
created by varying authors especially for DEATHMATCHES!
!ATTENTION! Tired of the old dog of a computer that you have? Need
something with a touch more zip for DOOM and anything else
that requires some decent speed?
Call Jackson Software today and ask about setting up a real
screamer of a computer. I am currently selling everything
from a super cheap 386/33 to a full blown Pentium/90!
Prices on Pentium systems start at under $2000
Happy Hunting!
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JJ