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DOSDOOM.TXT
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v0.65 of DOSDoom (a port of the Linux Version of DOOM)
----------------------------------------------------------------------------
-This port is now developed by the DOSDoom Team (dmaddock@xtra.co.nz)
-This port was originally written by Chi Hoang (cyhoang@acs.ucalgary.ca)
-The official DosDoom homepage now at http://www.frag.com/dosdoom
-DOSDoom has been developed with help from various authors (see credits.htm)
-DOOM is copyright ID software (www.idsoftware.com)
-This port is not endorsed by id software, so don't bug them about it
-No responsibility is taken for any damage that may be done by this program
----------------------------------------------------------------------------
Make sure you unzipped with directories!!!
You can get the original linux-doom source at ftp://ftp.idsoftware.com/source/doomsrc.zip
What files you need to now about:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Program Files (needed for DOSDoom):
-/dosdoom.exe - The Program itself
-/dosdoom.wad - WAD file containing additional info needed by DOSDoom
-/anims.ddf - DDF file for wall and floor/ceiling animated textures
-/attacks.ddf - DDF file for creatures to attak each other with.
-/mission.ddf - DDF file for intermissions, title screens and missions.
-/default.ldf - DDF file for languages and translations.
-/levels.ddf - DDF file for levels.
-/lines.ddf - DDF file for linedef special types.
-/creature.ddf- DDF file for monsters and players
-/items.ddf - DDF file for items
-/scenery.ddf - DDF file for gibbed bodies, candelabras, teleport flashes and other
non interactive things.
-/sectors.ddf - DDF file for sector special types.
-/sounds.ddf - DDF file for sound effects
-/switch.ddf - DDF file for switch textures
-/weapons.ddf - DDF file for player weapons.
We encourage editing of the DDF files.
Program Files (optional)
-/dosdoom.cfg - DOSDoom Config for Sound, Joysticks and video.
-/default.cfg - DOSDoom Main Config File for controls, DOOM settings.
-/cwsdpmi.exe - DPMI Provider, needed to run in DOS. Not needed if you
will always run in Windows 9x
Documentation:
-/docs/dosdoom.txt - This File
-/docs/doomlic.txt - ID's License regarding the source code
-/docs/ddf_main.html - DDF explanation
-/docs/radius.html - Radius triggers explanation. Note some things have changed
since v0.64
-/docs/logs/changes.log - Log of all code changes from V0.61 onwards
Whats new (in v0.65):
^^^^^^^^^^^^^^^^^^^^^
-DDF: Tables are no longer stored in exe.
-added needed wads to source dist
-added some troubleshooting notes to the end of the user notes
-sky fixed in all resolutions. Thanks to Matthew J Legowski <legowski+@andrew.cmu.edu>
-Updated Dutch support. Thanks to Arno Slagboom (arnos@freemail.nl)
-Many linux improvements contributed by Eduardo Casino-Almao (eduardo@medusa.es)
-New music and sound code
Support for MUS, MOD and MP3 music files (see music.htm).
- CD Atmosphere support
- MOD and S3M support based on JGMOD.
http://www.geocities.com/siliconvalley/vista/8890/
- MP3 support based on dosamp based on amp-0.7.5 by Tomislav Uzelac
dosamp is by Ove Kaaven
amp-0.7.5 is by Tomislav Uzelac
- Missile Teleportation off/on/silent
- Player Teleportation Speed normal/quick/quickest
- Fixed the crosshair so it re-adjusts when full screen.
- Pulsating crosshair.
- Extended network setup packet, sends all the information from the
gameplay menu to all other machines so there are no consistency errors.
- Fixed the demo's so they play properly again, (AdvancedAI was using
P_Random, so the demo's were getting the wrong numbers) There is now a
J_Random :) function which should be used for random numbers for addons to
stop this from re-occuring.
- disabled the gameplay menu also while in a netgame (you can undo
that if you wish, but I personally think it's better to reduce consistency
errors).
-Radius Scripting (player goes within a radius causes an event - check this out!)
Scripting for new levels or existing ones (see radius.htm).
-Options menu reorganised and graphical titles used
-new deadly former humans setting (spider demon is also a nightmare here)
-new startup sequence
-monster respawn setting in the menu
-monster infighting setting in the menu
-graphical titles for menu
-cd audio volume in the menu
-code clean up (rationalising etc)
-updated german support (Thanks to TwoFace)
-new cheat codes:
'idgive1' - gives chainsaw.
'idgive2' - gives shotgun + full ammo.
'idgive3' - gives double-barrel shotgun + full ammo.
'idgive4' - gives chaingun + full ammo.
'idgive5' - gives missile launcher + full ammo.
'idgive6' - gives plasma rifle + full ammo.
'idgive7' - gives BFG + full ammo.
'idunlock' - gives all the keys.
'idloaded' - gives all the ammo.
'idsuicide' - suicide.
'idtakeall' - takes all stuff away.
'idinfo' - replaces 'showinfo'.
'idkillall' - replaces 'hotaru'.
-'idinfo' gives numerical x,y coordinates for scripting
Whats New over the Original Doom:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Hi-Colour Mode
Higher Resolutions (up to 1280x1024, compared to 320x200 in the original)
64 Level Translucency
Jumping
180-degree turn
user-definable gravity
Controls Configurable in the Game
8-Player Support
New gameplay options
Mouse-look
Radius Scripting for existing and new levels
Music support for MP3, MOD and loads more
CD Audio
Overlap Map Function
Rotate Map Function
LOADS MORE!
User Notes
^^^^^^^^^^
-use wads from doom v1.9!!!!!!!!
-networking should only be compatible with doom v1.9 if you don't use extra features
(ie: everything in gameplay options must be turned off, gravity should be at default)
-Everything in gameplay options MUST be the same for all computers in
a network game.
-played demos should be from doom v1.9
-if you have an order video card without vesa2 linear frame buffer, you
might be able to speed up doom by getting SDD at http://www.scitechsoft.com
-On a slower machine, dosdoom is slower than the original doom.exe, while
on a newer machine, dosdoom is faster than the original doom.exe
-using double-buffering may improve speed significantly, but it also could
slow things down.
-to do networking, rename dosdoom.exe to doom2.exe and run dm.exe
(dm.exe is DeathManager which comes with doom v1.9)
-You could use CapLock to always run - when its on, use shift to walk
-Removed limits on maxvisplanes, maxdrawsegs, maxvissprites, and
max savegame size for u level designers out there :)
-If the DOSDOOM environ var exists, dosdoom will look in that directory
for default.cfg
-new cheatcode: type 'idkillall' to kill all monsters
-new cheat code 'idinfo', which will show fps/time/position/kills/etc
in single player and fps/time in multiplayer
-'idinfo', 'cdnext', 'cdprev', and 'idmus??' are allowed in deathmatch
-MIDI support is now in DosDoom - just use the midi file in place of the
mus file
-You can press PrintScreen to take a screenshot at any time
-player 5-8 starts are things 4001-4004 (for you level designers out there)
-you need a new ipxsetup for 8 player support
-If the mouse hangs, you could try adding mouse=ms to dosdoom.cfg
NOTE TO PROGRAMMERS: Please see coders.txt if you wish compile DOSDoom.
Command Line Parameters:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-gwaddir dir Sets the location of the doom wad
-iwad dir Sets the location of the doom wad. Can be either a directory to
search or the full pathname.
-debugfile Writes a debug file to debug0.txt where 0 is the player number.
Only available in the DEVELOPERS edition.
-config ??? Sets the config file to ??? (default default.cfg)
-andymagic Turns genetic experiments with paint on.
-nomonsters Turns off monsters.
-turbo ??? Makes console player faster by ??? %
-file ??? Adds custom data file ???. If ??? is not a wad file, it will be
added as a single lump.
-playdemo ??? Plays demo ???.
-timedemo ??? Plays demo ??? with -singletics and displays fps.
-singletics Turns off 35 fps max framerate. DOSDoom plays as fast as possible.
-skill Sets skill level 1 - 5
-avg Levels will end after 20 minutes.
-timer ??? Levels will end after ??? minutes.
-warp ??? Warp to map ???. Map should be given by map names, ie -warp map01 or
-warp e3m2
-script ??? Loads radius trigger script ???
-record ??? Records a demo called ???
-loadgame ??? Loads game ???
-viewangle <ang> [player]
Modifies the view so instead of looking forward, the view looks <ang>
90 is left, 270 is right. The optional player is the player to view.
Only useful in network games.
-lang ??? Sets the language to ???
-ddf ??? Sets the directory to load ddf files from.
-fast_startup Speeds up the load time.
-nodrawers Doesn't draw the screen. For timing purposes
-extratic Sends a backup tic for net games.
-dup Turns on tic duplication for slow nets
-heapsize ??? Sets the amount of memory to use in megabytes.
-ihatebill Turns on Windows friendly mode.
-nosound Disables sound + music.
-UseC Don't use assembler drawing routines.
-forcevga Use standard vga for 320x200 even if a vesa mode is availiable
-dblbuffer Use hardware double buffering. Might be faster, especially at
hi-res and hi-color modes. You could use timedemo to check.
This may not work on all computers. (Note: on most video cards,
this will be slower if you use lotsa translucency)
-heapsize ??? Sets heapsize to ??? megabytes. (default 6) Increase if you
get out of memory errors at very-high resolutions or big maps
-cdaudio Turns on cd-audio support. Use the new cheat codes CDNEXT
and CDPREV to go forward or back a track. Use IDMUS?? to
change to a specific track.
-patches All wavetable patches should be loaded into memory on start up
instead of loading when needed.
-nosound Turns off all sound
-gfixspr \
-gfixflt |
-gfixpat |- Sprites-in-a-pwad bugfix (Thanks to Martin Howe)
-gfixsfp | See readme.sprites for more details.
-gignrot |
-gfixall /
-UseCol ??? Uses column drawing routine ??? to draw walls and sprites.
KM Smooth column drawing routine
* id2 Original routine by id software optimised for 486 by Erik
* id Original routine by id software
* Pentium Pentium optimised routine
* K6 MMX routine optimised for K6 by Erik
Old Optimised routine by Chi Hoang
Rasem Optimised routine by Rasem.
C Compiler optimised routine. :-)
* Not available in Hicolour.
-UseSpan ??? Uses span drawing routine ??? to draw floors and ceilings.
KM Smooth routine.
* id2 Original routine by id software optimised by Erik
* id Original routine by id software
* MMX MMX routine by Erik
Rasem Optimised routine by Rasem
C Compiler optimised routine
* Not available in Hicolour.
-list Lists all column and span drawing routines.
These Command-line Parameters can be Configured in the Options Menu:
-mlook Enables mlook, so when you move the mouse up or down, it'll
tilt your view up or down
-invertmouse Makes it so when you move the mouse up, your view tilts down
and vice-versa. Only useful with -mlook
-vspeed Sets the vertical speed for both -mlook and the keyboard
look up/down keys. (default 1000)
-novert Turns off vertical mouse movement. Useful if you are used
to +mlook.
-newnmrespawn Makes monsters in Nightmare respawn in place
-itemrespawn Item Respawning
-stretchsky Stretches Sky for Better mlooking
-rotatemap Makes the map view rotate, instead of having the player rotate
-respawn Turns monster respawning on.
-fast Turns monsters fast
-newmap New automap-overlay mode. Press tab to switch to it.
(Thanks to Dave Pearson)
-swapstereo Swaps the stereo channels
-bpp ??? Sets bytes per pixel: 1 = 256 colours, 2 = hi colour.
-res w h w = x resolution (default 320) , h = y resolution (default 200)
-width ??? Sets x resolution to ??? (default 320)
-height ??? sets y resolution to ??? (default 200)
-hicolor Enables hicolor mode
Known Bugs: (don't email us about them)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-some demos get out of sync in dosdoom